Smooth Rotating Door

From Second Life Wiki
Revision as of 12:12, 23 March 2014 by Toy Wylie (talk | contribs) (→‎Changelog: Added closing sound)
Jump to navigation Jump to search

Smooth Rotating Door Script

Introduction

Most doors in SL use the same method for opening. They set the door's rotation in one or more steps, resulting in a somewhat choppy motion. This script uses a mixture of llTargetOmega() and llSetLocalRot() to achieve a very smooth, pleasant looking animation for the door. In laggy environments it might be that the script displays a somewhat flaky behavior, but for most cases it will work nicely.

For those unfamiliar with the typical swinging door, you use a box and do a path cut 0.375 / 0.875 to remove one-half of the prim. This will make appear as if it is swinging on its edge and not around it's middle.

<lsl>// Smooth Door Script - Version 1.2.1 // by Toy Wylie // Distributed under the following licence: // - You can use it in your own works // - You can sell it with your work // - This script must remain full permissions // - This header notice must remain intact // - You may modify this script as needed

float openingTime=3.0; // in seconds float openingAngle=90.0; // in degrees float autocloseTime=15.0; // in seconds integer steps=4; // number of internal rotation steps integer world=TRUE; // align to world or root prim rotation

string soundOpen="door_open"; string soundClose="door_close"; string soundClosing="door_closing";

float omega=0.0;

vector axis; rotation closedRot; rotation openRot;

integer swinging; integer open;

sound(string name) {

   if(llGetInventoryType(name)==INVENTORY_SOUND)
       llTriggerSound(name,1.0);

}

openDoor(integer yes) {

   if(yes)
       sound(soundOpen);
   else
       sound(soundClosing);
   vector useAxis=axis;
   open=yes;
   if(!yes)
       useAxis=-axis;
   llSetTimerEvent(openingTime/(float) steps);
   llTargetOmega(useAxis,omega,1.0);

}

go() {

   if(swinging==0)
   {
       if(!open)
       {
           axis=<0.0,0.0,1.0>/llGetRootRotation();
           closedRot=llGetLocalRot();
           if(world)
               openRot=llGetRot()*llEuler2Rot(<0.0,0.0,openingAngle>*DEG_TO_RAD)/llGetRootRotation();
           else
               openRot=closedRot*llEuler2Rot(<0.0,0.0,openingAngle>*DEG_TO_RAD);
       }
       swinging=steps;
       openDoor(!open);
   }

}

rotation slerp(rotation source,rotation target,float amount) {

  return llAxisAngle2Rot(llRot2Axis(target/=source),amount*llRot2Angle(target))*source;

}

default {

   state_entry()
   {
       swinging=0;
       open=FALSE;
       omega=TWO_PI/360*openingAngle/openingTime;
       llTargetOmega(ZERO_VECTOR,1.0,1.0);
   }
   touch_start(integer dummy)
   {
       go();
   }
   collision_start(integer dummy)
   {
       go();
   }
   timer()
   {
       if(swinging>0)
       {
           swinging--;
           if(swinging!=0)
           {
               float amount=(float) swinging/(float) steps;
               if(open)
                   amount=1.0-amount;
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,slerp(closedRot,openRot,amount)]);
               return;
           }
           llTargetOmega(axis,0.0,0.0);
           if(open)
           {
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,openRot]);
               llSetTimerEvent(autocloseTime);
           }
           else
           {
               llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_ROT_LOCAL,closedRot]);
               sound(soundClose);
               llSetTimerEvent(0.0);
           }
       }
       else // autoclose time reached
       {
           llSetTimerEvent(0.0);
           openDoor(!open);
           swinging=steps;
       }
   }

}</lsl>

Changelog

Version 1.2.1:

  • Added a sound that plays when the door starts to close

Version 1.2:

  • Now always aligns to the global coordinate system or root prim rotation, so you don't need two scripts anymore
  • Added graceful sound handling

Version 1.1:

  • Added rotation steps so people can start walking through the halfways-open door already
  • Added opening on collision