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Found 4 results

  1. 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
  2. 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 the Y coordinate, if the avatar is not facing along the global X axis. so i found this: https://www.euclideanspace.com/maths/geometry/elements/projections/index.htm how to project a point (my target hit with x,y coordinates) onto a line (the global x axis). um... okay, so i have to take the line that is the avatar's facing, project a line at a right angle to that line from the point, and find out where it hits the X axis. uh... yeah, i dunno how to do that :/ except by drawing on graph paper! :X drawing: https://prnt.sc/onjtdl okay, i worked THIS out: http://prntscr.com/onk6ao if i can just get the x/y plane distance of a, then calculate the x/y coordinate of 2a along the avatar facing... THAT x coordinate should be the one i need. and i don't need to mess around with all those pythagorean thingies. what's the 2d version of llVecDist? oh, set the Zs to 0 first... okay, i came up with this, and it returns total BS. it even returns different answers if i click it (activate the calculation by touch) multiple times, without moving in between. float getSlope() { float ht = 0.75; //--normally a calculated global. vector pos = llGetPos(); //--we know where the floor is, cuz we're standing on it @ -ht. vector target = pos; rotation rot = llGetRot(); target = pos + <3.*ht,0.,0.> *rot;//-- test 3 ahead and 2.5 down target.z = target.z - 2.5*ht; // llOwnerSay("Aiming "+(string)pos+" to "+(string)target); list res2 = llCastRay(pos, target, [RC_REJECT_TYPES, RC_REJECT_AGENTS | RC_REJECT_PHYSICAL, //RC_DATA_FLAGS, RC_GET_NORMAL, RC_MAX_HITS, 1]); llOwnerSay("RC returned:"+llDumpList2String(res2, ",")); float angle; if(llList2Integer(res2, -1) != 0) { vector p1 = pos; vector p2 = llList2Vector(res2, 1); //--calculate X without Y vector xy1 = p1; vector xy2 = p2; xy1.z = 0.0; //--get rid of Z influence xy2.z = 0.0; float dist = llVecDist(xy1,xy2); vector xTarget = pos + <2*dist, 0., 0.> * rot; //--SLOPE: p1.z -= ht; //--make this the floor p1.x = xTarget.x; //--make this our actual distance along avatar FWD angle = RAD_TO_DEG*( llAtan2( (p2.z - p1.z),(p2.x - p1.x) )); } else //--we didn't hit anything, the slope is WAY down. angle = -45.0; //--midway to down. fudged. if(angle > 90.0) angle -= 180.0; else if (angle < -90.0) angle += 180.0; return angle; } and no, i don't know how to do angle math, either :X
  3. 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 example on the wiki page... http://wiki.secondlife.com/wiki/LlRot2Fwd it says 'to move an object 5 meters on its forward axis.' in this case i'm moving it "ht" meters on its X axis. or... not MOVING it, but getting a coordinate that is supposed to be ht meters ahead of where i am. but when i face the Y axis... i'm not getting a change in the Y axis calculation? :/ no. i changed 'ht' to 10 meters, but only the x coordinate is ever changing. it's been a long day...
  4. 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 llDetectedTouchUV() I'm attaching a visualization of what I have in mind. I'm sure this is a trivial problem, but for someone who had long forgotten everything about trigonometry, it's a total blocker. Thank you to whoever will be able to help me out! ♥
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