Smooth Sliding Door
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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 somtimes seeming to zoom off to the side as the door becomes a physical object. However, even with that defect it still looks much better IMHO
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. // // ********************************************************************
// ********************************************************************
// CONSTANTS
// ********************************************************************
// Movement Constants vector OFFSET = <-2.0, 0.0, 0.0>; // Directional offset for moving the door float OPENTIME = 3.5; // Time taken to open door float CLOSETIME = 3.5; // Time taken to close door
// Sound/volume to play on open and close, either a UUID or a name in the door contents
string OPENSOUND = "";
float OPENVOL = 1.0;
string CLOSESOUND = "";
float CLOSEVOL = 1.0;
// Misc. Constants float MAX_DISTANCE = 10.00; // Maximum distance the touching avatar can be away
// ********************************************************************
// Variables
// ********************************************************************
vector vPosition; rotation rRot; float omega=0.0; vector vTargetPos; integer bOpen = FALSE; integer bMoving = FALSE;
// ********************************************************************
// Functions
// ********************************************************************
MoveDoor()
{
if(!bOpen) { // Initial conditions rRot = llGetRot(); vPosition = llGetPos(); // Target Position omega=OPENTIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition+OFFSET*rRot; // Set the timer to cleanup position .. nesessary for laggy sims llSetTimerEvent(OPENTIME); bOpen = TRUE; if(OPENSOUND != "") llTriggerSound(OPENSOUND, OPENVOL); }else { // Target Position omega=CLOSETIME/llVecDist(<0,0,0>,OFFSET); vTargetPos = vPosition; // Set the timer to cleanup position .. nesessary for laggy sims llSetTimerEvent(CLOSETIME);
bOpen = FALSE; if(CLOSESOUND != "") llTriggerSound(CLOSESOUND, CLOSEVOL); } // 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) { key keyTouchingAvatar = llDetectedKey(0); float distance = llVecDist(llGetPos(),llDetectedPos(0));
if (distance < MAX_DISTANCE && !bMoving) 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>