Difference between revisions of "LlVecDist"

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m (Updated a link to a video to actually provide the link rather than formatting that is broken.)
 
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|constants
|constants
|examples=
|examples=
<lsl>
<source lang="lsl2">
default {
default {
     state_entry()
     state_entry()
Line 21: Line 21:
     }
     }
}
}
</lsl>
</source>
 
<source lang="lsl2">
//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();
}
}
}</source>
===Video Tutorial===
===Video Tutorial===
{{KBvideo|D0WvH58IWEo|640|385|type=youtube}}
https://www.youtube.com/watch?v=D0WvH58IWEo
|helpers
|helpers
|also_functions={{LSL DefineRow||[[llVecMag]]|}}
|also_functions={{LSL DefineRow||[[llVecMag]]|}}
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** [[llVecMag]]( vec_a - vec_b )
** [[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) )
** [[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;
|cat1=Math/3D
|cat1=Math/3D
|cat2=Vector
|cat2=Vector
|haiku={{Haiku|Squirrel on a wire,|Skips from pole to distant pole.|One leap at a time.}}
|cat3
|cat3
|cat4
|cat4
}}
}}

Latest revision as of 19:41, 22 March 2022

Summary

Function: float llVecDist( vector vec_a, vector vec_b );
0.0 Forced Delay
10.0 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

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) );
    }
}
//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();
		}
	}
}

Video Tutorial

https://www.youtube.com/watch?v=D0WvH58IWEo

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;

See Also

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.