martes, 15 de mayo de 2012

Práctica Grupo 4

PRÁCTICA DE GRUPO 4

TIOVIVO:

TIOVIVO DE TAZAS:

NORIA:




Los tres objetos funcionan con un script de rotación que se aplica en uno de los ejes.


integer rotando = FALSE;
default
{
   touch_start(integer total_number)
    {
         if (rotando == FALSE){
        llTargetOmega(<1,0,0>, 4, 2);
        rotando = TRUE;
    }
    else if (rotando == TRUE){
         llTargetOmega(<0,0,1>, 0, 2);
         rotando = FALSE;
        }
}

}
COCHE:




El movimiento del coche se realiza median te el Script que sigue. Es posible variar la velocidad de avance y retroceso del vehiculo cambiando los valores de las variables forward_powerreverse_power.



integer Private = 1; // Change to 1 to prevent others riding.

vector Sitpos = <0.35,0,0.35>;
vector SitrotV = <0,-20,0>;
rotation Sitrot;
integer tt;
key oldagent;
key agent;
float forward_power = 12; //Power used to go forward (1 to 30)
float reverse_power = -6; //Power ued to go reverse (-1 to -30)
float turning_ratio = 2.0; //How sharply the vehicle turns. Less is more sharply. (.1 to 10)
integer turncount;
string Wheeldir = "WC";
string NewWheeldir = "WC";
string Wheelrot = "S";
string NewWheelrot = "S";
integer scount;
integer Speed;
integer Run;

string sit_message = "Ride"; //Sit message
string not_owner_message = "You are not the owner of this vehicle, buy a copy for 0$ and have your own to test in this sim. It will not work in other Open Sim Regions."; //Not owner message

setVehicle()
{
    //car
        llSetVehicleType(VEHICLE_TYPE_CAR);
        llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.2);
        llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.80);
        llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.10);
        llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.10);
        llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 1.0);
        llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.1);
        llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.1);
        llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1);
        llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <10.0, 2.0, 1000.0>);
        llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <0.1, 0.1, 0.1>);
        llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.50);
        llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 0.50);

}
Init()
{
    Sound(0);
    llSetStatus(STATUS_PHYSICS, FALSE);
    vector here = llGetPos();
    float h = llGround(<0,0,0>) + 0.52;
    vector rotv = llRot2Euler(llGetRot());
    rotation rot = llEuler2Rot(<0,0,rotv.z>);
    llSetPos(<here.x, here.y,h>);
    llSetRot(rot);
    Sitrot = llEuler2Rot(DEG_TO_RAD * SitrotV);
    llSetVehicleType(VEHICLE_TYPE_NONE);
    llMessageLinked(LINK_ALL_OTHERS, 0, "S", NULL_KEY);     // wheels stop
    llMessageLinked(LINK_ALL_OTHERS, 0, "WC", NULL_KEY);     // wheels straight
    Run = 0;
}

SetMaterial()
{
    llSetPrimitiveParams([PRIM_MATERIAL, PRIM_MATERIAL_GLASS]);
    llMessageLinked(LINK_ALL_OTHERS, 0, "SetMat", NULL_KEY);    // Tell daughter pims on ground to be glass
}

Sound(integer n)
{
    integer oldn;
    if(n != oldn)
    {
        oldn = n;
        if(n == 2)
        {
            llLoopSound("RUNNING",1);
        }
        else if(n == 1)
        {
            llLoopSound("IDLE",1);
        }
        else
        {
             llStopSound();
        }
    }


default
{
    state_entry()
    {
        Init();
        llSetSitText(sit_message);
        // forward-back,left-right,updown
        llSitTarget(Sitpos, Sitrot);
        llStopSound();
    }

