Difference between revisions of "HUD Dots Radar"

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m (<lsl> tag to <source>)
 
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==build script==
==build script==
First you will need to create a suitable HUD object. Use this first script to do that. It will ask for link permission, grant it.
First you will need to create a suitable HUD object. Use this first script to do that. It will ask for link permission, grant it.
<lsl>
<source lang="lsl2">
/**************************************************
/**************************************************
     This is the script that creates the HUD dots radar object.
     This is the script that creates the HUD dots radar object.
Line 30: Line 30:
     {
     {
         llSetText("Rez a generic cube, take it to your inventory,\n"
         llSetText("Rez a generic cube, take it to your inventory,\n"
                   + "Ctrl+drag it to inside this prim, then touch to begin", <1., 1., 1.>, 1.);
                   + "Ctrl+drag it to inside this prim, then touch to begin", <1, 1, 1>, 1);
     }
     }
   
   
Line 45: Line 45:
         {
         {
             llSetText("No object found in object inventory. Rez a generic cube, take it to your\n"
             llSetText("No object found in object inventory. Rez a generic cube, take it to your\n"
                       + "inventory, Ctrl+drag it to inside this prim, then touch to try again.", <1., 1., 0.>, 1.);
                       + "inventory, Ctrl+drag it to inside this prim, then touch to try again.", <1, 1, 0>, 1);
             return;
             return;
         }
         }
Line 59: Line 59:
         {
         {
             gWorking = TRUE;
             gWorking = TRUE;
             llSetText("Working...", <1., 1., 0.>, 1.);
             llSetText("Working...", <1, 1, 0>, 1);
             llSetLinkPrimitiveParamsFast(LINK_THIS, [
             llSetLinkPrimitiveParamsFast(LINK_THIS, [
                 PRIM_NAME,
                 PRIM_NAME,
Line 70: Line 70:
                     ALL_SIDES,
                     ALL_SIDES,
                     TEXTURE_BLANK,
                     TEXTURE_BLANK,
                     <1., 1., 0.>,   // repeats
                     <1, 1, 0>,     // repeats
                     ZERO_VECTOR,    // offsets
                     ZERO_VECTOR,    // offsets
                     0.,             // rotation in rads
                     0,             // rotation in rads
                 PRIM_COLOR,
                 PRIM_COLOR,
                     ALL_SIDES,
                     ALL_SIDES,
                     <1., 1., 0.>,   // color
                     <1, 1, 0>,     // color
                     1.,            // alpha
                     1,            // alpha
                 PRIM_FULLBRIGHT,
                 PRIM_FULLBRIGHT,
                     ALL_SIDES,
                     ALL_SIDES,
Line 82: Line 82:
             ]);
             ]);
             gNewChild = 0;
             gNewChild = 0;
             llRezObject(gWorkPrim, llGetPos() + <.5, 0., 0.>, ZERO_VECTOR, ZERO_ROTATION, 0);
             llRezObject(gWorkPrim, llGetPos() + <.5, 0, 0>, ZERO_VECTOR, ZERO_ROTATION, 0);
         }
         }
     }
     }
Line 93: Line 93:
                 PRIM_TYPE_SPHERE,
                 PRIM_TYPE_SPHERE,
                     PRIM_HOLE_DEFAULT,  // hole shape
                     PRIM_HOLE_DEFAULT,  // hole shape
                     <0., 1., 0.>,       // cut
                     <0, 1, 0>,         // cut
                     0.,                 // hollow
                     0,                 // hollow
                     <0., 0., 0.>,       // twist
                     <0, 0, 0>,         // twist
                     <0., 1., 0.>,       // dimple
                     <0, 1, 0>,         // dimple
             PRIM_POSITION,
             PRIM_POSITION,
                 <gPrimSize * (gNewChild + 1), 0., 0.>,
                 <gPrimSize * (gNewChild + 1), 0, 0>,
             PRIM_ROTATION,
             PRIM_ROTATION,
                 ZERO_ROTATION,
                 ZERO_ROTATION,
Line 106: Line 106:
                 ALL_SIDES,
                 ALL_SIDES,
                 TEXTURE_BLANK,
                 TEXTURE_BLANK,
                 <1., 1., 0.>,   // repeats
                 <1, 1, 0>,     // repeats
                 ZERO_VECTOR,    // offsets
                 ZERO_VECTOR,    // offsets
                 0.,             // rotation in rads
                 0,             // rotation in rads
             PRIM_COLOR,
             PRIM_COLOR,
                 ALL_SIDES,
                 ALL_SIDES,
                 <1., 1., 0.>,   // color
                 <1, 1, 0>,     // color
                 .5,            // alpha
                 .5,            // alpha
             PRIM_FULLBRIGHT,
             PRIM_FULLBRIGHT,
Line 123: Line 123:
         if (gNewChild < 16)
         if (gNewChild < 16)
         {
         {
             llRezObject(gWorkPrim, llGetPos() + <.5, 0., 0.>, ZERO_VECTOR, ZERO_ROTATION, 0);
             llRezObject(gWorkPrim, llGetPos() + <.5, 0, 0>, ZERO_VECTOR, ZERO_ROTATION, 0);
         }
         }
         else
         else
         {
         {
             llRemoveInventory(gWorkPrim);
             llRemoveInventory(gWorkPrim);
             llSetText("Object created, you can drag in the radar script now.", <0., 1., 0.>, 1.);
             llSetText("Object created, you can drag in the radar script now.", <0, 1, 0>, 1);
             llRemoveInventory(llGetScriptName());
             llRemoveInventory(llGetScriptName());
         }
         }
     }
     }
}
}
</lsl>
</source>


