Bonjour/soir, j'ai fait l'acquisition d'un script de porte que j'utilise souvent pour des portes de voitures/coffres etc ...
Ce script permet de changer de position un seul objet d'une position X à une position Y
...
Ma question est: Est-ce possible de modifier le script pour qu'il puisse faire changer la position de la porte toujours d'un point X a Y mais en plusieurs mouvement, pour rendre l'animation de la porte lors du changement de position plus fluide
//------------------------------------------------------
// Timeless Linked Door Script by Timeless Prototype
//------------------------------------------------------
// The latest version of this script can always be found
// in the Library section of the wiki:
// http://www.secondlife.com/badgeo/
// This script is free to use, but whereever it is used
// the SCRIPT's permissions MUST be set to:
// [x] Next owner can modify
// [x] Next owner can copy
// [x] Next owner can transfer
// [x] Allow anyone to copy
// [x] Share with group
//------------------------------------------------------
// USAGE INSTRUCTIONS FOR EVERYDAY USE:
//------------------------------------------------------
// Say the following commands on channel 0:
// 'unlock' - Unlocks all doors in range.
// 'lock' - Locks all doors in range and allows
// only the permitted users to open it.
// To open the door, either Touch it, Walk into it or
// say 'open' or say 'close'.
//------------------------------------------------------
// USAGE INSTRUCTIONS FOR BUILDERS:
//------------------------------------------------------
// 1. Copy and paste this script into the door prim and
// change the settings (see further down).
// 2. The door prim must be linked to at least one other
// prim (could be linked to the house for example).
// 3. The door prim MUST NOT be the root prim.
// 4. Use Edit Linked Parts to move, rotate and size the
// door prim for the closed state.
// 5. When ready, stand close to the door and say
// '/door closed' (this records the closed door
// position, rotation and size to the object's
// name and description).
// 6. Use the Edit Linked parts to move, rotate and size
// the door prim for the opened state.
// 7. When ready, stand close to the door and say
// '/door opened' (this records the opened door
// position, rotation and size).
// 8. Once recorded it will not accept these commands
// again. If you do need to redo the settings then
// delete the Name and Description of the door prim
// (these are where the position information is
// stored), and then follow the steps above again.
// Note: deleting the object name won't save, so set
// the object name to 'Object' to reset the object
// name.
//------------------------------------------------------
// Change these settings to suit your needs.
//------------------------------------------------------
// To mute any/all of the sounds set the sound string(s)
// to "" (empty string).
// To get the UUID of a sound, right click on the sound
// in your inventory and choose "Copy Asset UUID", then
// paste the UUID in here.
string doorOpenSound = "startrekdoor";
string doorCloseSound = "startrekdoor";
string confirmedSound = "69743cb2-e509-ed4d-4e52-e697dc13d7ac";
string accessDeniedSound = "58da0f9f-42e5-8a8f-ee51-4fac6c247c98";
string doorBellSound = "ee871042-e272-d8ec-3d40-0b0cb3371346"; // Setting to empty stops door announcements too.
float autoCloseTime = 120.0; // 0 seconds to disable auto close.
integer allowGroupToo = TRUE; // Set to FALSE to disallow same group access to door.
list allowedAgentUUIDs = ["8efecbac-35de-4f40-89c1-2c772b83cafa"]; // Comma-separated, quoted list of avatar UUIDs who are allowed access to this door.
integer listenChannel = 0;
//------------------------------------------------------
// Leave the rest of the settings alone, these are
// handled by the script itself.
