Difference between revisions of "LlGetClosestNavPoint"

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m (ported frame sleep to Template:Function)
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{{Pathfinding alpha}}
{{LSL_Function
{{LSL_Function|
|inject-2={{LSL_Function/position|point|region=*}}
func=llGetClosestNavPoint|
|func=llGetClosestNavPoint
func_desc=The function accepts a point in region-local space (like all the other pathfinding methods) and returns either an empty list or a list containing a single vector which is the closest point on the navmesh to the point provided.|
|func_desc=Used to get a point on the navmesh that is the closest point to {{LSLP|point}}.
func_sleep_frame=1|
|func_sleep_frame=1
p1_type=vector|
|return_type=list
p1_name=point|
|return_text=containing a single vector which is the closest point on the navmesh to the point provided or an empty list.
p1_desc=A point in region-local space.|
|func_footer=If an option is not explicitly set, the default value for that option is used.
p2_type=list|
|p1_type=vector|p1_name=point
p2_name=options|
|p2_type=list|p2_subtype=instructions|p2_name=options
p2_desc=No options at this time.|
|p2_desc=GCNP_* and other flags with their parameters. See [[#Options|options]] table
constants={{LSL Constants/llGetClosestNavPoint}}|
|constants={{LSL Constants/llGetClosestNavPoint}}
caveats=
|caveats=
* There is no guarantee that a path exists from your current location to the returned point.|
* There is no guarantee that a path exists from your current location to the returned point.
notes=Using the method incurs a one frame script sleep and the call can be extremely expensive. It is intended to be used in response to a path_update message indicating an inability to reach a requested destination (e.g., because the character or the destination is off the mesh).|
|examples=
also_functions=
<source lang="lsl2">
create_character()
{
//  Clear any previous character behaviors
    llDeleteCharacter();
 
//  default speed is 20
    llCreateCharacter([CHARACTER_DESIRED_SPEED, 10.0]);
    llWanderWithin(llGetPos(), <64.0, 64.0, 2.0>, []);
}
 
default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }
 
    state_entry()
    {
        create_character();
    }
    touch_start(integer num_detected)
    {
        vector currentPos = llGetPos();
        list points = llGetClosestNavPoint(currentPos, [GCNP_RADIUS, 10.0] );
 
        if (!llGetListLength(points))
            return;
 
        llSay(0, "current position " + (string)currentPos
            + " and closest nav point " + (string)llList2Vector(points, 0) );
    }
}
</source>
|notes=Using the method incurs a one frame script sleep and the call can be extremely expensive. It is intended to be used in response to a path_update message indicating an inability to reach a requested destination (e.g., because the character or the destination is off the mesh).
|also_functions=
* [[llCreateCharacter]]
* [[llCreateCharacter]]
* [[llDeleteCharacter]]
* [[llDeleteCharacter]]
Line 25: Line 62:
* [[llPursue]]
* [[llPursue]]
* [[llUpdateCharacter]]
* [[llUpdateCharacter]]
* [[llWanderWithin]]|
* [[llWanderWithin]]
also_events=
|also_events=
* [[path_update]]
* [[path_update]]
|history = Date of Release  [[ Release_Notes/Second_Life_Server/12#12.07.31.262785 | 31/07/2012 ]]
|cat1=Pathfinding
}}
}}

Latest revision as of 01:45, 22 January 2015

Summary

Function: list llGetClosestNavPoint( vector point, list options );

Used to get a point on the navmesh that is the closest point to point.
Returns a list containing a single vector which is the closest point on the navmesh to the point provided or an empty list.

• vector point A point in region-local space
• list options GCNP_* and other flags with their parameters. See options table

If an option is not explicitly set, the default value for that option is used.

Options V Parameters Default Description
GCNP_RADIUS ] 0 float distance ] 20.0 ] Limits how far out to search for a navigation point.
GCNP_STATIC ] 1 integer use_static_mesh ] FALSE ] Specifies whether the test should use the static or dynamic nav mesh. In the static case, all dynamic obstacles are ignored.
CHARACTER_TYPE ] 6 integer type ] CHARACTER_TYPE_NONE ] Filters nav points by eliminating nav mesh faces which are 0% walkable for the specified character type. In the default CHARACTER_TYPE_NONE case, all nav mesh faces are included.

Caveats

  • This function causes the script to sleep for 1 frame.
  • There is no guarantee that a path exists from your current location to the returned point.
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Examples

create_character()
{
//  Clear any previous character behaviors
    llDeleteCharacter();

//  default speed is 20
    llCreateCharacter([CHARACTER_DESIRED_SPEED, 10.0]);
    llWanderWithin(llGetPos(), <64.0, 64.0, 2.0>, []);
}

default
{
    on_rez(integer start_param)
    {
        llResetScript();
    }

    state_entry()
    {
        create_character();
    }
 
    touch_start(integer num_detected)
    {
        vector currentPos = llGetPos();
        list points = llGetClosestNavPoint(currentPos, [GCNP_RADIUS, 10.0] );

        if (!llGetListLength(points))
            return;

        llSay(0, "current position " + (string)currentPos
            + " and closest nav point " + (string)llList2Vector(points, 0) );
    }
}

Notes

Using the method incurs a one frame script sleep and the call can be extremely expensive. It is intended to be used in response to a path_update message indicating an inability to reach a requested destination (e.g., because the character or the destination is off the mesh).

Deep Notes

History

Date of Release 31/07/2012

Search JIRA for related Issues

Signature

function list llGetClosestNavPoint( vector point, list options );