Difference between revisions of "LlRot2Left"
Omei Qunhua (talk | contribs) m (As llRot2Fwd etc.) |
m (<lsl> tag to <source>) |
||
Line 6: | Line 6: | ||
|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 {{LSLP|q}}, i.e. a unit vector pointing in the local positive Y direction | ||
|spec=Mathematically equivalent to: | |spec=Mathematically equivalent to: | ||
< | <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: | 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. | 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. | // 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 | // Works for a root or child prim | ||
Line 24: | Line 24: | ||
} | } | ||
} | } | ||
</ | </source> | ||
|helpers | |helpers | ||
|also_functions={{LSL DefineRow||[[llRot2Up]]|}} | |also_functions={{LSL DefineRow||[[llRot2Up]]|}} |
Latest revision as of 14:36, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
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 |