Difference between revisions of "User talk:Aleric Inglewood"

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== About Coordinate Systems and Rotations ==
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=== The four coordinate systems ===
 
There are four coordinate systems that are related to LSL programming:
# World coordinates
# Region coordinates
# Object coordinates (root prim coordinates)
# Prim coordinates
 
The World coordinates refer to the map, and allow to include the sim
in the coordinates, or refer to void water.
 
Region coordinates are relative to a given sim.
The origin is in the South/West corner at height 0.
The North/East corner then is 256, 256 and a Z coordinate
for the height up to 4096 meter (on opensim you can go even
higher).
 
Object coordinates are relative to the root prim. Hence, if the object
is moved or rotated then the orientation of a child prim, when given
in object coordinates, doesn't change. In LSL "local position" and
"local rotation" refer to this coordinate system. "local" means
relative to the root prim.
 
Prim Coordinates are relative to a given prim. If this prim is the root
prim then the Prim Coordinates are the same as the Object Coordinates.
For example, if a child prim is a cube with a size of 1,1,1 and one
red surface where the center of that surface is at 1,0,0 then it will
still be at 1,0,0 no matter how you move or rotate that child prim
(relative to the other linked prims).
 
=== Positions ===
 
A different position of the origin of a coordinate system is easy to understand:
You can think of positions as vectors that start in the origin of the
coordinate system that they are given in and end in the point that they
refer to. While the length of the vector is independent of the rotation of
the coordinate system, the three coordinates are not; but a mental picture
of an arrow doesn't have little numbers for three coordinates, so that
picture works independent of the rotation too.
 
Since the rotation of the World Coordinate system and the Region Coordinate
system is the same (X, Y and Z axis are parallel of both), and since
World Coordinates aren't used in many LSL functions to begin with, we
will ignore World Coordinates for now and only refer to Region Coordinates,
or say "global" when we mean Region Coordinates.
 
=== Rotations ===
 
An LSL rotation internally stores a vector that is the axis around which
to rotate and the angle of the rotation around that axis.
Let '''V''' = <u, v, w> be the normalized vector (that is, with length 1) around
which we rotate and let a be the angle around which we have to rotate.
Then the LSL rotation is a quaternion stored as r = <x, y, z, s> = < '''V''' * sin(a/2), cos(a/2) >.
Thus, r.x = x * sin(a/2), and r.s = cos(a/2) etc. Note that the quaternion
is also normalized.
Also note that there is a duality here because inverting '''V''' (making it point the
opposite way) and inverting the angle gives the same rotation; r and -r have
different values but are the same rotation.
Also note that if you don't rotate at all (a == 0) then it doesn't matter
what axis '''V''' you pick, which is apparent because '''V''' drops out since sin(0) = 0.
The quaternion <0, 0, 0, 1> is the ZERO_ROTATION quaternion.
 
The point of this technical story is to show that for an LSL rotation to
make sense in terms of orientation, you need to be able to express a vector
in three coordinates (u, v, w above): the axis around which we rotate is
expressed relative to the X-, Y- and Z-axes of the coordinate system. Hence,
it is the orientation of the X-, Y- and Z-axes that defines the meaning
of a rotation in LSL.
 
In terms of a mental picture the origin with the (orientation of the) three axis,
the red X-axis, the green Y-axis and the blue Z-axis is all the reference
we need, combined with a vector for position or a quaternion for rotation.
 
When you edit an object, the viewer shows either 'World' or 'Local' axes, but
really the 'World' axes show the wrong origin, shifted to an averaged center
of the object, because if the origin was drawn at (0, 0, 0) you'd most likely
not see it. The 'Local' ruler shows the correct coordinate system for the
selected prim as its Prim Coordinate System. Selecting the root prim with
'Local' ruler on then shows the Object Coordinate System.

Latest revision as of 17:02, 27 March 2014

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