==radar script==
==radar script==
When you have created the object, put this script in its root prim.
When you have created the object, put this script in its root prim.


<lsl>
<source lang="lsl2">
// HUD dots radar
// HUD dots radar


Line 153: Line 153:




vector gHomePosition = <0., 0., -1.1>; // puts the root prim off screen
vector gHomePosition = <0.0, 0.0, -1.1>; // puts the root prim off screen
// vector gHomePosition = <0., 0., -0.2>; // puts the root prim on the screen for debugging
// vector gHomePosition = <0.0, 0.0, -0.2>; // puts the root prim on the screen for debugging


float gPrimSize = .01; // make this match the build script. it is only for tidiness
float gPrimSize = .01; // make this match the build script. it is only for tidiness


float gSensorRange = 96.; // up to 96 meters
float gSensorRange = 96.0; // up to 96 meters
float gSensorInterval = 5.; // scan every gSensorInterval seconds
float gSensorInterval = 3.0; // scan every gSensorInterval seconds


integer gLastNumDetected;
integer gLastNumDetected;




Line 167: Line 168:


// convert region coordinates to a spot on the center or center2 HUD position.
// convert region coordinates to a spot on the center or center2 HUD position.
// returns ZERO_VECTOR if the coordinates are off screen
// returns gOffScreen if the coordinates are off screen
//
//
// Derived from Babbage Linden's SlateIt, http://wiki.secondlife.com/wiki/SLateIt
// Derived from Babbage Linden's SlateIt, http://wiki.secondlife.com/wiki/SLateIt
Line 176: Line 177:
// gFOV is 1./ llTan(((60. * DEG_TO_RAD) / 2.))
// gFOV is 1./ llTan(((60. * DEG_TO_RAD) / 2.))
float gFOV = 1.7320508075688774;
float gFOV = 1.7320508075688774;
vector gOffScreen = <-1000.0, -1000.0, -1000.0>; // an "invalid" return value for Region2Hud


vector Region2HUD(vector objectPos, vector cameraPos, rotation cameraRot)
vector Region2HUD(vector objectPos, vector cameraPos, rotation cameraRot)
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     // Apply perspective distortion and clip object to HUD
     // Apply perspective distortion and clip object to HUD
     float xHUD = (objectPos.x * gFOV) / objectPos.z;
     float xHUD = (objectPos.x * gFOV) / objectPos.z;
     if (xHUD > -1. && xHUD < 1.) {
 
