Difference between revisions of "LlRot2Left"
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{{ | {{LSL Function | ||
|func_id=19|func_sleep=0.0|func_energy=10.0 | |func_id=19|func_sleep=0.0|func_energy=10.0 | ||
|func=llRot2Left|sort=Rot2Left | |func=llRot2Left|sort=Rot2Left | ||
|return_type=vector|p1_type=rotation|p1_name=q | |return_type=vector|p1_type=rotation|p1_name=q | ||
| | |func_desc=Computes the orientation of the {{HoverText|local y-axis|left-direction of prim}} relative to the parent (i.e. relative to the root prim or the world). | ||
| | |return_text=that is the left vector defined by {{LSLP|q}}, i.e. a unit vector pointing in the local positive Y direction | ||
|return_text=that is the left vector defined by | |spec=Mathematically equivalent to: | ||
|spec | <source lang="lsl2">ret = llVecNorm(<0., 1., 0.> * q);</source> | ||
If {{LSLP|q}} is known to be a unit quaternion then it can be simplified as: | |||
<source lang="lsl2">ret = <0., 1., 0.> * q;</source> | |||
Keep in mind that object and agent rotations will always be unit quaternions. For example, <0.0, 1.0, 0.0>*llGetRot() is about 25-30% faster than llRot2Left(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 1.0, 0.0> to a local/global variable and reuse it. | |||
|caveats | |caveats | ||
|constants | |constants | ||
|examples | |examples= | ||
<source lang="lsl2"> | |||
// Move an object 5 metres forwards along its own y axis, when touched, no matter how the object is oriented in world. | |||
// Works for a root or child prim | |||
default | |||
{ | |||
touch_start(integer total_number) | |||
{ | |||
vector v = llRot2Left( llGetLocalRot() ); | |||
llSetPos( llGetLocalPos() + v * 5 ); | |||
} | |||
} | |||
</source> | |||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llRot2Up]]|}} | |also_functions={{LSL DefineRow||[[llRot2Up]]|}} | ||
Line 18: | Line 33: | ||
|also_events | |also_events | ||
|also_articles | |also_articles | ||
|notes | |notes=Can be useful to identify the orientation of the local {{Wikipedia|sagittal plane|sagittal-plane}} of the prim, since it's y-axis is always perpendicular to this local sagittal-plane. | ||
|cat1=Rotation | |cat1=Rotation | ||
|cat2 | |cat2 |
Latest revision as of 14:36, 22 January 2015
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Summary
Function: vector llRot2Left( rotation q );19 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Computes the orientation of the local y-axis relative to the parent (i.e. relative to the root prim or the world).
Returns a vector that is the left vector defined by q, i.e. a unit vector pointing in the local positive Y direction
• rotation | q |
Specification
Mathematically equivalent to:
ret = llVecNorm(<0., 1., 0.> * q);
If q is known to be a unit quaternion then it can be simplified as:
ret = <0., 1., 0.> * q;
Keep in mind that object and agent rotations will always be unit quaternions. For example, <0.0, 1.0, 0.0>*llGetRot() is about 25-30% faster than llRot2Left(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 1.0, 0.0> to a local/global variable and reuse it.
Caveats
Examples
// Move an object 5 metres forwards along its own y axis, when touched, no matter how the object is oriented in world.
// Works for a root or child prim
default
{
touch_start(integer total_number)
{
vector v = llRot2Left( llGetLocalRot() );
llSetPos( llGetLocalPos() + v * 5 );
}
}
Notes
Can be useful to identify the orientation of the local sagittal-plane of the prim, since it's y-axis is always perpendicular to this local sagittal-plane.
See Also
Functions
• | llRot2Up | |||
• | llRot2Fwd | |||
• | llRot2Axis | |||
• | llRot2Angle |