-- Utility memory bag by Directsun -- Version 2.5.2 -- Fork of Memory Bag 2.0 by MrStump function updateSave() local data_to_save = {["ml"]=memoryList} saved_data = JSON.encode(data_to_save) self.script_state = saved_data end function combineMemoryFromBagsWithin() local bagObjList = self.getObjects() for _, bagObj in ipairs(bagObjList) do local data = bagObj.lua_script_state if data ~= nil then local j = JSON.decode(data) if j ~= nil and j.ml ~= nil then for guid, entry in pairs(j.ml) do memoryList[guid] = entry end end end end end function updateMemoryWithMoves() memoryList = memoryListBackup --get the first transposed object's coordinates local obj = getObjectFromGUID(moveGuid or "") -- p1 is where needs to go, p2 is where it was local refObjPos = memoryList[moveGuid].pos local deltaPos = findOffsetDistance(obj.getPosition(), refObjPos, nil) for guid, entry in pairs(memoryList) do memoryList[guid].pos.x = entry.pos.x - deltaPos.x memoryList[guid].pos.y = entry.pos.y - deltaPos.y memoryList[guid].pos.z = entry.pos.z - deltaPos.z end moveList = {} end function onload(saved_data) fresh = true if saved_data ~= "" then local loaded_data = JSON.decode(saved_data) --Set up information off of loaded_data memoryList = loaded_data.ml else --Set up information for if there is no saved saved data memoryList = {} end moveList = {} moveGuid = nil if next(memoryList) == nil then createSetupButton() else fresh = false createMemoryActionButtons() end end --Beginning Setup --Make setup button function createSetupButton() self.createButton({ label="Setup", click_function="buttonClick_setup", function_owner=self, position={0,0.1,-6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) end --Triggered by Transpose button function buttonClick_transpose() moveGuid = nil broadcastToAll("Select one object and move it- all objects will move relative to the new location", {0.75, 0.75, 1}) memoryListBackup = duplicateTable(memoryList) memoryList = {} moveList = {} self.clearButtons() createButtonsOnAllObjects(true) createSetupActionButtons(true) end --Triggered by setup button, function buttonClick_setup() memoryListBackup = duplicateTable(memoryList) memoryList = {} self.clearButtons() createButtonsOnAllObjects(false) createSetupActionButtons(false) end function getAllObjectsInMemory() local objTable = {} local curObj = {} for guid in pairs(memoryListBackup) do curObj = getObjectFromGUID(guid) table.insert(objTable, curObj) end return objTable -- return getAllObjects() end --Creates selection buttons on objects function createButtonsOnAllObjects(move) local howManyButtons = 0 local objsToHaveButtons = {} if move == true then objsToHaveButtons = getAllObjectsInMemory() else objsToHaveButtons = getAllObjects() end for _, obj in ipairs(objsToHaveButtons) do if obj ~= self then local dummyIndex = howManyButtons --On a normal bag, the button positions aren't the same size as the bag. globalScaleFactor = 1 * 1/self.getScale().x --Super sweet math to set button positions local selfPos = self.getPosition() local objPos = obj.getPosition() local deltaPos = findOffsetDistance(selfPos, objPos, obj) local objPos = rotateLocalCoordinates(deltaPos, self) objPos.x = -objPos.x * globalScaleFactor objPos.y = objPos.y * globalScaleFactor + 4 objPos.z = objPos.z * globalScaleFactor --Offset rotation of bag local rot = self.getRotation() rot.y = -rot.y + 180 --Create function local funcName = "selectButton_" .. howManyButtons local func = function() buttonClick_selection(dummyIndex, obj, move) end local color = {0.75,0.25,0.25,0.6} local colorMove = {0,0,1,0.6} if move == true then color = colorMove end self.setVar(funcName, func) self.createButton({ click_function=funcName, function_owner=self, position=objPos, rotation=rot, height=1000, width=1000, color=color, }) howManyButtons = howManyButtons + 1 end end end --Creates submit and cancel buttons function createSetupActionButtons(move) self.createButton({ label="Cancel", click_function="buttonClick_cancel", function_owner=self, position={-1.25,0.1,-6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Submit", click_function="buttonClick_submit", function_owner=self, position={-1.25,0.3,-7}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) if