llSetTextureAnim
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Summary
Function: llSetTextureAnim( integer mode, integer face, integer sizex, integer sizey, float start, float length, float rate );0.0 | Forced Delay |
10.0 | Energy |
Animate the texture on the specified face/faces by setting the texture scale and offset.
• integer | mode | – | Mask of Mode flags | |
• integer | face | – | face number or ALL_SIDES | |
• integer | sizex | – | Horizontal frames (ignored for ROTATE and SCALE) | |
• integer | sizey | – | Vertical frames (ignored for ROTATE and SCALE) | |
• float | start | – | Start position/frame number (or radians for ROTATE) | |
• float | length | – | Number of frames to display (or radians for ROTATE) | |
• float | rate | – | Frames per second, or radians per second when ROTATE is set, or UV coordinates when SMOOTH is set (must not be zero) |
If face is ALL_SIDES then the function works on all sides.
start supports negative indexes.
Frames are numbered from left to right, top to bottom, starting at 0.
If rate is negative, it has the same effect as using the REVERSE flag.[1]
Specification
Index | Positive | Negative |
---|---|---|
First | 0
|
-length
|
Last | length - 1
|
-1
|
Indexes
- Positive indexes count from the beginning, the first item being indexed as
0
, the last as(length - 1)
.
- Negative indexes count from the far end, the first item being indexed as
-length
, the last as-1
.
Frames
Frames are sub-rectangles within the texture. A set of frames with 2 horizontal (sizex) and 3 vertical (sizey) means the overall texture is divided into 3 rows of 2 columns of images, each of which is a frame. llSetTextureAnim will animate across these 6 starting with the top left image and going across and down, optionally repeating. If SMOOTH is set, the frames slide smoothly from one to the next across each row but will "jump" from one row to the next, if off, each frame is displayed in turn centered on the face.
Modes | Description | |
---|---|---|
ANIM_ON | 0x01 | Texture animation is on. This must be set to start the animation, cleared to stop it. |
LOOP | 0x02 | Loop the texture animation. |
REVERSE | 0x04 | Play animation in reverse direction. |
PING_PONG | 0x08 | Play animation going forwards, then backwards. |
SMOOTH | 0x10 | Slide in the X direction, instead of playing separate frames. In both SCALE and ROTATE modes, causes smooth transitions. |
ROTATE | 0x20 | Animate texture rotation. Does not work with SCALE |
SCALE | 0x40 | Animate the texture scale. Does not work with ROTATE |
Caveats
- The function silently fails if its face value indicates a face that does not exist.
- If start is out of bounds the script continues to execute without an error message.
- You can only have one texture animation on a prim
- Calling llSetTextureAnim more than once on a prim will reset the existing animation.
- Calling llSetTextureAnim again with exact same values will not reset animation (a small difference in rate will suffice).
- You cannot combine ROTATE and SCALE flags.
- sizex & sizey are both limited to a range of 0 to 255
- llSetTextureAnim, when on, shows the texture with 1 repeat in X and Y and 0 rotation and offset.
- Selecting and un-selecting a prim with animation will reset animation from beginning.
Examples
This slides a texture smoothly, along the horizontal U-axis, and loops it when it gets to the end.
For Blinn-Phong materials, the texture's rotation for each side affects the apparent motion. So if the texture is rotated 90 degrees by use of the edit box, the texture may not flow in the direction expected.
For PBR materials, the Blinn-Phong texture rotation for each side affects the apparent motion, and animation is fully independent from the PBR texture transforms. This allows for more flexibility, however more complex transforms will not loop as easily.
llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, 1.0);
This slides a texture smoothly, along the horizontal U-axis, in the opposite direction
llSetTextureAnim(ANIM_ON | SMOOTH | LOOP , ALL_SIDES, 1, 1, 1.0, 1.0, -1.0);
This divides a texture into 64 "cells", 8 across, and 8 down, and flips through them, left to right, top to bottom. This is useful for cell animation.
llSetTextureAnim( ANIM_ON | LOOP, ALL_SIDES, 8, 8, 0.0, 64.0, 6.4 );
This rotates a texture counter-clockwise at 2 revolutions per second. Change the last value to -2*TWO_PI to rotate clockwise.
llSetTextureAnim(ANIM_ON | SMOOTH | ROTATE | LOOP, ALL_SIDES,1,1,0, TWO_PI, 2*TWO_PI);
This scales a texture larger and smaller.
llSetTextureAnim(ANIM_ON | SMOOTH | SCALE | PING_PONG | LOOP, ALL_SIDES, 1, 1, 1.0, 3.0, 2.0);
This turns off all texture animations
llSetTextureAnim(FALSE, ALL_SIDES, 0, 0, 0.0, 0.0, 1.0);
This toggles a looping animation to make it stop at a specific frame.
integer textureIsBeingAnimated;
default
{
touch_start(integer num_detected)
{
if (textureIsBeingAnimated)
llSetTextureAnim(ANIM_ON | LOOP, ALL_SIDES, 1, 5, 0.0, 0.0, 1.0);
else
llSetTextureAnim(ANIM_ON | SMOOTH, ALL_SIDES, 1, 5, 5.0, 1.0, 1.0);
// toggle back and forth between TRUE (1) and FALSE (0)
textureIsBeingAnimated = !textureIsBeingAnimated;
}
}
Notes
Texture animation is a property of the prim (i.e., you can remove the script that started the animation, and the prim will remember the settings anyway.) Note, though, that as of Jan 2009, texture animation is still one of the prim properties that is lost when using the rezzed in world copy method of shift-drag. Originally brought up in VWR-640, it got its own issue in SVC-3925
See Also
Deep Notes
- Pages using deprecated source tags
- LSL Face
- LSL Face/Set
- LSL History/Added/0.4.0
- LSL Negative Index
- Articles in need of haiku
- LSL Functions
- LSL Functions/Returns nothing
- LSL Parameters/mode
- LSL Parameters/sizex
- LSL Parameters/sizey
- LSL Parameters/start
- LSL Parameters/length
- LSL Parameters/rate
- LSL Keywords/All
- LSL topics with bugs
- LSL Media
- LSL Effects
- LSL Texture
- LSL Video