The ARCH


Updated Reflexive [Tile] Script
February 18, 2008, 10:21 pm
Filed under: reflexive architecture, screenshots

Oze Aichi shared this revised ‘Reflexive Wall Tile’ script, which you can find HERE.

Also, check out Far Link’s ideas about this concept HERE.


4 Comments so far
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This revision and the original script appear to be identical (at least, to my eye).

Comment by Scooter Gaudio

This is Oze. I updated the script of the tile (after I discovered the llLookAt function), not the wall. Apparently they made a mistake in their blog. Here is the script:

// Reflexive Tile – Sense and aim at the nearest avatar, and adjust color according to the distance.
// By Oze Aichi, Feb 2008.

float SENSE_RANGE = 100.0; //sense range (in metres)
float SENSE_INTERVAL = 0.1; //how often to sense (in seconds)
float NEAR = 0.2;
float FAR = 10.0;
vector NEAR_COLOR = ;
vector FAR_COLOR = ;

default
{
state_entry()
{
llSensorRepeat(“”, “”, AGENT, SENSE_RANGE, PI, SENSE_INTERVAL); //look for avatars on all sides of the tile
}

sensor (integer numberDetected)
{
vector myPos = llGetPos(); //pos of this tile
vector aimPos = llDetectedPos(0); //pos of av to aim at (index 0 gives the nearest av)
vector avSize = llGetAgentSize(llDetectedKey(0)); //get size of the av
float distance = llVecDist(aimPos, myPos); //distance to the nearest av
float scale = (distance – NEAR) / (FAR – NEAR); //adjustment scale according to FAR and NEAR

aimPos.z += (avSize.z / 2.0); //aim at the head of av instead of the center

if (scale > 1.0)
scale = 1.0;
else if (scale < 0.0)
scale = 0.0;

llSetColor(NEAR_COLOR + ((FAR_COLOR – NEAR_COLOR) * scale), ALL_SIDES); //change color

llLookAt(aimPos, 1.0, 0.1);
}
}

Comment by Oze Aichi

My bad – i tried to share this at the last minute as my flight was leaving and didn’t proof it as thoroughly as I should have! I believe the google doc and file name are revised in the post. Thanks, and sorry!

Comment by keystonesl

Scooter,
Yes, the original script and my ‘revision’ are essentially identical. My point was not to pull the script in a new direction, but to use it to visualize a responsive physical architecture we proposed some time ago. Since this was something we found very difficult to do with traditional 3D modelling programs, I was thrilled to finally see the surface come to life through the use of Oze’s script and SL as a development and visualization platform. Rest assured I will be tinkering around with it quite a bit more in the near future;)

Comment by Far Link




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