Skip to content
lsl.devlsl.devLSL Dev

llDetectedTouchST

function
Function syntax
vector llDetectedTouchST(
  1. integer index// Index of the detection information.
);
Returns
vector
Energy
10

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.

Returns a vector that is the surface coordinates for where the prim was touched. The x & y vector positions contain the horizontal (s) & vertical (t) face coordinates respectively (<s, t, 0.0>). Each component is usually in the interval [0.0, 1.0] with the origin in the bottom left corner. With some mesh objects, values of less than 0.0 and higher than 1.0 have been observed.

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

How to use
vector result = llDetectedTouchST(0);
  • TOUCH_INVALID_TEXCOORD is returned when…
  • The avatar’s viewer does not support face touch detection.
  • 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 happened too close to the edge of the face to determine a location.
  • The event triggered is not a touch event.
  • The vertical coordinate is flipped on a glTF mesh.
Example 1
default
{
touch_start(integer total_number)
{
integer touchFace = llDetectedTouchFace(0);
vector touchST = llDetectedTouchST(0);
// ZERO_VECTOR (<0.0, 0.0, 0.0> ... the origin) is in the bottom left corner of the face
6 collapsed lines
// touchST.x goes across the face from the left to the right
// touchST.y goes up the face from the bottom to the top
if (touchFace == -1)
llWhisper(PUBLIC_CHANNEL, "Sorry, your viewer doesn't support touched faces.");
else if (touchST == TOUCH_INVALID_TEXCOORD)
llWhisper(PUBLIC_CHANNEL, "Sorry, the touch position upon the face could not be determined.");
else
llSay(PUBLIC_CHANNEL, "llDetectedTouchST(0) = " + (string)touchST
+ "\ntouchST.x = " + (string)touchST.x
+ "\ntouchST.y = " + (string)touchST.y);
}
}
The following script will assume an (imaginary) 12x12 grid over the face, and identify which square was touched by the user.
5 collapsed lines
integer numberOfRows = 12;
integer numberOfColumns = 12;
default
{
touch_start(integer total_number)
{
vector touchST = llDetectedTouchST(0);
// ZERO_VECTOR (<0.0, 0.0, 0.0> ... the origin) is in the bottom left corner of the face
11 collapsed lines
// touchST.x goes across the face from the left to the right
// touchST.y goes up the face from the bottom to the top
integer columnIndex = (integer) (touchST.x * numberOfColumns);
integer rowIndex = (integer) (touchST.y * numberOfRows);
integer cellIndex = (rowIndex * numberOfColumns) + columnIndex;
llSay(PUBLIC_CHANNEL, "ST grid (" + (string)columnIndex + ", " + (string)rowIndex
+ ") --> cell " + (string)cellIndex);
}
}
Example 3
10 collapsed lines
// with friendly permission of Supremius Maximus
// who made the texture used in this script
//
// click & hold the mouse while dragging across
// the face of the prim
default
{
touch(integer num_detected)
{
integer link = llDetectedLinkNumber(0);
integer face = llDetectedTouchFace(0);
vector touchST = llDetectedTouchST(0);
// ZERO_VECTOR (<0.0, 0.0, 0.0> ... the origin) is in the bottom left corner of the face
10 collapsed lines
// touchST.x goes across the face from the left to the right
// touchST.y goes across the face from the bottom to the top
string uuid = "23badbe7-6d8c-639b-0131-bb321f8e9db5";
llSetLinkPrimitiveParamsFast(link, [
PRIM_TEXTURE, face, uuid, <1.0, 1.0, 0.0>, touchST, 0,
PRIM_FULLBRIGHT, ALL_SIDES, TRUE]);
}
}
  • Introduced in Viewer SVN:870 r92872 Branch:Release Wednesday, 23 July 2008, Supported by Beta Server 1.24.0.93754 (Wenesday 6th August 2008), and viewer binary 1.20.15 (93532).
  • Date of Release Server 29-08-2008
  • Date of Release Client 16-10-2008
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.