     // remove xHUD check, or expand (say, to > -3 && < 3) for a non-square target field spanning the window
    //if (xHUD > -1.0 && xHUD < 1.0)
    if (xHUD > -3.0 && xHUD < 3.0)
    {
         float yHUD = (objectPos.y * gFOV) / objectPos.z;
         float yHUD = (objectPos.y * gFOV) / objectPos.z;
         if (yHUD > -1. && yHUD < 1.) {
         if (yHUD > -1.0 && yHUD < 1.0)
        {
             // Set front clipping plane to 1m and back clipping plane to infinity.
             // Set front clipping plane to 1m and back clipping plane to infinity.
             float zHUD = (objectPos.z - 2) / objectPos.z;
             float zHUD = (objectPos.z - 2) / objectPos.z;
             if (zHUD > -1. && zHUD < 1.)
             if (zHUD > -1.0 && zHUD < 1.0)
                 return <0., -xHUD / 2., yHUD / 2.>;
                 return <0.0, -xHUD / 2.0, yHUD / 2.0>;
         }
         }
     }
     }


     return ZERO_VECTOR;
     return gOffScreen;
}
}


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ResetChildPositions(integer startPrim, integer endPrim)
ResetChildPositions(integer startPrim, integer endPrim)
{
{
     if (endPrim > 1) {
     if (endPrim > 1)
    {
         for (; endPrim >= startPrim; endPrim--)
         for (; endPrim >= startPrim; endPrim--)
             llSetLinkPrimitiveParamsFast(endPrim, [
             llSetLinkPrimitiveParamsFast(endPrim, [
                 PRIM_POSITION,
                 PRIM_POSITION,
                     <gPrimSize * endPrim, 0., 0.>,
                     <gPrimSize * endPrim, 0.0, 0.0>,
                 PRIM_SIZE,
                 PRIM_SIZE,
                     <gPrimSize, gPrimSize, gPrimSize>,
                     <gPrimSize, gPrimSize, gPrimSize>,
Line 222: Line 231:
                     "",
                     "",
                     ZERO_VECTOR,
                     ZERO_VECTOR,
                     0.
                     0.0
             ]);
             ]);
     }
     }
Line 246: Line 255:
     llSetPos(gHomePosition);
     llSetPos(gHomePosition);
      
      
     llSetText("", ZERO_VECTOR, 0.);
     llSetText("", ZERO_VECTOR, 0.0);


     llRequestPermissions(llGetOwner(), PERMISSION_TRACK_CAMERA|PERMISSION_TAKE_CONTROLS);
     llRequestPermissions(llGetOwner(), PERMISSION_TRACK_CAMERA|PERMISSION_TAKE_CONTROLS);
Line 275: Line 284:
         // keep-running hack
         // keep-running hack
         if (p & PERMISSION_TAKE_CONTROLS)
         if (p & PERMISSION_TAKE_CONTROLS)
             llTakeControls(CONTROL_LBUTTON, FALSE, TRUE);
             llTakeControls(CONTROL_LBUTTON, TRUE, TRUE);


         if (p & PERMISSION_TRACK_CAMERA)
         if (p & PERMISSION_TRACK_CAMERA)
Line 285: Line 294:
     timer()
     timer()
     {
     {
        // using llSensor on a timer because llSensorRepeat is quirky
         llSensor("", "", AGENT, gSensorRange, PI);
         llSensor("", "", AGENT, gSensorRange, PI);
     }
     }
Line 309: Line 317:
             vector dPos = llDetectedPos(i);
             vector dPos = llDetectedPos(i);
             float dist = llVecDist(myPos, dPos);
             float dist = llVecDist(myPos, dPos);
             // z += .5 to get dots off crotches :p
             // z += .5 to get dots off crotches :p
             vector childPos = Region2HUD(llDetectedPos(i) + <0., 0., .5>, cameraPos, cameraRot);
             vector childPos = Region2HUD(dPos + <0.0, 0.0, .5>, cameraPos, cameraRot);
             if (childPos) { // only show avatars in the hud square
             if (childPos != gOffScreen)
            { // only show avatars in the hud square
                 key k = llDetectedKey(i);
                 key k = llDetectedKey(i);
                 string legName = llDetectedName(i);
                 string legName = llDetectedName(i);
Line 328: Line 338:
                     PRIM_COLOR,
                     PRIM_COLOR,
                         ALL_SIDES,
                         ALL_SIDES,
                         llVecNorm(<dist, gSensorRange - dist, 0.>),
                         llVecNorm(<dist, gSensorRange - dist, 0.0>),
                         1.,
                         1.0,
                     PRIM_TEXT,
                     PRIM_TEXT,
                         showName,
                         showName,
                         <1.,1.,1.>,
                         <1.0,1.0,1.0>,
                         1.
                         1.0
                 ]);
                 ]);
             }
             }
             else { // off screen, put the dot away
             else
            { // off screen, put the dot away
                 llSetLinkPrimitiveParamsFast(i + 2, [
                 llSetLinkPrimitiveParamsFast(i + 2, [
                     PRIM_POSITION,
                     PRIM_POSITION,
                         <gPrimSize * i + 2, 0., 0.>,
                         <gPrimSize * i + 2, 0.0, 0.0>,
                     PRIM_TEXT,
                     PRIM_TEXT,
                         "",
                         "",
                         ZERO_VECTOR,
                         ZERO_VECTOR,
                         0.
                         0.0
                 ]);
                 ]);
             }
             }
Line 352: Line 363:
     }
     }
}
}
</lsl>
</source>


