
Finally debugged the LSL script to generate tetrahedrons of any size using equilateral triangular panels of edge size 10m. In the picture you can see my avatar inside a tetrahedron of size 2 next to one of size 3 and I'm inside a massive tetrahedron of size 7 in the shot below.
The last formula to work out (which I'd fudged a number for before) was the distance between the avatar (or generating object) and the centre of the tetrahedron side. This is actually N*10m/sqrt(24) where N is the size of tetrahedron.It took a little while to get the side on the bottom to detect itself and texture itself with grass rather than being glass when rezzed. My problem was that llVecDist() which I was using to compare the rotation of a panel to the vector rotation I was looking for (<pi,0,0> or <3*pi/2,0,pi>) was ignoring the fact these are angles and so I had to get the sign right (so the last vector had -pi in the z-axis rather than pi).
All those glass panels make for a classy looking instant space station at 4,000m.
Now I have the subroutines to create equilateral platforms of any size I might try a future experiment using them to make something like a truncated cubic honeycomb.
Now to do some proper work!
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