    on_rez(integer rn){
        llResetScript();
    }

    changed(integer change)
    {
        if ((change & CHANGED_LINK) == CHANGED_LINK)
        {
            agent = llAvatarOnSitTarget();
            if (agent != NULL_KEY)
            {                
                if( (agent != llGetOwner()) && (Private == 1) )
                {
                    llSay(0, not_owner_message);
                    llUnSit(agent);
// not functional llPushObject(agent, <0,0,50>, ZERO_VECTOR, FALSE);
                }
                else
                {
                    //llTriggerSound("car_start",1);
// llMessageLinked(LINK_ALL_CHILDREN , 0, "WHEEL_DRIVING", NULL_KEY);
                    oldagent = agent;
                    setVehicle();
                    SetMaterial();
                    llSleep(.4);
                    llSetStatus(STATUS_PHYSICS, TRUE);
                    llSleep(.1);
                    Run = 1;
                    //Sensor is to make a crude Timer as TimerEvent fails on vehicles
                    llSensor("Non-Entity",NULL_KEY,PASSIVE,1.0, PI_BY_TWO); 

                    llRequestPermissions(agent, PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
                    Sound(1);
                }
            }
            else
            {
                Init();
                llSleep(.4);
                llReleaseControls();
                llMessageLinked(LINK_ALL_OTHERS, 0, "S", NULL_KEY);
                Run = 0;
                llStopSound();
            }
        }
    }

    touch_start(integer tn){
    }

    run_time_permissions(integer perm)
    {
        if (perm)
        {
            llTakeControls(CONTROL_FWD | CONTROL_BACK | CONTROL_DOWN | CONTROL_UP | CONTROL_RIGHT | 
                            CONTROL_LEFT | CONTROL_ROT_RIGHT | CONTROL_ROT_LEFT, TRUE, FALSE);
        }
    }

    control(key id, integer level, integer edge)
    {
        integer reverse=1;
        vector angular_motor;

        //get current speed
        vector vel = llGetVel();
        float speed = llVecMag(vel);

        //car controls
        if(level & CONTROL_FWD)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <10.0, 2.0, 1000.0>);
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <forward_power,0,0>);
            reverse=1;
            NewWheelrot = "F";
            Speed = 20;
        }
        if(level & CONTROL_BACK)
        {
            llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <10.0, 2.0, 1000.0>);
            llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <reverse_power,0,0>);
            reverse = -1;
            NewWheelrot = "R";
            Speed = 10;
        }

        if(level & (CONTROL_RIGHT|CONTROL_ROT_RIGHT))
        {
            angular_motor.z -= speed / turning_ratio * reverse;
            NewWheeldir = "WR";
            turncount = 10;
        }

        if(level & (CONTROL_LEFT|CONTROL_ROT_LEFT))
        {
            angular_motor.z += speed / turning_ratio * reverse;
            NewWheeldir = "WL";
            turncount = 10;
        }

        llSetVehicleVectorParam(VEHICLE_ANGULAR_MOTOR_DIRECTION, angular_motor);
        if(turncount > 0)
        {
            turncount--;
        }
        if(turncount == 1)
        {
            NewWheeldir = "WC";
        }
        if(Wheeldir != NewWheeldir){
            Wheeldir = NewWheeldir;
            llMessageLinked(LINK_ALL_OTHERS, 0, Wheeldir, NULL_KEY);
        }
        if(Wheelrot != NewWheelrot){
            Wheelrot = NewWheelrot;
            llMessageLinked(LINK_ALL_OTHERS, 0, Wheelrot, NULL_KEY);
        }
    } //end control   

    //Sensor is to make a crude Timer as TimerEvent fails on vehicles
    no_sensor()
    {
        if(scount < 1000)
        {
            scount++;
        }
        else
        {
            scount = 0;
            // This happens about once per second
            if(Speed > 0) Speed--;

            if(Speed > 2)  Sound(2);

            if(Speed == 1) {
                llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <1.0, 2.0, 1000.0>);
                llSetVehicleVectorParam(VEHICLE_LINEAR_MOTOR_DIRECTION, <0,0,0>);
                llMessageLinked(LINK_ALL_OTHERS, 0, "S", NULL_KEY);
                Sound(1);
                Wheelrot = "S";
            }

        }

        if(Run == 1)
            llSensor("Non-Entity",NULL_KEY,PASSIVE,1.0, PI_BY_TWO); 
    }

} //end default


Algunas cosas de Rubén

Buenas

Aquí tenéis el air hockey con sus discos. Son de hierro (gris), hielo (blanco), goma (negro) y madera (marrón).
El soporte de juego es rojo.

 
 

Saludos, Rubén.