Difference between revisions of "Smooth Sliding Door"
Omei Qunhua (talk | contribs) (Tweak) |
Omei Qunhua (talk | contribs) (Thought of a neater computation) |
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// Find the middle sized dimension of the door prim | // Find the middle sized dimension of the door prim | ||
// This determines the axis to move on, and the distance to move | // This determines the axis to move on, and the distance to move | ||
list lx = llListSort ( [Scale.x, | list lx = llListSort( [Scale.x, <1,0,0>, Scale.y, <0,1,0>, Scale.z, <0,0,1> ], 2, TRUE ); | ||
gOffset = llList2Vector(lx, 3) * llList2Float(lx, 2); // Apply the distance to move to the appropriate dimension | |||
} | } | ||
touch_end(integer total_number) | touch_end(integer total_number) |
Revision as of 12:01, 27 April 2014
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Smooth Sliding Door Script
Introduction
It really annoys me that there are so many bad looking doors out there that jerk around. While you can use llSetPos for a sliding door you have no control at what speed it moves. This sliding door script i created because i wanted to time my sliding door movements with the door sounds i had. It uses llMoveToTarget to move the door, with the door temporally turning phantom as it moves.
In laggy sims it will behave a little bit funky .. the door sometimes seeming to zoom off to the side before popping into the correct final position as the door becomes a physical object. However, even with that defect it still looks much better IMHO
For a script with fewer problems, see "Alternative Script" at the end of this page.
The Script
<lsl> // ******************************************************************** // // Basic Physical Sliding Door Script // by SimonT Quinnell // 11/07/2009 // // NOTE: If you are going to reposition the door, do it while the door is closed. // Otherwise it will try and use the old close position as a reference point. // // Licensed under the "OpenCollar License" // Ie. Licensed under the GPLv2, with the additional requirement that these scripts remain "full perms" in Second Life. // // Edit: Simplified the script to be just a basic move script .. removed the sound triggers (5/1/2010) // // ********************************************************************
// ********************************************************************
// CONSTANTS
// ********************************************************************
// Movement Constants vector OFFSET = <-2.0, 0.0, 0.0>; // Directional offset for moving the door in x,y,z coordinates float OPENTIME = 3.5; // Time taken to open door float CLOSETIME = 3.5; // Time taken to close door
// ********************************************************************
// Variables
// ********************************************************************
vector vPosition; rotation rRot; float omega=0.0; vector vTargetPos; integer bOpen = FALSE; integer bMoving = FALSE;
// ********************************************************************
// Functions
// ********************************************************************
MoveDoor()
{
if(!bOpen) { // Initial conditions bOpen = TRUE; rRot = llGetRot(); vPosition = llGetPos(); // Target Position omega=OPENTIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition+OFFSET*rRot; // Set the timer to cleanup position llSetTimerEvent(OPENTIME); }else { bOpen = FALSE;
// Target Position omega=CLOSETIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition; // Set the timer to cleanup position llSetTimerEvent(CLOSETIME); } // Set Door Physical and move it bMoving = TRUE; llSetStatus(STATUS_PHANTOM, TRUE); llSetStatus(STATUS_PHYSICS, TRUE); llMoveToTarget(vTargetPos,omega);
}
default
{
state_entry() { // Initial conditions rRot = llGetRot(); vPosition = llGetPos(); } touch_start(integer num_detected) { MoveDoor(); } timer() { // Clean up Position bMoving = FALSE; llSetTimerEvent(0.0); llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHANTOM, FALSE); llSetPrimitiveParams([ PRIM_POSITION, vTargetPos, PRIM_ROTATION, rRot ]); }
}</lsl>
The Script with Auto-Close
Flax Quirina: A minor off-spin of the script above would be to add an auto-close feature so that the door slides back after a certain user-defined period of time.
