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Showing results for tags 'coordinates'.
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Hello. does anyone know if there is a way to find locations on my World Map (I am using the Firestorm viewer if that makes a difference) using the Grid Region or the Grid Coordinates (rather than using sim or Region names and coordinates)? Or is there another way to find them instead of the World Map? Any information that you can provide would be appreciated. Perhaps a better way of asking this question is if I know the Grid Region and/or the Grid Coordinates but not the name of the sim is there a way to find that location on the map? Thanks, Bindi
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- grid
- coordinates
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i think i figured out what i'm doing wrong. i am trying to calculate the angle of a slope between two points. point 1 = the spot directly below the avatar where it is standing. (in region coordinates) point 2 = the spot the ray intersects the ground ahead of the avatar. (in region coordinates, translated from the avatar's local forward axis) and i have this formula: angle = RAD_TO_DEG*( llAtan2( (p2.z - p1.z),(p2.x - p1.x) )); i THINK the problem is, that i'm just using the X and Z coordinates, and not correcting for
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i know i know how to do this... sorta. but i can't seem to figure it out. okay, i'm trying to ray cast from an attachment, and i want to get the spot straight down from the center of my avatar (easy, thats llGetPos and lower the z coordinate), and "ahead" of my avatar. which i know is local pos + x, BUT... to get that in region coordinates, compared to which way my avatar is facing, i need to use (i think??) Rot2Fwd. i'm just... not sure where/how? vector fwd = llRot2Fwd( llGetLocalRot() ); vector targetPos = llGetPos() + (fwd* ht); this is from the exam
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- raycast
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Hi fellow scripters and builders! I'm working on a control HUD to one of my upcoming projects, and I've kind of hit a dead end thanks to my insufficient trigonometry. What I need is the following: I've got a face on the HUD. It's middle point represents a pivot. The HUD wearer can click the face, and I need to be able to get the angle (calculated from the "upwards" Z axis) from that. The click provides coordinates in the form of a vector <u,v,0> where U is the horizontal coord, V is the vertical coord, and they both are a range from 0.0 to 1.0 - using function llDetectedTouch