X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_eepaw_knowledge_v60.9%2Frotanium_rotato_v2.7.txt;fp=huffware%2Fhuffotronic_eepaw_knowledge_v60.9%2Frotanium_rotato_v2.7.txt;h=99ff84ca44fce89d07de0eca48cf39e8877e815f;hb=cb9011b7dd78ac93d48a871a9fdda062c9181138;hp=0000000000000000000000000000000000000000;hpb=ad0ce3f89fcb4e06393aa84e342c2745aef72da8;p=feisty_meow.git diff --git a/huffware/huffotronic_eepaw_knowledge_v60.9/rotanium_rotato_v2.7.txt b/huffware/huffotronic_eepaw_knowledge_v60.9/rotanium_rotato_v2.7.txt new file mode 100755 index 00000000..99ff84ca --- /dev/null +++ b/huffware/huffotronic_eepaw_knowledge_v60.9/rotanium_rotato_v2.7.txt @@ -0,0 +1,258 @@ + +// huffware script: rotanium rotato, by fred huffhines. +// +// causes the object to rotate according to the parameters set below. +// this can use herky-jerky timed rotation with llSetRot or it can use +// smooth rotation with llTargetOmega. +// +// this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html +// do not use it in objects without fully realizing you are implicitly accepting that license. +// + +integer RANDOMIZE_ROTATION = TRUE; + +integer SMOOTH_ROTATION = TRUE; + // if this is true, then the object will rotate smoothly rather than + // being rotated by the timer. + +float SMOOTH_TIMER_FREQUENCY = 14.0; + // the smooth rotater doesn't need to hit the timer all that often. + +float SMOOTH_CHANCE_FOR_ADJUSTING = 0.8; + // we won't always change the smooth rotation, even though our timer + // is pretty slow. + +float SMOOTH_ROTATION_GAIN_MAX = 0.0490873852122; + // the gain is how fast we will rotate in radians per second. + // PI / 2 is about 90 degrees per second, which seems way too fast. + // 0.196349540849 is about PI / 16, 0.0981747704244 is about PI / 32, + // and 0.0490873852122 is about PI / 64. + +float JERKY_TIMER_FREQUENCY = 0.50; + // this is the fastest that llSetRot rotation can happen anyhow, + // so we fire the timer at this rate. + +float JERKY_CHANCE_FOR_ADJUSTING = 0.1; + // this is the probability of changing the current direction. + +vector current_add_in = <0.0, 0.0, 0.4>; + // randomly assigned to if RANDOMIZE_ROTATION is true. + +float current_gain = -0.05; + // speed of smooth rotation; will randomly change if RANDOMIZE_ROTATION is true. + +float MIN_ADDITION = 0.01; + // smallest amount of change we will ever have. +float MAX_ADDITION = 7.0; + // largest amount of change we will ever have. + +// sets the gain and add in to random choices. +randomize_values() +{ + current_gain = randomize_within_range(0.001, SMOOTH_ROTATION_GAIN_MAX, TRUE); + current_add_in = random_vector(MIN_ADDITION, MAX_ADDITION, TRUE); +} + +// performs the timed rotation that has been configured for us. +rotate_as_requested() +{ + if (SMOOTH_ROTATION) { + // our slack timer went off, so randomize the rotation if requested. + if (RANDOMIZE_ROTATION && (llFrand(1.0) >= SMOOTH_CHANCE_FOR_ADJUSTING) ) + randomize_values(); + // make sure we are using the rotational values we were asked to. + llTargetOmega(current_add_in, current_gain, 1.0); + } else { + // herky jerky rotation. + +//hmmm: seeing that GetRot or GetLocalRot might be useful at different times. + rotation curr_rot = llGetLocalRot(); // get our current state. + vector euler_curr = llRot2Euler(curr_rot); // turn into euler coords. + euler_curr *= RAD_TO_DEG; // convert to degrees. + vector new_rot = euler_curr + current_add_in; // add our adjustment in. + new_rot *= DEG_TO_RAD; // convert to radians. + rotation quat = llEuler2Rot(new_rot); // convert to quaternion + llSetLocalRot(quat); // rotate the object +//will the local work for a single prim? +//in the current case, we do want just the local rot to change. + + // change the rotation add-in if the mood strikes us. + float starter = 0.420; // where we start looking for change. + float change_cap = starter + JERKY_CHANCE_FOR_ADJUSTING; + float randomness = llFrand(1.000); + if ( (randomness <= change_cap) && (randomness >= starter) ) { + // time for a change in the rotation. + if (RANDOMIZE_ROTATION) + randomize_values(); + } + } +} + +////////////// +// start of hufflets... + +////////////// +// huffware script: auto-retire, by fred huffhines, version 2.5. +// distributed under BSD-like license. +// !! keep in mind that this code must be *copied* into another +// !! script that you wish to add auto-retirement capability to. +// when a script has auto_retire in it, it can be dropped into an +// object and the most recent version of the script will destroy +// all older versions. +// +// the version numbers are embedded into the script names themselves. +// the notation for versions uses a letter 'v', followed by two numbers +// in the form "major.minor". +// major and minor versions are implicitly considered as a floating point +// number that increases with each newer version of the script. thus, +// "hazmap v0.1" might be the first script in the "hazmap" script continuum, +// and "hazmap v3.2" is a more recent version. +// +// example usage of the auto-retirement script: +// default { +// state_entry() { +// auto_retire(); // make sure newest addition is only version of script. +// } +// } +// this script is partly