Coordinates for touch event
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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12-13-2003 18:37
Please add the ability to get the coordinates of where on a texture a user actually clicked. This would allow us to create a texture with various clickable regions on it, using one prim instead of multiple prims. In a prim limited world, anything we can do to reduce prims and not lose functionality would be very welcome.
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Ingie Bach
Registered User
Join date: 17 Dec 2002
Posts: 254
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12-13-2003 19:45
Maybe they should just implement html on objects???? Would that work?
probably not since I don't know what I'm talking about ;P hee hee hee..... but then again.... web inside sl...
Ah whatever........
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I love modeling in Blender, if you want to check out a fantastic package for modeling and game developement (great for Architectural Walkthroughs), go to my site: http://www.ingiebee.com
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
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12-14-2003 01:04
This would be interisting, kinda like hotspots. Is this even possible though? I would definitly like to see it put to use if it is.
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
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12-14-2003 02:10
Already is possible, with a margin of error....
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Xylor Baysklef
Scripting Addict
Join date: 4 May 2003
Posts: 109
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12-14-2003 07:24
Yes, what you do is have them go into mouselook mode when they click on your object. Then you can use llDetectedRot to figure out which direction they were looking when they clicked. With some math, you can determine where on the object they clicked (the margin of error comes from the inability to exactly determine the 'eye level' of different avatars, but this can be overcome with a callibration button).
Xylor
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Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
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12-14-2003 09:09
Dearlord that is so much more difficult and inacurate than it should be.
vector llDetectedTouch(integer number);
Would return a vector that is of the format <x,y,side>, (x,y) is the distance from a corner and side is the side of the object touched. This would actually allow for interfaces on single prims. And I would highly support such a function.
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Xylor Baysklef
Scripting Addict
Join date: 4 May 2003
Posts: 109
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12-14-2003 10:32
Agreed, much more convenient.
Xylor
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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12-14-2003 15:44
As I forgot to mention it, please make sure the X/Y coordinates are relative to the face that has been clicked on, not the x/y coordinates in world - that way an object would function the same no matter where it was placed.
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Ezhar Fairlight
professional slacker
Join date: 30 Jun 2003
Posts: 310
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12-15-2003 00:13
Isn't that what llDetectedGrab was for? Just make that work (it always returns ZERO_VECTOR atm).
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Ingie Bach
Registered User
Join date: 17 Dec 2002
Posts: 254
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12-15-2003 06:19
Sorry, Off subject, and unable to control myself.... Topic Review (Newest First) Ezhar, are you a Leet, an Eleet or just a doll??? As I said, sorry for being off subject, but I just noticed your pic, hee hee hee
_____________________
I love modeling in Blender, if you want to check out a fantastic package for modeling and game developement (great for Architectural Walkthroughs), go to my site: http://www.ingiebee.com
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Julian Fate
80's Pop Star
Join date: 19 Oct 2003
Posts: 1,020
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12-15-2003 11:12
I always thought he was one of the rarest and most powerful subspecies: the Supaleet.
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Xylor Baysklef
Scripting Addict
Join date: 4 May 2003
Posts: 109
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12-15-2003 12:54
From: someone Isn't that what llDetectedGrab was for? Just make that work (it always returns ZERO_VECTOR atm). llDetectedGrab is working. They way it works is: Click and hold down the mouse button on a prim, then drag the mouse. This is what they mean by 'grabbing'. llDetectedGrab returns a vector between the prim and the current location of the mouse. So the reason you are seeing ZERO_VECTOR is that it is not being grabbed at the time. Xylor
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