//////////////////////////////////////////////////////////////////////////////// // LoopRez v0.6, by Ged Larsen, 20 December 2006 // Strife Onizuka was here in 2008 // // - rez a number of objects in an ellipse, whose size is determined by xRadius and yRadius // - all facing "outwards", along a tangent to the ellipse // - can set how much the objects flare outwards // - properly handles object rotation corrections (for example, X-axis 180 degree rotation helps for flexi-prim skirts) // - can also get a 'saddle' bend, to generate a bend that might help for necklaces (from Ariane Brodie) // // To use: // 1) create a prim that will contain this script and the object to use // 2) put the script into the prim // 3) create an object that will be used, and name it "Object" // 4) put "Object" into the prim containing the script, by dragging it from your inventory // 5) get out of Edit Mode, and touch the prim // // Random note: // - this version does NOT insure equal spacing of objects along the perimeter of the ellipse // - i.e., objects "bunch up" at the long ends of an ellipse; the effect should be acceptable for non-extreme ellipses // - even spacing of objects can be accomplished, but requires simulation of integral calculus, which slows down the script // // References: // - tangent formulas from: http://mathworld.wolfram.com/Ellipse.html //////////////////////////////////////////////////////////////////////////////// // CONFIGURATION PARAMETERS, change these to your liking string objectName = "My Skirt Prim"; // object to use; will need to be in the inventory of the prim containing this script string rootPrimName = "Root Prim (Rename Me)"; // root prim that will appear at center of dress integer numObjects = 16 ; // how many objects float xRadius = .72; // ellipse x-axis radius in meters float yRadius = .72; // ellipse y-axis radius in meters float flareAngle = 70.0; // how many DEGREES the bottom of object will flare outwards, the "poof" factor float bendCoefficient = 0.0; // makes a "saddle shape", bends DOWN this number of meters at extremes of X-axis 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, 0.0, 0.0> vector posOffset = <0.0, 0.0, 1.0>; // position offset //////////////////////////////////////////////////////////////////////////////// // No need to mess with anything below here makeLoop() { integer n = 0; // which object is being placed float cos; // cosine of the angle float sin; // sine of the angle vector pos; // position rotation rot; // rotation in quaternion format vector rezzerPos = llGetPos(); vector rootPrimPos = rezzerPos + posOffset + <0.0, 0.0, 0.5>; float s = TWO_PI / numObjects; for(; n < numObjects; ++n) { cos = llCos(s * n); sin = llSin(s * n); //x = ellipse: 2x xRadius meters wide //y = ellipse: 2x yRadius meters wide //z = saddle shape, bending downwards on X-axis pos =+ rezzerPos + posOffset; // user-chosen rotation offset correction // flare generation (poof) // the following make the objects face outwards properly for an ellipse; using theta alone is only correct for a circle rot = llEuler2Rot(rotOffset * DEG_TO_RAD) * llEuler2Rot(<0, -flareAngle * DEG_TO_RAD, 0>) * llRotBetween(<1.0,0.0,0.0>, ); llRezObject(objectName, pos, ZERO_VECTOR, rot, n); } // My dresses always use a root prim at the center of the circle/ellipse. // Rather than copying the rezzer, deleting objects and scripts inside and renaming it, I // am going to rez a root prim specifically designed for this purpose, at or around the corect // height, centered in the skirt. llRezObject(rootPrimName, rootPrimPos, ZERO_VECTOR, ZERO_ROTATION, 0); } default { touch_start(integer total_number) { if (llDetectedOwner(0) == llGetOwner()) { makeLoop(); } } }