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InternetHITS

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Posts posted by InternetHITS

  1. On 10/14/2019 at 9:19 PM, Wulfie Reanimator said:

    Trigonometry was never my strong-suit.

    
    vector angle = <0, 45, 0>;
    llTargetOmega(<0,0,1> * llEuler2Rot(angle * DEG_TO_RAD), 1, 1);

    Same effect, but making a child rotate from the root script:

    
    integer  link  = 2;
    list     data  = llGetLinkPrimitiveParams(link, [PRIM_ROT_LOCAL]);
    rotation local = llList2Rot(data, 0);
    
    llSetLinkPrimitiveParamsFast(link, [PRIM_OMEGA, <0,0,1> * local, 1, 1]);
    This is my interpretation of what the OP wanted, anyway. "360 degrees on its same position while keeping its angle."

    Tx a lot for your energy. But that intepretation is wrong. See my other posts today.

    Anyway tx a lot I appreciate your energy trying to solve it for me. thumbs up!

  2. On 10/14/2019 at 9:23 PM, Rolig Loon said:

    Ah ... so you assume that what the OP wants to calculate in not the Earth's rotation around its own axis but its rotation around the Sun, allowing for no precession ( Edit: I assume that's what the OP means by "keeping its own angle")?   If that's the case, then I agree that he shouldn't use llTargetOmega for either the linkset as a whole or the child prim.  The calculations will be much easier in analytical form and then applied in steps.  It should be possible to do it all in a single script in the root.  At each step, he'll need to calculate the new position of the child prim, readjust the rotational axis of the child prim so that it continues to point in the same global direction, and calculate the child prim's new rotation around that axis.  I'm not as optimistic as you about keeping all of that from being jumpy unless he makes small steps, but I could be surprised.

    That is right. So I was trying to find or produce a script for it. And therefore I was asking for help on this forum. Because the calculations turns me crazy.

  3. On 10/14/2019 at 9:24 PM, Profaitchikenz Haiku said:

    (Wulfie) OK, I read them differently, this is what I just trialed inworld, it moves a child prim around a root prim on a horizontal plane

     

    
    /// simple movement around a root prim for a child
    // rez a cube, shift-copy it along the X axis to make a child, link them
    // (This is a cheat so that initial theta is zero and we don't have to calculate initial conditions)
    
    key owner;
    
    integer root = 1;
    integer child = 2;
    
    integer moving = 0;
    float radius = 0.0;
    float theta;
    
    float oneDegree;
    
    vector childPos;
    
    setup()
    {
        childPos = llList2Vector(llGetLinkPrimitiveParams(child, [PRIM_POS_LOCAL]), 0);
    
        radius = llVecMag(childPos);
        theta = 0.0;
    }
    
    default
    {
        state_entry()
        {
            owner = llGetOwner();
            llSetTimerEvent(0.0);
            oneDegree  = PI / 180;
            if(llGetNumberOfPrims() < 2)
            {
                llOwnerSay("This ain't gonna work");
            }
            else
            {
                setup();
                if( radius > 0.0)
                {
                    llSetTimerEvent(1.0);
                    moving = 1;
                }
            }
        }
    
        touch_start(integer touches)
        {
            key toucher = llDetectedKey(touches - 1);
            if( toucher == owner)
            {
                if( radius > 0.0)
                {
                    if( moving)
                    {
                        llSetTimerEvent(0.0);
                    }
                    else
                    {
                        llSetTimerEvent(1.0);
                    }
                    moving = !moving;
                }
            }
        }
        timer()
        {
            theta += oneDegree;
            if( theta >= TWO_PI) theta = 0;
    
            float newX = radius * llCos(theta);
            float newY = radius * llSin(theta);
    
            childPos.x = newX;
            childPos.y = newY;
    
            llSetLinkPrimitiveParamsFast(child, [PRIM_POS_LOCAL, childPos]);
        }
    }

    Rolig, I confess half the time I don't know what people want when they post here, probably senior moment time.

    Haiku,

    Tx for your energy. But this is not what I was trying to accomplish. 

    I will add more info.

