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Skirt_Rezzer

# Skirt_Rezzer

## Skirt_Rezzer

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Created: 2010-12-26 Edited: 2010-12-26
Worlds: Second Life Download all files for Skirt_Rezzer
Contents are in zip format, with .LSL (text) source code and (text + Solution) formats. Get file # 1. Skirt_Rezzer_1.lsl
`  1 ////////////////////////////////////////////////////////////////////////////////  2 // LoopRez v0.6, by Ged Larsen, 20 December 2006  3 //  4 // - rez a number of objects in an ellipse, whose size is determined by xRadius and yRadius  5 // - all facing "outwards", along a tangent to the ellipse  6 // - can set how much the objects flare outwards  7 // - properly handles object rotation corrections (for example, X-axis 180 degree rotation helps for flexi-prim skirts)  8 // - can also get a 'saddle' bend, to generate a bend that might help for necklaces (from Ariane Brodie)  9 // 10 // To use: 11 // 1) create a prim that will contain this script and the object to use 12 // 2) put the script into the prim 13 // 3) create an object that will be used, and name it "Object" 14 // 4) put "Object" into the prim containing the script, by dragging it from your inventory 15 // 5) get out of Edit Mode, and touch the prim 16 // 17 // Random note: 18 // - this version does NOT insure equal spacing of objects along the perimeter of the ellipse 19 // - i.e., objects "bunch up" at the long ends of an ellipse; the effect should be acceptable for non-extreme ellipses 20 // - even spacing of objects can be accomplished, but requires simulation of integral calculus, which slows down the script 21 // 22 // References: 23 // - tangent formulas from: http://mathworld.wolfram.com/Ellipse.html 24  25  26 //////////////////////////////////////////////////////////////////////////////// 27 // CONFIGURATION PARAMETERS, change these to your liking 28  29 string objectName = "flap"; // object to use; will need to be in the inventory of the prim containing this script 30 integer numObjects = 12; // how many objects 31 float xRadius = 0.16; // ellipse x-axis radius in meters 32 float yRadius = 0.32; // ellipse y-axis radius in meters 33 float flareAngle = 30.0; // how many DEGREES the bottom of object will flare outwards, the "poof" factor 34 float bendCoefficient = 0.0; // makes a "saddle shape", bends DOWN this number of meters at extremes of X-axis 35 vector rotOffset = <0.0, 180.0, 0.0>; // rotation offset in DEGREES -- fixes the rotation of ALL objects; for flexi prims, often you will want <180.0,> 36 vector posOffset = <0.0, 0.0, 2.0>; // position offset 37  38  39  40 //////////////////////////////////////////////////////////////////////////////// 41 // No need to mess with anything below here 42  43 makeLoop() 44 { 45 integer n; // which object is being placed 46 float theta; // angle in radians 47 vector pos; // position 48 rotation rot; // rotation in quaternionformat 49  50 for(n = 0; n < numObjects; n++) { 51  52 theta = TWO_PI * ( (float)n / (float)numObjects ); 53  54 pos.x = xRadius * llCos(theta); // ellipse: 2x xRadius meters wide 55 pos.y = yRadius * llSin(theta); // ellipse: 2x yRadius meters wide 56 pos.z = -bendCoefficient*llCos(theta)*llCos(theta); // saddle shape, bending downwards on X-axis 57 pos = pos + llGetPos() + posOffset; 58  59 rot = llEuler2Rot(<rotOffset.x*DEG_TO_RAD, rotOffset.y*DEG_TO_RAD, rotOffset.z*DEG_TO_RAD>); // user-chosen rotation offset correction 60 rot = rot * llEuler2Rot(<0, -1*flareAngle*DEG_TO_RAD, 0>); // flare generation (poof) 61  62 // the following make the objects face outwards properly for an ellipse; using theta alone is only correct for a circle 63 // the scary formula calculates a unit vector TANGENTIAL to the ellipse, and llRotBetween is used to figure out how much the object needs to rotate to lie parallel to the tangent 64 rot = rot * llRotBetween(<0.0,1.0,0.0>, <-1.0 * xRadius * llSin(theta) / ( llSqrt( (yRadius*yRadius * llCos(theta) * llCos(theta)) + (xRadius*xRadius * llSin(theta) * llSin(theta))) ),yRadius * llCos(theta) / ( llSqrt( (yRadius*yRadius * llCos(theta) * llCos(theta)) + (xRadius*xRadius * llSin(theta) * llSin(theta))) ),0.0>); 65 if( n== (numObjects/2) ) // LSL's implementation of llRotBetween at theta = pi radians is reversed at 180 degrees, so this manually corrects it 66 rot = rot * llEuler2Rot( <0,PI,0> ); 67  68 llRezObject(objectName, pos, ZERO_VECTOR, rot, 0); 69 } 70 } 71  72 default 73 { 74 touch_start(integer total_number) 75 { 76     if(llDetectedOwner(0) == llGetOwner()) 77     { 78         makeLoop(); 79     } 80 } 81 }`

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