User:Tyken Hightower/GenericDoor

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<lsl> // Generic Door // "N" was here


// Information // ---------------------------------------------------------------- // The door prim can be either a root or child (although a child will only rotate itself, not the linkset). // The script operates assuming that the 'front' of the door is its positive x-axis, the positive y-axis shoots from the hinges through the door, and the z-axis is up. // // To make a very simple one-prim door to use, give a box the following parameters and drop the script in: // Size X: 0.1 // Size Y: 3.0 // Size Z: 3.0 // Path Cut Begin: 0.375 // Path Cut End: 0.875 // // The door doesn't require any 'reset;' if you want to move it, go right ahead. Moving or rotating the door doesn't change its operation or open/closed status. // Changing and recompiling the script or resetting it makes the door assume it is in the 'closed' position. // ----------------------------------------------------------------


// User-customizable constants // ---------------------------------------------------------------- // Sets whether the door can be opened by touch integer touch_to_open = TRUE;

// Sets whether the door can be opened by collision integer collide_to_open = TRUE;

// Sets whether the door should use a sensor automatically open for nearby agents, the sensor range (in meters), and the sensor scan rate (in seconds) integer sensor_open = TRUE; float sensor_open_range = 3.0; float sensor_open_scanrate = 1.0;

// Seconds until an open door shuts itself automatically (set to 0.0 to let doors stay open forever) float door_timeout = 5.0;

// Which direction the door opens around the Z axis // Both can be set; the the direction will then depend on the position of the person opening it integer open_clockwise = TRUE; integer open_anticlockwise = TRUE; // Sets whether the door opens away (TRUE) from or toward (FALSE) the avatar opening it (only has an effect when both opening direction options above are TRUE) integer open_away = TRUE;

// Angle (in degrees) the door opens for each direction (use only positive values) float clockwise_angle = 90.0; float anticlockwise_angle = 90.0;

// Sound effect inventory names (or asset UUIDs) and volume levels (0.0 to 1.0) string open_sound = ""; float open_volume = 1.0; string close_sound = ""; float close_volume = 1.0; // ----------------------------------------------------------------


// Internal script variables - do not edit // ---------------------------------------------------------------- integer opened = FALSE; integer opened_clockwise = FALSE;

integer timeout_waiting = FALSE;

rotation clockwise_rot = <0.0, 0.0, 0.0, 1.0>; rotation inv_clockwise_rot = <0.0, 0.0, 0.0, 1.0>; rotation anticlockwise_rot = <0.0, 0.0, 0.0, 1.0>; rotation inv_anticlockwise_rot = <0.0, 0.0, 0.0, 1.0>; // ----------------------------------------------------------------


init() {

   // Prepare internal rotation values to save calculations
   clockwise_rot = llEuler2Rot(<0.0, 0.0, -clockwise_angle> * DEG_TO_RAD);
   inv_clockwise_rot = ZERO_ROTATION / clockwise_rot;
   anticlockwise_rot = llEuler2Rot(<0.0, 0.0, anticlockwise_angle> * DEG_TO_RAD);
   inv_anticlockwise_rot = ZERO_ROTATION / anticlockwise_rot;
   
   if (sensor_open) {
       llSensorRepeat("", "", AGENT, sensor_open_range, PI, sensor_open_scanrate);
   }

}

// Perform the actual opening, clockwise do_open_clockwise() {

   if (open_sound != "") {
       llTriggerSound(open_sound, open_volume);
   }
   llSetLocalRot(clockwise_rot * llGetLocalRot());
   
   opened_clockwise = TRUE;

}

// Perform the actual opening, anticlockwise do_open_anticlockwise() {

   if (open_sound != "") {
       llTriggerSound(open_sound, open_volume);
   }
   llSetLocalRot(anticlockwise_rot * llGetLocalRot());
   
   opened_clockwise = FALSE;

}

open(vector agent_pos) {

   llSetTimerEvent(door_timeout);
   // Don't try to open the door if it's already opened
   if (opened) return;
   
   // If necessary, determine whether to open clockwise or anticlockwise based on the agent's position
   if (open_clockwise && open_anticlockwise) {
       float agent_angle = llRot2Angle(llRotBetween(llRot2Fwd(llGetRot()), llVecNorm(agent_pos - llGetPos())));
       if (agent_angle > PI_BY_TWO) { // Agent is 'behind' the door (negative on the door's x-axis)
           if (open_away) { // Default behavior; agent behind door opens it 'away,' thus clockwise
               do_open_clockwise();
           } else { // Agent is behind door, but opens it toward themselves, thus anticlockwise
               do_open_anticlockwise();
           }
       } else { // Agent is 'in front of' the door (positive on the door's x-axis)
           if (open_away) { // Default behavior, agent in front of door opens it 'away,' thus anticlockwise
               do_open_anticlockwise();
           } else { // Agent is in front of door, but opens it toward themselves, thus clockwise
               do_open_clockwise();
           }
       }
   // Otherwise, open in a simple predetermined manner.
   } else if (open_clockwise) {
       do_open_clockwise();
   } else {
       do_open_anticlockwise();
   }
   
   opened = TRUE;
   timeout_waiting = FALSE;
   start_timeout();

}

close() {

   llSetTimerEvent(0.0);
   // Don't try to close the door if it's already closed
   if (!opened) return;
   
   if (close_sound != "") {
       llTriggerSound(close_sound, close_volume);
   }
   
   if (opened_clockwise) {
       llSetLocalRot(inv_clockwise_rot * llGetLocalRot());
   } else {
       llSetLocalRot(inv_anticlockwise_rot * llGetLocalRot());
   }
   
   opened = FALSE;
   timeout_waiting = FALSE;

}

start_timeout() {

   if (timeout_waiting) return;
   
   llSetTimerEvent(door_timeout);
   timeout_waiting = TRUE;

}

default {

   state_entry() {
       init();
   }
   
   on_rez(integer start) {
       llResetScript();
   }
   
   // Touching can either open or close the door
   touch_start(integer touches) {
       if (touch_to_open) {
           if (opened) {
               close();
           } else {
               open(llDetectedPos(0));
           }
       }
   }
   
   // Collisions will open the door or keep it open by resetting the timer
   collision_start(integer colliders) {
       if (collide_to_open) {
           open(llDetectedPos(0));
       }
   }
   
   // Sensor matches will open the door or keep it open by resetting the timer
   sensor(integer matches) {
       open(llDetectedPos(0));
   }
   
   // Avatars have left door scan range, allowing timeout to begin
   no_sensor() {
       start_timeout();
   }
   
   // Timeout reached, close the door
   timer() {
       close();
   }

} </lsl>