removed useless _ folders

This commit is contained in:
Fred Beckhusen
2015-08-09 16:54:31 -05:00
parent fde850293c
commit 948a44dfba
5204 changed files with 2425579 additions and 0 deletions

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<Solution name="Color Shifter">
<Project name="Color Shifter" path="Color Shifter\Color Shifter.prj" active="true"/>
</Solution>

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<Project name="Color Shifter" guid="ff183ea8-8b6b-4828-b876-f0069d2d76a6">
<Object name="Object" guid="9d7cb4bc-5d42-4e64-8f4f-01575cf29d34" active="true">
<Script name="Color Shifter.lsl" guid="21eb0bc2-e6c2-4f29-b48d-3876308364f9">
</Script>
</Object>
</Project>

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// :CATEGORY:Color
// :NAME:Color Shifter
// :AUTHOR:ferd Frederix
// :CREATED:2013-09-06
// :EDITED:2013-09-18 15:38:50
// :ID:189
// :NUM:262
// :REV:1.0
// :WORLD:Second Life, OpenSim
// :DESCRIPTION:
// Color shifter for dance floors, makes a bunch of linked prims very colorful
// :CODE:
// Color shifter for dance floors, makes a bunch of linked prims very colorful
list colCom ; // an empty list we will fill up with color vectors
integer position = 0; // the first position in the list = 0
default
{
state_entry()
{
// Here I set up three start and 3 end color schemes in a list, which must be done in pairs.
// You can add as many as you want. I picked 3 cuz i am lazy
//
// syntax is always <RED,GREEN,BLUE>, in 0 to 255 decimal numbers.
// If this bothers you, try just multiplying by 255 to get the equivalent.
// so 50% red, 25% green, and 10 blue = 0.5, 0.25, 0.1, or multiplied by 255 = 128, 64, 25, which is entered as <128,64,25>
// This is the same as the color numbers in the Texture Window in SL.
// first color pair
colCom += <255,0,0>; // start with 100% = 255 red
colCom += <0,0,255>; // go to all blue
// color pair
colCom += <0,0,255>; // start with all blue
colCom += <0,255,0>; // end with all green
// color pair
colCom += <0,255,0>; // start with 100% = 255 green
colCom += <255,0,0>; // now back to red. It will repeat after that starting with step #1, all red
// you can use partial colors, too. White = <255,255,255>, black = <0,0,0>, light cyan = <0,128,128>, and so on.
// the list colCom now contains 6 vectors
llSetTimerEvent(5.0); //wait 5 seconds, then change color
}
timer ()
{
vector startCol = llList2Vector(colCom,position); // get the vector on the list colCom pointed to by 'position'
vector endCol = llList2Vector(colCom,position+1); // get the next one for end color
vector grades = <(endCol.x - startCol.x)/llGetNumberOfPrims(), (endCol.y - startCol.y)/llGetNumberOfPrims(), (endCol.z - startCol.z)/llGetNumberOfPrims()>;
// grades is a vector of 3 numbers represeting the difference added each time to fade the color
// each color bit, the <Reg,Green.Blue> is now the difference between start and end color as a percentage of the number of prims
// scan over each prim and make the changes from start to end using the percentage change in 'grades'
integer x;
for(x = 1; x < llGetNumberOfPrims()+ 1; x++)
{
startCol += grades; // add the delta we calculated above to a start color
llSetLinkColor(x, startCol, ALL_SIDES); // and set the color
}
// now we need to get the next color scheme
position += 2; // advance to the next position in the list, which is two steps up, not one
// llGetListLength returns the number 3 in my demo, we need to check against the numbers 0,1,2 as lists are zero-based, so I check for >=, not just greater than.
if (position >= llGetListLength(colCom))
{
position = 0; // reset to beginning if past the 3rd item (as in 0,1,2)
}
} // end timer
}// end program