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Are you ready for llDetectedTouch*() ?

Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-18-2008 11:34
Hanging at Qarl's Office Hour, learned that all the crunchy goodness in http://wiki.secondlife.com/wiki/LSL_Touch_Position is soon to be merged, targeted for the 1.21 release.

Like... wow!
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
07-18-2008 12:00
I was born ready. :D

Been waiting for this since I learned of it on RobbieRaccoon's blog.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
07-18-2008 13:41
From: someone
vector llDetectedTouchBinormal(integer number)

Returns the surface binormal of the position touched by detected object number. (A binormal is a vector tangent to the surface pointing along the U direction of tangent space.)


What's "the U direction of tangent space"?

Thanks!
Cheewha Palen
Registered User
Join date: 27 Nov 2007
Posts: 78
07-18-2008 13:45
Can some one plz explain this in English?
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
07-18-2008 13:45
/me gets drool all over her keyboard.

From: Cheewha Palen
Can some one plz explain this in English?

Instead of just knowing that "a prim" has been touched, we'll be able to find out where on the prim the touch happened.

Easy example: picture the controls on a CD-player.. Back, pause/play, stop, forward, etc. Today, doing that in SL would require at least one prim for each control if you want to find out what the user is trying to do. With this new stuff, you can have just one prim with a texture for all the controls then have the script check where on the prim the touch happened to see what the user is trying to do...
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
07-18-2008 13:55
Right Sindy -- Cheewah, I bet you'd understand if you followed the link above. I just happened to post the most gibberishical part of it, at least, to us non-compus-mentis folks.
Cheewha Palen
Registered User
Join date: 27 Nov 2007
Posts: 78
07-18-2008 14:05
Wow! now i see why you guys are so excited that is amazing. This is the first I have heard of this but then again I rarely get off the island (ha ha I am not a prisoner I am a free man!)

: )
Cheewha Palen
Registered User
Join date: 27 Nov 2007
Posts: 78
07-18-2008 14:07
The Latin term "Non compos mentis" means, in a UK legal context: "not of sound mind and understanding".

hehe I had to look that one up. I think I am gonna put that on all my letter head at work!
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
07-18-2008 14:11
Note that I used "non compUs mentis", a play on the Latin with a slightly different implication. :)
Haruki Watanabe
llSLCrash(void);
Join date: 28 Mar 2007
Posts: 434
07-18-2008 17:07
This sounds cooooool! Can't wait to use it!

The other options in that post sound a little confusing, though, but I'm sure I'll figure them out :)
Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
07-18-2008 18:08
so this means more than one sit animation in one prim?
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Anti Antonelli
Deranged Toymaker
Join date: 25 Apr 2006
Posts: 1,091
07-18-2008 19:23
From: Dekka Raymaker
so this means more than one sit animation in one prim?
I have a feeling "sit" (and "edit";) don't generate touch events at all, so if I'm following the thread of your thoughts there my thinking is "probably not how you mean". It sure would be great if a different parameter could be passed to your script depending on exactly where someone right-clicked to sit (or clicked to sit, if that's the default click action) but I don't think it works that way.

Someone please correct me if I'm wrong! That would rock!
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
07-18-2008 22:27
But it DOES mean things like true UI components (sliders, etc.) on HUDs! Also things like easily placing markers on maps and such. This will be a huge leap in interactivity. The possibilities are endless. :-) Hopefully we'll also get those other input methods in soon too (like the text box one we heard about a while ago). Then we can all go banana wild! Woo hoo!
Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
07-19-2008 07:54
From: Dekka Raymaker
so this means more than one sit animation in one prim?


There are other ways to do that, depending on what you mean. More than one animation, no problem. More than one sit-target, no problem (the script moves the av). More than one sitter, the script moves the av after sitting so the sit target has room for a new sitter (or vice versa; it could move the sit target rather than the av).

For the latter two, there are issues. Mainly, the sitter can't choose their position by clicking, they'd need to do it by explicit interaction with the script, such as menus or taking controls and using movement keys. These new functions could provide a different means of doing this, *after* sitting. It wouldn't be intuitive, and it might be more troublesome than helpful due to misclicks.
Beezle Warburton
=o.O=
Join date: 10 Nov 2006
Posts: 1,169
07-19-2008 08:02
Heck, I'd be happy if it could just tell me which side of the prim was being touched.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
07-19-2008 09:05
From: Beezle Warburton
Heck, I'd be happy if it could just tell me which side of the prim was being touched.


