Difference between revisions of "LlDetectedTouchUV"

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(Script Example: Pulling U and V seperately.)
m (Rearranged Caveats items)
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|spec=
|spec=
|caveats=
|caveats=
'''{{LSL Const|TOUCH_INVALID_TEXCOORD|vector|{{LSL_VR|-1.0|-1.0|0.0}}}} is returned when...'''
*{{LSL Const|TOUCH_INVALID_TEXCOORD|vector|{{LSL_VR|-1.0|-1.0|0.0}}}} is returned when...
* The avatar's viewer does not support face touch detection.
** The avatar's viewer does not support face touch detection.
** To check if face touch detection is supported check the return of [[llDetectedTouchFace]].
*** To check if face touch detection is supported check the return of [[llDetectedTouchFace]].
* The touch has moved off the surface of the prim.
** The touch has moved off the surface of the prim.
* The touch happened too close to the edge of the face to determine a location.
** The touch happened too close to the edge of the face to determine a location.
* The triggering event is not a touch event.
** The triggering event is not a touch event.
|examples=
|examples=
<lsl>
<lsl>
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         float U = UV.x;
         float U = UV.x;
         float V = UV.y;
         float V = UV.y;
         // Now you can report U and V seperately, or you can compare them separately with IF statements.
         // Now you can report U and V separately, or you can compare them separately with IF statements.
        // You of course do not need to store the vector components to separate variables,
        // you can access them from the vector that used as an intermediate.
     }
     }
}
}

Revision as of 04:09, 28 May 2009

Summary

Function: vector llDetectedTouchUV( integer index );
0.0 Forced Delay
10.0 Energy

Returns a vector that is the texture coordinates for where the prim was touched. The x & y vector positions contain the u & v face coordinates respectively (<u, v, 0.0>).

TOUCH_INVALID_TEXCOORD is returned when the touch UV coordinates cannot be determined. See Caveats for further details.

• integer index Index of detection information

index does not support negative indexes. For the touch category of events only. The prim that was touched may not be the prim receiving the event, use llDetectedLinkNumber to check for this; likewise you can use llDetectedTouchFace to determine which face was touched.

Caveats

  • If index is out of bounds the script continues to execute without an error message.
  • TOUCH_INVALID_TEXCOORD is returned when...
    • The avatar's viewer does not support face touch detection.
    • The touch has moved off the surface of the prim.
    • The touch happened too close to the edge of the face to determine a location.
    • The triggering event is not a touch event.

Examples

<lsl> default {

   touch_start(integer UV_detected)
   {
       integer i = 0;
       for(; i<UV_detected; ++i)
           llWhisper(0, "UV clicked: " + (string)llDetectedTouchUV(i));
   }

} </lsl> <lsl> default {

   touch_start(integer total_number)
   {
       vector UV = llDetectedTouchUV(0);
       float U = UV.x;
       float V = UV.y;
       // Now you can report U and V separately, or you can compare them separately with IF statements.
       // You of course do not need to store the vector components to separate variables,
       // you can access them from the vector that used as an intermediate.
   }

}

</lsl>

See Also

Deep Notes

History

Signature

function vector llDetectedTouchUV( integer index );