Difference between revisions of "LlEdgeOfWorld"

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{{LSL_Function
{{LSL_Function
|inject-2={{LSL_Function/position|pos|region=*}}
|func=llEdgeOfWorld
|func=llEdgeOfWorld
|sort=EdgeOfWorld
|sort=EdgeOfWorld
|func_id=205|func_sleep=0.0|func_energy=10.0
|func_id=205|func_sleep=0.0|func_energy=10.0
|return_type=integer
|return_type=integer
|p1_type=vector|p1_name=pos|p1_desc=position|p2_type=vector|p2_name=dir|p2_desc=direction
|p1_type=vector|p1_name=pos|p1_desc
|p2_type=vector|p2_name=dir|p2_desc=direction
|func_footnote
|func_footnote
|func_desc=Checks to see whether the border hit by '''{{LSL Param|dir}}''' from '''{{LSL Param|pos}}''' is the edge of the world (has no neighboring simulator).
|func_desc=Checks to see whether the border hit by {{LSLP|dir}} from {{LSLP|pos}} is the edge of the world (has no neighboring simulator).
|return_text=that is a {{HoverText|boolean|TRUE or FALSE}}, [[TRUE]] indicating there is a simulator in the direction indicated.
|return_text=that is a {{HoverText|boolean|TRUE or FALSE}}, [[TRUE]] indicating there is a simulator in the direction indicated.
|spec
|spec
|caveats=* Zero direction vector ([[ZERO_VECTOR]]) always returns [[TRUE]].
|caveats=* Zero direction vector ([[ZERO_VECTOR]]) always returns [[TRUE]].
* '''pos''' must be in the region.
* {{LSLP|pos}} must be in the region.
* Can only be used to detect directly adjacent regions, not diagonally adjacent regions
* Can only be used to detect directly adjacent regions, not diagonally adjacent regions
|constants
|constants

Revision as of 11:01, 7 June 2012

Summary

Function: integer llEdgeOfWorld( vector pos, vector dir );

Checks to see whether the border hit by dir from pos is the edge of the world (has no neighboring simulator).
Returns an integer that is a boolean, TRUE indicating there is a simulator in the direction indicated.

• vector pos position in region coordinates
• vector dir direction

Caveats

  • Zero direction vector (ZERO_VECTOR) always returns TRUE.
  • pos must be in the region.
  • Can only be used to detect directly adjacent regions, not diagonally adjacent regions
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Examples

<lsl> //--// Tells if there are neighboring sims on touch //--//

default{

 touch_start( integer vIntTouched ){
   vector vPosObject = llGetPos();
   if (!llEdgeOfWorld( vPosObject, <0.0, 1.0, 0.0> )){
     llOwnerSay( "There is a Sim to the North" );
   }
   if (!llEdgeOfWorld( vPosObject, <1.0, 0.0, 0.0> )){
     llOwnerSay( "There is a Sim to the East" );
   }
   if (!llEdgeOfWorld( vPosObject, <0.0, -1.0, 0.0> )){
     llOwnerSay( "There is a Sim to the South" );
   }
   if (!llEdgeOfWorld( vPosObject, <-1.0, 0.0, 0.0> )){
     llOwnerSay( "There is a Sim to the West" );
   }
 }

}

</lsl>

See Also

Deep Notes

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Signature

function integer llEdgeOfWorld( vector pos, vector dir );