based on the self-upgrading scripts from markov brodsky +// and jippen faddoul. +////////////// +auto_retire() { + string self = llGetScriptName(); // the name of this script. + list split = compute_basename_and_version(self); + if (llGetListLength(split) != 2) return; // nothing to do for this script. + string basename = llList2String(split, 0); // script name with no version attached. + string version_string = llList2String(split, 1); // the version found. + integer posn; + // find any scripts that match the basename. they are variants of this script. + for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) { +//log_it("invpo=" + (string)posn); + string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn); + if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) { + // found a basic match at least. + list inv_split = compute_basename_and_version(curr_script); + if (llGetListLength(inv_split) == 2) { + // see if this script is more ancient. + string inv_version_string = llList2String(inv_split, 1); // the version found. + // must make sure that the retiring script is completely the identical basename; + // just matching in the front doesn't make it a relative. + if ( (llList2String(inv_split, 0) == basename) + && ((float)inv_version_string < (float)version_string) ) { + // remove script with same name from inventory that has inferior version. + llRemoveInventory(curr_script); + } + } + } + } +} +// +// separates the base script name and version number. used by auto_retire. +list compute_basename_and_version(string to_chop_up) +{ + // minimum script name is 2 characters plus a version. + integer space_v_posn; + // find the last useful space and 'v' combo. + for (space_v_posn = llStringLength(to_chop_up) - 3; + (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v"); + space_v_posn--) { + // look for space and v but do nothing else. +//log_it("pos=" + (string)space_v_posn); + } + if (space_v_posn < 2) return []; // no space found. +//log_it("space v@" + (string)space_v_posn); + // now we zoom through the stuff after our beloved v character and find any evil + // space characters, which are most likely from SL having found a duplicate item + // name and not so helpfully renamed it for us. + integer indy; + for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) { +//log_it("indy=" + (string)space_v_posn); + if (llGetSubString(to_chop_up, indy, indy) == " ") { + // found one; zap it. since we're going backwards we don't need to + // adjust the loop at all. + to_chop_up = llDeleteSubString(to_chop_up, indy, indy); +//log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up); + } + } + string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1); + // ditch the space character for our numerical check. + string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1); + // strip out a 'v' if there is one. + if (llGetSubString(chop_suffix, 0, 0) == "v") + chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1); + // if valid floating point number and greater than zero, that works for our version. + string basename = to_chop_up; // script name with no version attached. + if ((float)chop_suffix > 0.0) { + // this is a big success right here. + basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1); + return [ basename, chop_suffix ]; + } + // seems like we found nothing useful. + return []; +} +// +////////////// + +// returns a number at most "maximum" and at least "minimum". +// if "allow_negative" is TRUE, then the return may be positive or negative. +float randomize_within_range(float minimum, float maximum, integer allow_negative) +{ + if (minimum > maximum) { + // flip the two if they are reversed. + float temp = minimum; minimum = maximum; maximum = temp; + } + float to_return = minimum + llFrand(maximum - minimum); + if (allow_negative) { + if (llFrand(1.0) < 0.5) to_return *= -1.0; + } + return to_return; +} + +// returns a random vector where x,y,z will be between "minimums" and "maximums" +// x,y,z components. if "allow_negative" is true, then any component will +// randomly be negative or positive. +vector random_bound_vector(vector minimums, vector maximums, integer allow_negative) +{ + return ; +} + +// returns a vector whose components are between minimum and maximum. +// if allow_negative is true, then they can be either positive or negative. +vector random_vector(float minimum, float maximum, integer allow_negative) +{ + return random_bound_vector(, + , allow_negative); +} + +// end hufflets +////////////// + +default +{ + state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; } + on_rez(integer parm) { state rerun; } +} +state rerun { state_entry() { state default; } } + +state real_default +{ + state_entry() + { + auto_retire(); + // if needed, we will set our initial random rotation. + if (RANDOMIZE_ROTATION) randomize_values(); + // do a first rotate, so we move right at startup. otherwise we won't move + // until after our first timer hits. + rotate_as_requested(); + // now set the timer for our mode. + if (SMOOTH_ROTATION) { + llSetTimerEvent(SMOOTH_TIMER_FREQUENCY); + } else { + llSetTimerEvent(JERKY_TIMER_FREQUENCY); + } + } + + timer() { rotate_as_requested(); } +} +