    Lets think about a tank turret and the turret points up to the sky.

    Then the turret  rotates horizintal . I want the turret keeping up in any horizontal degree.

    This must be the case for physical and non physical prims.

    Its not my intention to confuse anyone. 

     

  4. I am looking for a script which can rotate a child prim. physical and non physical. The child prim must keep its angle. 

    e.q.

    1 root prim

    1 child prim rotated some angle

    then I want to rotate the child prim 360  degees on its same position keeping its starting angle up or down. Like Earth Z axe doesnt change when it rotates the sun.

    Headache of those 4d rotations...pfft 

     

     

     

     

  5. Hi,

    I would like to know how I get my lindens returned. I bought a bike shell of this <Moderator Redacted> But i got delivered a stupid sculpted *****ty motorbike shell and 1 script! And this is pure fraud!

    But the sellers account <Moderator Redacted>  doenst exist anymoe although the store is still on mp <Moderator Redacted> So I want my lindens back of linden How can I accomplish this?

     

    Anyone?

     

     

  6. I checked my hardware again. And it was my video card. There was a little dust on the fans of the nvidia card which causes a slower rotation. Enought to cause huge framedrops. After i cleaned the fans (the ribs were still clean) I had no framedrops.

     

    ONLY when i open the script editor I see huge framedrops now.

  7. I have an NViDIA GTI660 TI card  and after installation of fs (32 bits and 64 bits) frames were dropping to 2.5.

    It starts at 77 fps then after a while a few minutes  it dropped to 2.5 then it went up to 77 fps.

    I noticed some time between them so I checked for logging.

    And It works for me now open firestorm and goto the debug settings

    ctrl-alt-shift-s
    MemoryLogFrequency 0 (default 600)

    Somehow its related to huge fps drop and now i can use firestorm again. :)

    I hope it will help you too!

  8. I have an NViDIA GTI660 TI card  and after installation of fs (32 bits and 65 bits) frames were dropping to 2.5.

    It starts at 77 fps then after a while a few minutes  it dropped to 2.5 then it went up to 77 fps.

    I noticed some time between them so I checked for logging.

    And It works for me now open firestorm and goto the debug settings

    ctrl-alt-shift-s
    MemoryLogFrequency 0 (default 600)

    Somehow its related to huge fps drop and now i can use firestorm again. :)

    I hope it will help you too!

  9. I have an NViDIA GTI660 TI card  and after installation of fs (32 bits and 65 bits) frames were dropping to 2.5.

    It starts at 77 fps then after a while a few minutes  it dropped to 2.5 then it went up to 77 fps.

    I noticed some time between them so I checked for logging.

    And It works for me now open firestorm and goto the debug settings

    ctrl-alt-shift-s
    MemoryLogFrequency 0 (default 600)

    Somehow its related to huge fps drop and now i can use firestorm again. :)

    I hope it will help you too!

  10. I have an NViDIA GTI660 TI card  and after installation of fs (32 bits and 64 bits) frames were dropping to 2.5.

    It starts at 77 fps then after a while a few minutes  it dropped to 2.5 then it went up to 77 fps.

    I noticed some time between them so I checked for logging.

    And It works for me now open firestorm and goto the debug settings

    ctrl-alt-shift-s
    MemoryLogFrequency 0 (default 600)

    Somehow its related to huge fps drop and now i can use firestorm again. :)

    I hope it will help you too!

     

     

     

  11. Hi,

    I have troubles to store or retrieving vector data of in prim description.

    How can I resolve that?

    I can read a string but retrieving vector data goes wrong

     

    the prims object description contains this:

    "<1,1,1>"

     

    <start>

    integer i=1;

    string objectname        = llList2String(llGetLinkPrimitiveParams(i, [PRIM_NAME]), 0);
    string objectdescription = llList2String(llGetLinkPrimitiveParams(i, [PRIM_DESC]), 0);

    vector vdata = list2vector( lList2String(llGetLinkPrimitiveParams(i, [PRIM_DESC]), 0);)

    llOwnerSay( "vector string : "+(string) vdata);

     <end>

     

    Its driving me nuts

     

     

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