[[Category:LSL Library]]
[[Category:LSL Library]]

Latest revision as of 20:39, 24 January 2015

Here is a simple example of drawing points on the HUD that cover a point in the region. It is based on Babbage's SLateIt, with the HUD drawing parts extracted for easier reuse.

build script

First you will need to create a suitable HUD object. Use this first script to do that. It will ask for link permission, grant it.

/**************************************************
    This is the script that creates the HUD dots radar object.
 
    1. Rez a cube and take it to your inventory.
    2. Drag the cube from your inventory back on to the ground.
    3. Go back to your inventory, this time ctrl+drag the same cube to inside the one you just rezzed.
    4. Edit the first cube, create a new script, paste in this code, and save.
    5. Touch to create the object.
    6. Edit the radar object again, create a new script, paste in the second script (the actual radar), and save.
    7. Take the result to your inventory, it should be ready.
 
    To use, attach it to your HUD on the Center or Center 2 point.
 **************************************************/
 
float gPrimSize = .02;

string gWorkPrim;
integer gNewChild;
integer gWorking = FALSE;
 
default
{
    state_entry()
    {
        llSetText("Rez a generic cube, take it to your inventory,\n"
                  + "Ctrl+drag it to inside this prim, then touch to begin", <1, 1, 1>, 1);
    }
 
    touch_start(integer num)
    {
        if (gWorking)
            return;

        if (llDetectedKey(0) != llGetOwner())
            return;
 
        gWorkPrim = llGetInventoryName(INVENTORY_OBJECT, 0);
        if (gWorkPrim == "")
        {
            llSetText("No object found in object inventory. Rez a generic cube, take it to your\n"
                      + "inventory, Ctrl+drag it to inside this prim, then touch to try again.", <1, 1, 0>, 1);
            return;
        }
        llRequestPermissions(llGetOwner(), PERMISSION_CHANGE_LINKS);
    }
 
    run_time_permissions(integer perm)
    {
        if (gWorking)
            return;

        if (perm & PERMISSION_CHANGE_LINKS)
        {
            gWorking = TRUE;
            llSetText("Working...", <1, 1, 0>, 1);
            llSetLinkPrimitiveParamsFast(LINK_THIS, [
                PRIM_NAME,
                    "HUD dots radar",
                PRIM_ROTATION,
                    ZERO_ROTATION,
                PRIM_SIZE,
                    <gPrimSize, gPrimSize, gPrimSize>,
                PRIM_TEXTURE,
                    ALL_SIDES,
                    TEXTURE_BLANK,
                    <1, 1, 0>,      // repeats
                    ZERO_VECTOR,    // offsets
                    0,              // rotation in rads
                PRIM_COLOR,
                    ALL_SIDES,
                    <1, 1, 0>,     // color
                    1,             // alpha
                PRIM_FULLBRIGHT,
                    ALL_SIDES,
                    TRUE
            ]);
            gNewChild = 0;
            llRezObject(gWorkPrim, llGetPos() + <.5, 0, 0>, ZERO_VECTOR, ZERO_ROTATION, 0);
        }
    }
 