<lsl> // ******************************************************************** // // Basic Physical Sliding Door Script // by SimonT Quinnell (11/07/2009) edited by Flax Quirina // for auto-close (17/06/2011). // // NOTE: If you are going to reposition the door, do it while the door is closed. // Otherwise it will try and use the old close position as a reference point. // // Licensed under the "OpenCollar License" // Ie. Licensed under the GPLv2, with the additional requirement that these scripts remain "full perms" in Second Life. // // Edit: Simplified the script to be just a basic move script .. removed the sound triggers (5/1/2010) // // ********************************************************************
// ********************************************************************
// CONSTANTS
// ********************************************************************
// Movement Constants vector OFFSET = <-2.0, 0.0, 0.0>; // Directional offset for moving the door in x,y,z coordinates float OPENTIME = 3.5; // Time taken to open door float CLOSETIME = 3.5; // Time taken to close door float AUTO_CLOSE_TIME = 5; // Time to auto-close the door
// ******************************************************************** // Variables // ********************************************************************
vector vPosition; rotation rRot; float omega=0.0; vector vTargetPos; integer bOpen = FALSE; integer bMoving = FALSE; integer destTarget;
// ******************************************************************** // Functions // ********************************************************************
MoveDoor()
{
if(!bOpen) { // Initial conditions bOpen = TRUE; rRot = llGetRot(); vPosition = llGetPos(); // Target Position omega=OPENTIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition+OFFSET*rRot; // Set the timer to cleanup position //llSetTimerEvent(OPENTIME); }else { bOpen = FALSE; // Target Position omega=CLOSETIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition; // Set the timer to cleanup position //llSetTimerEvent(CLOSETIME); } // Set Door Physical and move it bMoving = TRUE; llSetStatus(STATUS_PHANTOM, TRUE); llSetStatus(STATUS_PHYSICS, TRUE); destTarget = llTarget(vTargetPos, llVecDist(<0,0,0>,OFFSET)); llMoveToTarget(vTargetPos,omega);
}
default
{
state_entry() { // Initial conditions rRot = llGetRot(); vPosition = llGetPos(); } at_target(integer tnum, vector targetpos, vector ourpos) { if(llVecDist(targetpos, ourpos) < 0.1) { // Clean up Position bMoving = FALSE; llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHANTOM, FALSE); llSetPrimitiveParams([ PRIM_POSITION, vTargetPos, PRIM_ROTATION, rRot ]); llTargetRemove(destTarget); if(bOpen) { llSetTimerEvent(AUTO_CLOSE_TIME); } } } touch_start(integer num_detected) { MoveDoor(); } timer() { llSetTimerEvent(0.0); MoveDoor(); }
} </lsl>
Alternative Script
<lsl> // A go-Physical+Phantom Sliding Door by Omei Qunhua // with Auto-computation of movement axis and distance // To avoid problems, the script ignores touches while the door is moving
vector gHome; // Position of the door in its initial closed position rotation gRot; // The initial rotation of the door prim vector gOffset; // This will be populated with the move distance stored in the appropriate axis position integer AUTO_CLOSE_TIME = 8; // Can be zero if no auto-close is desired
StartMove(vector Target) {
// Set the door PHANTOM and PHYSICAL and start moving it llMoveToTarget(Target, 3); // Do this first, to avoid the door dropping llSetStatus(STATUS_PHANTOM, TRUE); llSetStatus(STATUS_PHYSICS, TRUE); llSetTimerEvent(5); // Start a timer. We will end the move after this time.
} EndMove(vector Target) {
// Return the door to non-phantom, non-physical and do a final confirmatory move llSetTimerEvent(0); llSetStatus(STATUS_PHYSICS, FALSE); llSetStatus(STATUS_PHANTOM, FALSE); llSetPrimitiveParams([ PRIM_POSITION, Target, PRIM_ROTATION, gRot ]);
}
default {
state_entry() { gRot = llGetRot(); gHome = llGetPos(); vector Scale = llGetScale(); // Find the middle sized dimension of the door prim // This determines the axis to move on, and the distance to move list lx = llListSort( [Scale.x, <1,0,0>, Scale.y, <0,1,0>, Scale.z, <0,0,1> ], 2, TRUE ); gOffset = llList2Vector(lx, 3) * llList2Float(lx, 2); // Apply the distance to move to the appropriate dimension } touch_end(integer total_number) { state opening; }
}
state opening // In this state, the door is in process of opening {
state_entry() { StartMove(gHome + gOffset * gRot); } timer() { EndMove(gHome + gOffset * gRot); state open; }
}
state open // The door is fully open {
state_entry() { llSetTimerEvent(AUTO_CLOSE_TIME); // Close the door after this time (or not, if value is zero) } // We will close the door either if it's touched while fully open, or after a time touch_end(integer num) { state closing; } timer() { state closing; }
}
state closing // State for when the door is in the process of closing {
state_entry() { StartMove(gHome); } timer() { EndMove(gHome); state default; }
}
</lsl>