move == false then self.createButton({ label="Add", click_function="buttonClick_add", function_owner=self, position={1.25,0.3,-6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={0.25,1,0.25} }) if fresh == false then self.createButton({ label="Set New", click_function="buttonClick_setNew", function_owner=self, position={1.25,0.3,-8}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={0.75,0.75,1} }) self.createButton({ label="Remove", click_function="buttonClick_remove", function_owner=self, position={1.25,0.3,-7}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,0.25,0.25} }) end end self.createButton({ label="Reset", click_function="buttonClick_reset", function_owner=self, position={-1.25,0.3,-8}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) end --During Setup --Checks or unchecks buttons function buttonClick_selection(index, obj, move) local colorMove = {0,0,1,0.6} local color = {0,1,0,0.6} previousGuid = selectedGuid selectedGuid = obj.getGUID() theList = memoryList if move == true then theList = moveList if previousGuid ~= nil and previousGuid ~= selectedGuid then local prevObj = getObjectFromGUID(previousGuid) prevObj.highlightOff() self.editButton({index=previousIndex, color=colorMove}) theList[previousGuid] = nil end previousIndex = index end if theList[selectedGuid] == nil then self.editButton({index=index, color=color}) --Adding pos/rot to memory table local pos, rot = obj.getPosition(), obj.getRotation() --I need to add it like this or it won't save due to indexing issue theList[obj.getGUID()] = { pos={x=round(pos.x,4), y=round(pos.y,4), z=round(pos.z,4)}, rot={x=round(rot.x,4), y=round(rot.y,4), z=round(rot.z,4)}, lock=obj.getLock() } obj.highlightOn({0,1,0}) else color = {0.75,0.25,0.25,0.6} if move == true then color = colorMove end self.editButton({index=index, color=color}) theList[obj.getGUID()] = nil obj.highlightOff() end end --Cancels selection process function buttonClick_cancel() memoryList = memoryListBackup moveList = {} self.clearButtons() if next(memoryList) == nil then createSetupButton() else createMemoryActionButtons() end removeAllHighlights() broadcastToAll("Selection Canceled", {1,1,1}) moveGuid = nil end --Saves selections function buttonClick_submit() fresh = false if next(moveList) ~= nil then for guid in pairs(moveList) do moveGuid = guid end if memoryListBackup[moveGuid] == nil then broadcastToAll("Item selected for moving is not already in memory", {1, 0.25, 0.25}) else broadcastToAll("Moving all items in memory relative to new objects position!", {0.75, 0.75, 1}) self.clearButtons() createMemoryActionButtons() local count = 0 for guid in pairs(moveList) do moveGuid = guid count = count + 1 local obj = getObjectFromGUID(guid) if obj ~= nil then obj.highlightOff() end end updateMemoryWithMoves() updateSave() buttonClick_place() end elseif next(memoryList) == nil and moveGuid == nil then memoryList = memoryListBackup broadcastToAll("No selections made.", {0.75, 0.25, 0.25}) end combineMemoryFromBagsWithin() self.clearButtons() createMemoryActionButtons() local count = 0 for guid in pairs(memoryList) do count = count + 1 local obj = getObjectFromGUID(guid) if obj ~= nil then obj.highlightOff() end end broadcastToAll(count.." Objects Saved", {1,1,1}) updateSave() moveGuid = nil end function combineTables(first_table, second_table) for k,v in pairs(second_table) do first_table[k] = v end end function buttonClick_add() fresh = false combineTables(memoryList, memoryListBackup) broadcastToAll("Adding internal bags and selections to existing memory", {0.25, 0.75, 0.25}) combineMemoryFromBagsWithin() self.clearButtons() createMemoryActionButtons() local count = 0 for guid in pairs(memoryList) do count = count + 1 local obj = getObjectFromGUID(guid) if obj ~= nil then obj.highlightOff() end end broadcastToAll(count.." Objects Saved", {1,1,1}) updateSave() end function buttonClick_remove() broadcastToAll("Removing Selected Entries From Memory", {1.0, 0.25, 0.25}) self.clearButtons() createMemoryActionButtons() local count = 0 for guid in pairs(memoryList) do count = count + 1 memoryListBackup[guid] = nil local obj = getObjectFromGUID(guid) if obj ~= nil then