//------------------------------------------------------
integer isLocked = FALSE; // Only when the door is locked do the permissions apply.
integer isOpen = TRUE;
vector openPos = ZERO_VECTOR;
rotation openRot = ZERO_ROTATION;
vector openScale = ZERO_VECTOR;
vector closedPos = ZERO_VECTOR;
rotation closedRot = ZERO_ROTATION;
vector closedScale = ZERO_VECTOR;
key openerKey = NULL_KEY;
key closerKey = NULL_KEY;
integer isSetup = FALSE;
integer listenHandle = 0;
string avatarName = "";
mySayName(integer channel, string objectName, string message)
{
string name = llGetObjectName();
llSetObjectName(objectName);
llSay(0, "/me " + message);
llSetObjectName(name);
}
mySay(integer channel, string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llSay(0, message);
llSetObjectName(name);
}
myOwnerSay(string message)
{
string name = llGetObjectName();
llSetObjectName("Door");
llOwnerSay(message);
llSetObjectName(name);
}
mySoundConfirmed()
{
if (confirmedSound != "")
{
llTriggerSound(confirmedSound, 1.0);
}
}
mySoundAccessDenied()
{
if (accessDeniedSound != "")
{
llTriggerSound(accessDeniedSound, 1.0);
}
}
myGetDoorParams()
{
isSetup = FALSE;
if (llSubStringIndex(llGetObjectDesc(), "door;") == 0 && llSubStringIndex(llGetObjectName(), "door;") == 0)
{
list nameWords = llParseString2List(llGetObjectName(), [";"], []);
list descWords = llParseString2List(llGetObjectDesc(), [";"], []);
if (llGetListLength(nameWords) != 4 || llGetListLength(descWords) != 4)
{
myOwnerSay("The door prim's name and/or description has invalid syntax and/or number of parameters. Delete the door prim's name and description and setup the door prim again.");
}
else
{
openPos = (vector)llList2String(nameWords, 1);
openRot = (rotation)llList2String(nameWords, 2);
openScale = (vector)llList2String(nameWords, 3);
closedPos = (vector)llList2String(descWords, 1);
closedRot = (rotation)llList2String(descWords, 2);
closedScale = (vector)llList2String(descWords, 3);
isSetup = TRUE;
}
}
}
mySetDoorParams(vector openPos, rotation openRot, vector openScale, vector closedPos, rotation closedRot, vector closedScale)
{
llSetObjectName("door;" +
(string)openPos + ";" +
(string)openRot + ";" +
(string)openScale);
llSetObjectDesc("door;" +
(string)closedPos + ";" +
(string)closedRot + ";" +
(string)closedScale);
isSetup = TRUE;
}
integer myPermissionCheck(key id)
{
integer hasPermission = FALSE;
if (isLocked == FALSE)
{
hasPermission = TRUE;
}
else if (llGetOwnerKey(id) == llGetOwner())
{
hasPermission = TRUE;
}
else if (allowGroupToo == TRUE && llSameGroup(id))
{
hasPermission = TRUE;
}
else if (llListFindList(allowedAgentUUIDs, [(string)id]) != -1)
{
hasPermission = TRUE;
}
return hasPermission;
}
myOpenDoor()
{
isOpen = FALSE;
myToggleDoor();
}
myCloseDoor()
{
isOpen = TRUE;
myToggleDoor();
}
myToggleDoor()
{
if (isSetup == FALSE)
{
myOwnerSay("The door prim has not been configured yet. Please read the usage instructions in the door script.");
}
else if (llGetLinkNumber() == 0 || llGetLinkNumber() == 1)
{
myOwnerSay("The door prim must be linked to at least one other prim and the door prim must not be the root prim");
}
else
{
isOpen = !isOpen;
if (isOpen)
{
if (doorBellSound != "")
{
//llTriggerSound(doorBellSound, 1.0);
if (avatarName != "")
{
//mySayName(0, avatarName, "is at the door.");
//avatarName = "";
}
}
if (doorOpenSound != "")
{
llTriggerSound(doorOpenSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, openPos, PRIM_ROTATION, ZERO_ROTATION * openRot / llGetRootRotation(), PRIM_SIZE, openScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|opened", NULL_KEY);
}
else
{
if (doorCloseSound != "")
{
llTriggerSound(doorCloseSound, 1.0);
}
llSetPrimitiveParams([ PRIM_POSITION, closedPos, PRIM_ROTATION, ZERO_ROTATION * closedRot / llGetRootRotation(), PRIM_SIZE, closedScale ]);
// Door API.
