////////// // Stackable Graph Cube script // // Author: Peter R. Bloomfield (SL: Pedro McMillan) // // Place this script inside several independent cubes. // You can then drag the cubes around, and they will stack neatly. // Hopefully. :-) // // // Note regarding object naming: // You can name the cubes whatever you like, but make sure all cubes which need // stack together have the SAME name. // // Note regarding scaling: // This is currently setup for a cube of size 0.5x0.5x0.5. // If you want to use a different scale, then change the "cubeSize" variable below. // Also update the "scanRange" variable to roughly double the width of a cube. // // You can use shapes other than cubes too. // Just update "scanRange" to double the largest dimension. // // // Known problems: // - can end up with 2 cubes occupying same space easily // - does not always detect when it has been moved // // ////////// // GPL: // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see . ////////// // What size are all cubes expected to be? vector cubeSize = <0.5, 0.5, 0.5>; // How far should we scan for other cubes? float scanRange = 1.0; // This will store the position after our last movement vector lastMove = <0.0, 0.0, 0.0>; default { state_entry() { } moving_start() { // Activate physics for as long as the cube is being moved llSetPrimitiveParams([PRIM_PHYSICS, TRUE]); } moving_end() { // Store our current position (in case the sensor is delayed) lastMove = llGetPos(); // Look around for other nearby graph cubes llSensor(llGetObjectName(), NULL_KEY, SCRIPTED | PASSIVE | ACTIVE, scanRange, PI); // Deactivate physics so we don't get a feedback loop // (aligns self -> physics moves it slightly -> realigns self -> etc..) llSetPrimitiveParams([PRIM_PHYSICS, FALSE]); } sensor(integer num_detected) { // Go through each sensed object to find the nearest one BELOW this integer i = 0; float nearestDist = -1.0; float curDist = 0.0; vector nearestPos = <0.0, 0.0, 0.0>; vector curPos = <0.0, 0.0, 0.0>; rotation nearestRot = ZERO_ROTATION; for (i = 0; i < num_detected; i++) { // Is this below our current position? curPos = llDetectedPos(i); if (curPos.z < lastMove.z) { // Yes - is it the nearest so far? curDist = llVecDist(curPos, lastMove); if (nearestDist < 0.0 || curDist < nearestDist) { nearestDist = curDist; nearestPos = curPos; nearestRot = llDetectedRot(i); } } } // Did we end up finding a suitable cube underneath us? if (nearestDist > 0.0) { // Yes - move directly above above, and use the same orientation nearestPos.z += cubeSize.z; llSetPrimitiveParams([PRIM_POSITION, nearestPos, PRIM_ROTATION, nearestRot]); } } no_sensor() { // Nothing detected } }