    object_rez(key id)
    {
        llCreateLink(id, LINK_ROOT);
        llSetLinkPrimitiveParamsFast(2, [
            PRIM_TYPE,
                PRIM_TYPE_SPHERE,
                    PRIM_HOLE_DEFAULT,  // hole shape
                    <0, 1, 0>,          // cut
                    0,                  // hollow
                    <0, 0, 0>,          // twist
                    <0, 1, 0>,          // dimple
            PRIM_POSITION,
                <gPrimSize * (gNewChild + 1), 0, 0>,
            PRIM_ROTATION,
                ZERO_ROTATION,
            PRIM_SIZE,
                <gPrimSize, gPrimSize, gPrimSize>,
            PRIM_TEXTURE,
                ALL_SIDES,
                TEXTURE_BLANK,
                <1, 1, 0>,      // repeats
                ZERO_VECTOR,    // offsets
                0,              // rotation in rads
            PRIM_COLOR,
                ALL_SIDES,
                <1, 1, 0>,      // color
                .5,             // alpha
            PRIM_FULLBRIGHT,
                ALL_SIDES,
                TRUE,
            PRIM_DESC,
                (string)gNewChild
        ]);
 
        gNewChild++;
        if (gNewChild < 16)
        {
            llRezObject(gWorkPrim, llGetPos() + <.5, 0, 0>, ZERO_VECTOR, ZERO_ROTATION, 0);
        }
        else
        {
            llRemoveInventory(gWorkPrim);
            llSetText("Object created, you can drag in the radar script now.", <0, 1, 0>, 1);
            llRemoveInventory(llGetScriptName());
        }
    }
}

radar script

When you have created the object, put this script in its root prim.

// HUD dots radar

// This is a simple example of drawing a dot son the HUD covering a point
// in the region.
//
// Based by Cerise Sorbet on Babbage Linden's SLateIt, with the HUD drawing part
// extracted to make it easier to follow and reuse.
//
// This little example does only simple things for demnstration. The HUD has 16
// pointer prims that it moves over avatars in radar range. Only avatars within the
// HUD square get dots, the rest are skipped. The floating text will be a distraction
// in a real application, but it helps to see how things work.


vector gHomePosition = <0.0, 0.0, -1.1>; // puts the root prim off screen
// vector gHomePosition = <0.0, 0.0, -0.2>; // puts the root prim on the screen for debugging

float gPrimSize = .01; // make this match the build script. it is only for tidiness

float gSensorRange = 96.0; // up to 96 meters
float gSensorInterval = 3.0; // scan every gSensorInterval seconds

integer gLastNumDetected;



// Here is the function that does the interesting part.

// convert region coordinates to a spot on the center or center2 HUD position.
// returns gOffScreen if the coordinates are off screen
//
// Derived from Babbage Linden's SlateIt, http://wiki.secondlife.com/wiki/SLateIt
// Available under the Creative Commons Attribution-ShareAlike 2.5 license
// http://creativecommons.org/licenses/by-sa/2.5/

// precalculated stuff for perspective, FOV is 60 degrees,
// gFOV is 1./ llTan(((60. * DEG_TO_RAD) / 2.))
float gFOV = 1.7320508075688774;

vector gOffScreen = <-1000.0, -1000.0, -1000.0>; // an "invalid" return value for Region2Hud

vector Region2HUD(vector objectPos, vector cameraPos, rotation cameraRot)
{
//    vector cameraPos = llGetCameraPos();
//    rotation cameraRot = llGetCameraRot();

    // Translate object in to camera space.
    objectPos = (objectPos - cameraPos)
        // Rotate object in camera space.
        * (ZERO_ROTATION / cameraRot);

    // Switch axes from Z = up to RHS (X = left, Y = up, Z = forward)
    objectPos = <-objectPos.y, objectPos.z, objectPos.x>;

    // Apply perspective distortion and clip object to HUD
    float xHUD = (objectPos.x * gFOV) / objectPos.z;

    // remove xHUD check, or expand (say, to > -3 && < 3) for a non-square target field spanning the window
    //if (xHUD > -1.0 && xHUD < 1.0)
    if (xHUD > -3.0 && xHUD < 3.0)
    {
        float yHUD = (objectPos.y * gFOV) / objectPos.z;
        if (yHUD > -1.0 && yHUD < 1.0)
        {
            // Set front clipping plane to 1m and back clipping plane to infinity.
            float zHUD = (objectPos.z - 2) / objectPos.z;
            if (zHUD > -1.0 && zHUD < 1.0)
                return <0.0, -xHUD / 2.0, yHUD / 2.0>;
        }
    }

    return gOffScreen;
}


// Move uninteresting prims out of the way behind the root
ResetChildPositions(integer startPrim, integer endPrim)
{
    if (endPrim > 1)
    {
        for (; endPrim >= startPrim; endPrim--)
            llSetLinkPrimitiveParamsFast(endPrim, [
                PRIM_POSITION,
                    <gPrimSize * endPrim, 0.0, 0.0>,
                PRIM_SIZE,
                    <gPrimSize, gPrimSize, gPrimSize>,
                PRIM_FULLBRIGHT,
                    ALL_SIDES,
                    TRUE,
                PRIM_TEXT,
                    "",
                    ZERO_VECTOR,
                    0.0
            ]);
    }
}