That would be llDetectedTouchFace. :)

This looks amazing. :)
SuezanneC Baskerville
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Join date: 22 Dec 2003
Posts: 14,229
07-19-2008 09:29
I wonder how lag will affect this.
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Anya Ristow
Vengeance Studio
Join date: 21 Sep 2006
Posts: 1,243
07-19-2008 10:14
From: SuezanneC Baskerville
I wonder how lag will affect this.


If by that you mean will lag cause it to fail or return incorrect results, I doubt it. The viewer can tell exactly where you touched, no matter the lag, and it'd be the viewer telling the sim where you touched, as it's always been (though until now "where" has only meant "which prim";).

I have an info board mothballed until this is released. There will be a lot fewer prims needed in such applications. And in just the twelve seconds I considered it I can think of two other projects of mine that will benefit.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
07-19-2008 11:32
Huh. On the other hand, llDetectedTouchPos() will be complately useless for attachments if it'll only return region coordinates. I'd MUCH rather see it return prim-local coordinates, from which we can calculate anything else appropriate to the prim/object. Hmm. I'll see if I can give that feedback somewhere.

EDIT: Oops. I can see that's been debated quite a bit in the JIRA already, but I did have another simple and useful suggestion that I have added to it. I hope it's not too late for it to be considered.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-19-2008 12:16
From: Dekka Raymaker
so this means more than one sit animation in one prim?
What Anti and Lear said, but with a slight, almost useful twist: Iff the sat-upon prim does not have a sit target, at the time the CHANGED_LINK event is raised, the sitting avatar's location still reflects where they're standing. (Rotation too, I suspect, though I've never tried that.) So I have a dopey 1-prim sofa made from a carved up tube that will sit the avatar in the vacant seat nearest where they stand when they try to sit. Of course, it's subject to all the vagaries of convincing an un-sit-targetted prim to let anybody sit on it at all. Hence "almost useful."

It would indeed be grand to get llDetectedSitPos() or the like, but I don't think this is it.
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Nalates Urriah
D'ni Refugee
Join date: 11 Mar 2008
Posts: 113
07-19-2008 18:57
Hey I just found out about these proposed features.

Quick everyone visit the JIRA and vote for this...

http://jira.secondlife.com/browse/SVC-1902?ticket=ST-204-W26G5cBqg9NJMz4vbXYqvb1Di105HQyoNpv-20
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Deanna Trollop
BZ Enterprises
Join date: 30 Jan 2006
Posts: 671
07-20-2008 02:36
From: Lear Cale
What's "the U direction of tangent space"?
Texture coordinate maps are sometimes called "UV maps" because the texture axes are labeled U (horizontal) and V (vertical), probably just to distinguish them from the X and Y axes of 3-D space. In this case "U direction" basically means the positive horizontal axis of the relevant texture and "tangent space" is a plane which is, well, tangent to the surface.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-20-2008 04:54
From: Nalates Urriah
Quick everyone visit the JIRA and vote for this...
Just for clarity, it's not really necessary to vote for a jira once it's been assigned; after it's been imported, it won't be re-triaged and re-prioritized just because more people vote for it. And in this particular case, the whole jira was created by the Linden who took on the project, as a way of getting developer feedback. This particular one has been out there for a while, but I started this thread now because Qarl sounded pretty confident that it will be in the next generation of releases (1.21) and hence might be worth considering what fun can be had with it when it's finally available.
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
07-20-2008 09:10
From: Deanna Trollop
Texture coordinate maps are sometimes called "UV maps" because the texture axes are labeled U (horizontal) and V (vertical), probably just to distinguish them from the X and Y axes of 3-D space. In this case "U direction" basically means the positive horizontal axis of the relevant texture and "tangent space" is a plane which is, well, tangent to the surface.


Thanks. I always wondered what UV meant too, but not being much of a texture guy, didn't dwell on it.
Malina Chuwen
Evotive
Join date: 25 Apr 2008
Posts: 502
07-20-2008 12:41
Too awesome!! I had been thinking of making a few 'button' controlled objects, and that little script will prove totally useful! Kinda feel sorry for all those people that have used prims and such in the past though.

Can't wait to use it! =)
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