# Difference between revisions of "LlVecDist"

 LSL Portal

## Contents

Function: float llVecDist( vector vec_a, vector vec_b );
 14 Function ID 0 Forced Delay 10 Energy

Returns a float that is the undirected nonnegative distance between vec_a and vec_b.

 • vector vec_a – Any valid vector • vector vec_b – Any valid vector

## Examples

<lsl> default {

```   state_entry()
{
vector input_1 = <1.0,2.0,3.0>;
vector input_2 = <3.0,2.0,1.0>;
llOwnerSay("The distance between " + (string) input_1 +
" and " + (string) input_2 + " is: "+(string)llVecDist(input_1, input_2) );
}
```

} </lsl> <lsl> //To reset script on touch if the object has been rotated since the last script reset float gTolerance = 0.05; //This corresponds to about a 3 degree rotation default { state_entry() { llSetObjectDesc((string)llRot2Euler(llGetRot())); }

touch_start(integer total_number) { if (llVecDist(llRot2Euler(llGetRot()), (vector)llGetObjectDesc()) > gTolerance) { llSay(0,"This object has rotated. Automatic reset engaged."); llResetScript(); } } }</lsl>

## Notes

• Mathematically equivalent to:
• llVecMag( vec_a - vec_b )
• llSqrt( (vec_b.x - vec_a.x) * (vec_b.x - vec_a.x) + (vec_b.y - vec_a.y) * (vec_b.y - vec_a.y) + (vec_b.z - vec_a.z) * (vec_b.z - vec_a.z) )
• Knowing this, there are ways to circumvent llVecDist for more efficient code.
• For example, vector v3 = (v1-v2); v3*v3 < (f*f); is over twice as fast as llVecDist(v1,v2) < f;

### Functions

 • llVecMag • llVecNorm

## Deep Notes

#### Signature

```function float llVecDist( vector vec_a, vector vec_b );
```

#### Haiku

Squirrel on a wire,
Skips from pole to distant pole.
One leap at a time.