llMessageLinked(LINK_SET, 255, "cmd|door|closed", NULL_KEY);
}
llSetTimerEvent(0.0);
if (isOpen == TRUE && autoCloseTime != 0.0)
{
llSetTimerEvent(autoCloseTime);
}
}
}
default
{
state_entry()
{
listenHandle = llListen(listenChannel, "", NULL_KEY, "");
myGetDoorParams();
}
touch_start(integer total_number)
{
if (myPermissionCheck(llDetectedKey(0)) == TRUE)
{
avatarName = llDetectedName(0);
myToggleDoor();
}
else
{
mySoundAccessDenied();
}
}
timer()
{
myCloseDoor();
}
link_message(integer sender_num, integer num, string str, key id)
{
// Door API. The API is here in case you want to create PIN entry keypads or whatever.
if (num == llGetLinkNumber())
{
if (str == "cmd|door|doOpen")
{
myOpenDoor();
}
else if (str == "cmd|door|doClose")
{
myCloseDoor();
}
}
if (str == "cmd|door|discover")
{
llMessageLinked(LINK_SET, 255, "cmd|door|discovered|" + (string)llGetKey(), id);
}
}
listen(integer channel, string name, key id, string message)
{
// Performance note: it's quicker to compare the strings than to compare permissions each time anyone says anything on this channel.
if (message == "open")
{
if (myPermissionCheck(id) == TRUE)
{
// Only open the door if the person is quite close to this door.
openerKey = id;
closerKey = NULL_KEY;
avatarName = name;
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "close")
{
if (myPermissionCheck(id) == TRUE)
{
openerKey = NULL_KEY;
closerKey = id;
avatarName = name;
// Only close the door if the person is quite close to this door.
llSensor(name, id, AGENT, 5.0, TWO_PI);
}
else
{
mySoundAccessDenied();
}
}
else if (message == "lock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = TRUE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "unlock")
{
if (myPermissionCheck(id) == TRUE)
{
isLocked = FALSE;
mySoundConfirmed();
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door opened" && llSubStringIndex(llGetObjectName(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
openPos = llGetLocalPos();
openRot = llGetLocalRot();
openScale = llGetScale();
isOpen = TRUE;
if (! (closedPos == ZERO_VECTOR && closedRot == ZERO_ROTATION && closedScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
else if (message == "/door closed" && llSubStringIndex(llGetObjectDesc(), "door;") == -1)
{
if (llGetOwnerKey(id) == llGetOwner())
{
mySoundConfirmed();
closedPos = llGetLocalPos();
closedRot = llGetLocalRot();
closedScale = llGetScale();
isOpen = FALSE;
if (! (openPos == ZERO_VECTOR && openRot == ZERO_ROTATION && openScale == ZERO_VECTOR))
{
mySetDoorParams(openPos, openRot, openScale, closedPos, closedRot, closedScale);
}
}
else
{
mySoundAccessDenied();
}
}
}
sensor(integer num_detected)
{
if (openerKey != NULL_KEY)
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == openerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myOpenDoor();
}
}
openerKey = NULL_KEY;
}
else
{
integer i;
for (i = 0; i < num_detected; i++)
{
if (llDetectedKey(i) == closerKey && myPermissionCheck(llDetectedKey(i)) == TRUE)
{
myCloseDoor();
}
}
closerKey = NULL_KEY;
}
}
//------------------------------------------------------
// Uncomment the following code if you particularly want
// collisions to affect the door state.
//------------------------------------------------------
// collision_start(integer num_detected)
// {
// integer i;
// for (i = 0; i < num_detected; i++)
// {
// if (myPermissionCheck(llDetectedKey(i)) == TRUE)
// {
// avatarName = llDetectedName(i);
// myOpenDoor();
// }
// else if (llDetectedType(i) & AGENT)
// {
// mySoundAccessDenied();
// }
// }
// }
} // End of default state and end of script.