llGetClosestNavPoint
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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.
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).