obj.highlightOff() end end broadcastToAll(count.." Objects Removed", {1,1,1}) memoryList = memoryListBackup updateSave() end function buttonClick_setNew() broadcastToAll("Setting new position relative to items in memory", {0.75, 0.75, 1}) self.clearButtons() createMemoryActionButtons() local count = 0 for _, obj in ipairs(getAllObjects()) do guid = obj.guid if memoryListBackup[guid] ~= nil then count = count + 1 memoryListBackup[guid].pos = obj.getPosition() memoryListBackup[guid].rot = obj.getRotation() memoryListBackup[guid].lock = obj.getLock() end end broadcastToAll(count.." Objects Saved", {1,1,1}) memoryList = memoryListBackup updateSave() end --Resets bag to starting status function buttonClick_reset() fresh = true memoryList = {} self.clearButtons() createSetupButton() removeAllHighlights() broadcastToAll("Tool Reset", {1,1,1}) updateSave() end --After Setup --Creates recall and place buttons function createMemoryActionButtons() self.createButton({ label="Place", click_function="buttonClick_place", function_owner=self, position={1.35,1,6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Recall", click_function="buttonClick_recall", function_owner=self, position={-1.25,1,6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Setup", click_function="buttonClick_setup", function_owner=self, position={0,0.1,-6}, rotation={0,0,0}, height=500, width=1200, font_size=350, color={0,0,0}, font_color={1,1,1} }) --- self.createButton({ --- label="Move", click_function="buttonClick_transpose", function_owner=self, --- position={-2.8,0.3,0}, rotation={0,0,0}, height=350, width=800, --- font_size=250, color={0,0,0}, font_color={0.75,0.75,1} --- }) end --Sends objects from bag/table to their saved position/rotation function buttonClick_place() local bagObjList = self.getObjects() for guid, entry in pairs(memoryList) do local obj = getObjectFromGUID(guid) --If obj is out on the table, move it to the saved pos/rot if obj ~= nil then obj.setPositionSmooth(entry.pos) obj.setRotationSmooth(entry.rot) obj.setLock(entry.lock) else --If obj is inside of the bag for _, bagObj in ipairs(bagObjList) do if bagObj.guid == guid then local item = self.takeObject({ guid=guid, position=entry.pos, rotation=entry.rot, smooth=false }) item.setLock(entry.lock) break end end end end broadcastToAll("Objects Placed", {1,1,1}) end --Recalls objects to bag from table function buttonClick_recall() for guid, entry in pairs(memoryList) do local obj = getObjectFromGUID(guid) if obj ~= nil then self.putObject(obj) end end broadcastToAll("Objects Recalled", {1,1,1}) end --Utility functions --Find delta (difference) between 2 x/y/z coordinates function findOffsetDistance(p1, p2, obj) local yOffset = 0 if obj ~= nil then local bounds = obj.getBounds() yOffset = (bounds.size.y - bounds.offset.y) end local deltaPos = {} deltaPos.x = (p2.x-p1.x) deltaPos.y = (p2.y-p1.y) + yOffset deltaPos.z = (p2.z-p1.z) return deltaPos end --Used to rotate a set of coordinates by an angle function rotateLocalCoordinates(desiredPos, obj) local objPos, objRot = obj.getPosition(), obj.getRotation() local angle = math.rad(objRot.y) local x = desiredPos.x * math.cos(angle) - desiredPos.z * math.sin(angle) local z = desiredPos.x * math.sin(angle) + desiredPos.z * math.cos(angle) --return {x=objPos.x+x, y=objPos.y+desiredPos.y, z=objPos.z+z} return {x=x, y=desiredPos.y, z=z} end function rotateMyCoordinates(desiredPos, obj) local angle = math.rad(obj.getRotation().y) local x = desiredPos.x * math.sin(angle) local z = desiredPos.z * math.cos(angle) return {x=x, y=desiredPos.y, z=z} end --Coroutine delay, in seconds function wait(time) local start = os.time() repeat coroutine.yield(0) until os.time() > start + time end --Duplicates a table (needed to prevent it making reference to the same objects) function duplicateTable(oldTable) local newTable = {} for k, v in pairs(oldTable) do newTable[k] = v end return newTable end --Moves scripted highlight from all objects function removeAllHighlights() for _, obj in ipairs(getAllObjects()) do obj.highlightOff() end end --Round number (num) to the Nth decimal (dec) function round(num, dec) local mult = 10^(dec or 0) return math.floor(num * mult + 0.5) / mult end