function updateSave() local data_to_save = {["ml"]=memoryList} saved_data = JSON.encode(data_to_save) self.script_state = saved_data end function onload(saved_data) 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 if next(memoryList) == nil then createSetupButton() else createMemoryActionButtons() end end --Beginning Setup --Make setup button function createSetupButton() self.createButton({ label="Setup", click_function="buttonClick_setup", function_owner=self, position={0,0.3,-2}, rotation={0,0,0}, height=350, width=800, font_size=250, color={0,0,0}, font_color={1,1,1} }) end --Triggered by setup button, function buttonClick_setup() memoryListBackup = duplicateTable(memoryList) memoryList = {} self.clearButtons() createButtonsOnAllObjects() createSetupActionButtons() end --Creates selection buttons on objects function createButtonsOnAllObjects() local howManyButtons = 0 for _, obj in ipairs(getAllObjects()) 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 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) end self.setVar(funcName, func) self.createButton({ click_function=funcName, function_owner=self, position=objPos, rotation=rot, height=400, width=400, color={0.75,0.25,0.25,0.6}, }) howManyButtons = howManyButtons + 1 end end end --Creates submit and cancel buttons function createSetupActionButtons() self.createButton({ label="Cancel", click_function="buttonClick_cancel", function_owner=self, position={0,0.3,-2}, rotation={0,0,0}, height=350, width=1100, font_size=250, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Submit", click_function="buttonClick_submit", function_owner=self, position={0,0.3,-2.8}, rotation={0,0,0}, height=350, width=1100, font_size=250, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Reset", click_function="buttonClick_reset", function_owner=self, position={-2,0.3,0}, rotation={0,270,0}, height=350, width=800, font_size=250, color={0,0,0}, font_color={1,1,1} }) end --During Setup --Checks or unchecks buttons function buttonClick_selection(index, obj) local color = {0,1,0,0.6} if memoryList[obj.getGUID()] == 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 memoryList[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} self.editButton({index=index, color=color}) memoryList[obj.getGUID()] = nil obj.highlightOff() end end --Cancels selection process function buttonClick_cancel() memoryList = memoryListBackup self.clearButtons() if next(memoryList) == nil then createSetupButton() else createMemoryActionButtons() end removeAllHighlights() broadcastToAll("Selection Canceled", {1,1,1}) end --Saves selections function buttonClick_submit() if next(memoryList) == nil then broadcastToAll("You cannot submit without any selections.", {0.75, 0.25, 0.25}) else 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 end --Resets bag to starting status function buttonClick_reset() 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={0,0.3,2}, rotation={0,0,0}, height=350, width=750, font_size=250, color={0,0,0}, font_color={1,1,1} }) self.createButton({ label="Recall", click_function="buttonClick_recall", function_owner=self, position={0,0.3,-2}, rotation={0,0,0}, height=350, width=800, font_size=250, color={0,0,0}, font_color={1,1,1} }) -- self.createButton({ -- label="Setup", click_function="buttonClick_setup", function_owner=self, -- position={2,0.3,0}, rotation={0,90,0}, height=350, width=800, -- font_size=250, color={0,0,0}, font_color={1,1,1} -- }) 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, }) 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 deltaPos = {} local bounds = obj.getBounds() deltaPos.x = (p2.x-p1.x) deltaPos.y = (p2.y-p1.y) + (bounds.size.y - bounds.offset.y) 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 --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