X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_eepaw_knowledge_v62.5%2Ftexture_mover_v3.0.txt;fp=huffware%2Fhuffotronic_eepaw_knowledge_v62.5%2Ftexture_mover_v3.0.txt;h=57a1e641b49cf28f46b42511e8397b69b2b4b093;hb=ef90e9104684f535e8a5edef643f008592254019;hp=0000000000000000000000000000000000000000;hpb=8bca8b4404ce2236359f100b97b1d10abb1b94bb;p=feisty_meow.git diff --git a/huffware/huffotronic_eepaw_knowledge_v62.5/texture_mover_v3.0.txt b/huffware/huffotronic_eepaw_knowledge_v62.5/texture_mover_v3.0.txt new file mode 100755 index 00000000..57a1e641 --- /dev/null +++ b/huffware/huffotronic_eepaw_knowledge_v62.5/texture_mover_v3.0.txt @@ -0,0 +1,237 @@ + +// huffware script: texture mover, by fred huffhines +// +// moves a texture across the object, either by smooth animation or brute force offsetting. +// +// 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. +// + +// constants... + +integer USE_TEXTURE_ANIMATION = TRUE; + // by default, we use texture animation which is a lower-lag way to + // make the texture move. if this is false, then we use a timed update + // to move the texture instead. + // note: these modes are actually really different. the texture animation + // is included here because i wanted to smooth out some objects that used + // texture movement. + +// used in both types... + +float TIMER_INTERVAL = 0.2; // how fast do we move texture? + +// for timed movement... + +vector OFFSET_MOVEMENT = ZERO_VECTOR; // no movement. +//vector OFFSET_MOVEMENT = <0.0, -0.02, 0.0>; + // how much to move the texture by in x,y,z directions. + +//float OFFSET_ROTATION = 0.0; // in degrees. +float OFFSET_ROTATION = -1.0; // in degrees. + +// for texture animations... + +float MOVER_TIMER_DIVISOR = 30.0; + // makes the movement comparable to timed method. + +float ROTATER_TIMER_DIVISOR = 7.0; + // makes the rotation comparable to timed method. + +// iterative movement of texture. +move_texture(vector offset) +{ + vector current = llGetTextureOffset(ALL_SIDES); + current += offset; + if (current.x > 1.0) current.x = -1.0; + if (current.x < -1.0) current.x = 1.0; + if (current.y > 1.0) current.y = -1.0; + if (current.y < -1.0) current.y = 1.0; + llOffsetTexture(current.x, current.y, ALL_SIDES); +} + +// iterative rotation of texture. "spin" is measured in degrees. +spin_texture(float spin) +{ + float rot = llGetTextureRot(ALL_SIDES); // get our current state. + rot += spin * DEG_TO_RAD; // add some rotation. + llRotateTexture(rot, ALL_SIDES); //rotate the object +} + +initialize_texture_mover() +{ + if (!USE_TEXTURE_ANIMATION) { + // we're stuck with the timed update style for movement. + llSetTimerEvent(TIMER_INTERVAL); + // turn off previous animation. + llSetTextureAnim(0, ALL_SIDES, 0, 0, 0, 0, 0); + } else { + // we can just set the texture movement here and be done with it. + integer x_frames = 1; + integer y_frames = 1; + llSetTimerEvent(0); // we don't use a timer. + +//hmmm: how do we combine rotation and offsets? currently mutually exclusive. + + if (OFFSET_MOVEMENT != ZERO_VECTOR) { + float timer_interval = TIMER_INTERVAL / MOVER_TIMER_DIVISOR; +log_it("getting x_frames=" + (string)x_frames ++ " y_frames=" + (string)y_frames ++ " timer_intvl=" + (string)timer_interval); + + llSetTextureAnim(ANIM_ON | LOOP | SMOOTH, ALL_SIDES, + x_frames, y_frames, + 0, 100, timer_interval); + } else if (OFFSET_ROTATION != 0.0) { + float timer_interval = TIMER_INTERVAL / ROTATER_TIMER_DIVISOR; + // we're actually not using the rotation at all here, except for + // the sign. that seems pretty busted. + if (OFFSET_ROTATION < 0) timer_interval *= -1.0; + llSetTextureAnim(ANIM_ON | LOOP | SMOOTH | ROTATE, ALL_SIDES, + 0, 0, + 0, TWO_PI, timer_interval); + } + } +} + +////////////// +// from hufflets... + +integer debug_num = 0; + +// a debugging output method. can be disabled entirely in one place. +log_it(string to_say) +{ + debug_num++; + // tell this to the owner. + llOwnerSay(llGetScriptName() + "[" + (string)debug_num + "] " + to_say); + // say this on an unusual channel for chat if it's not intended for general public. +// llSay(108, llGetScriptName() + "[" + (string)debug_num + "] " + to_say); + // say this on open chat that anyone can hear. we take off the bling for this one. +// llSay(0, to_say); +} +// +////////////// + +////////////// +// 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 []; +} +// +////////////// + +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(); + initialize_texture_mover(); + } + + timer() { + // the timed approach is the only one so far that allows both a + // movement of the texture and a rotation. + if (OFFSET_MOVEMENT != ZERO_VECTOR) move_texture(OFFSET_MOVEMENT); + if (OFFSET_ROTATION != 0.0) spin_texture(OFFSET_ROTATION); + } +} +