Setup()
{
    ResetChildPositions(2, llGetNumberOfPrims());

    // make sure the object is attached to one of the center HUD points
    integer attachPoint = llGetAttached();
    if (attachPoint != ATTACH_HUD_CENTER_1 && attachPoint != ATTACH_HUD_CENTER_2)
    {
        llOwnerSay("Attach me to the Center or Center 2 HUD position.");
        // some floating text to make the object easier to find
        llSetText ("HUD dots radar\n|\n|\nV", <1.,1.,0.>, 1.);
        return;
    }

    // put the root where it belongs
    llSetRot(ZERO_ROTATION);
    llSetPos(gHomePosition);
    
    llSetText("", ZERO_VECTOR, 0.0);

    llRequestPermissions(llGetOwner(), PERMISSION_TRACK_CAMERA|PERMISSION_TAKE_CONTROLS);
}


default
{
    state_entry()
    {
        Setup();
    }

    attach(key id)
    {
        if (id)
            Setup();
    }

    on_rez(integer p)
    {
        Setup();
    }
    

    run_time_permissions(integer p)
    {
        // keep-running hack
        if (p & PERMISSION_TAKE_CONTROLS)
            llTakeControls(CONTROL_LBUTTON, TRUE, TRUE);

        if (p & PERMISSION_TRACK_CAMERA)
            llSetTimerEvent(gSensorInterval);
        else
            llOwnerSay("Something went wrong, did not get PERMISSION_TRACK_CAMERA!");
    }

    timer()
    {
        llSensor("", "", AGENT, gSensorRange, PI);
    }

    no_sensor()
    {
        // clean up if there were visible dots before
        if (gLastNumDetected) {
            ResetChildPositions(2, gLastNumDetected + 1);
            gLastNumDetected = 0;
        }
    }

    sensor(integer num)
    {
        vector cameraPos = llGetCameraPos();
        rotation cameraRot = llGetCameraRot();
        vector myPos = llGetPos();

        integer i;
        for (i = 0; i < num; i++)
        {
            vector dPos = llDetectedPos(i);
            float dist = llVecDist(myPos, dPos);

            // z += .5 to get dots off crotches :p
            vector childPos = Region2HUD(dPos + <0.0, 0.0, .5>, cameraPos, cameraRot);
            if (childPos != gOffScreen)
            { // only show avatars in the hud square
                key k = llDetectedKey(i);
                string legName = llDetectedName(i);
                list nameParts = llParseString2List(legName, [" "], []);
                if (llList2String(nameParts, 1) == "Resident")
                    legName = llList2String(nameParts, 0);
                string showName = legName;
                string dispName = llGetDisplayName(k);
                if (dispName)
                    if (llToLower(dispName) != llToLower(legName))
                        showName = dispName + " (" + llGetUsername(k) + ")";
                
                llSetLinkPrimitiveParamsFast(i + 2, [
                    PRIM_POSITION,
                        childPos - llGetLocalPos(),
                    PRIM_COLOR,
                        ALL_SIDES,
                        llVecNorm(<dist, gSensorRange - dist, 0.0>),
                        1.0,
                    PRIM_TEXT,
                        showName,
                        <1.0,1.0,1.0>,
                        1.0
                ]);
            }
            else
            { // off screen, put the dot away
                llSetLinkPrimitiveParamsFast(i + 2, [
                    PRIM_POSITION,
                        <gPrimSize * i + 2, 0.0, 0.0>,
                    PRIM_TEXT,
                        "",
                        ZERO_VECTOR,
                        0.0
                ]);
            }
        }
        if (gLastNumDetected > num)
            ResetChildPositions(i + 2, gLastNumDetected + 1);
        gLastNumDetected = num;
    }
}