Difference between revisions of "LlRot2Up"
m (Changed vector v = llRot2Fwd( llGetLocalRot() ); to vector v =llRot2Up( llGetLocalRot() );) |
m (<lsl> tag to <source>) |
||
(One intermediate revision by one other user not shown) | |||
Line 6: | Line 6: | ||
|return_text=that is the up vector defined by {{LSLP|q}}, i.e. a unit vector pointing in the positive Z direction | |return_text=that is the up vector defined by {{LSLP|q}}, i.e. a unit vector pointing in the positive Z direction | ||
|spec=Mathematically equivalent to: | |spec=Mathematically equivalent to: | ||
< | <source lang="lsl2">ret = llVecNorm(<0., 0., 1.> * 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., 0., 1.> * q;</source> | ||
Keep in mind that object and agent rotations will always be unit quaternions. For example, <0.0, 0.0, 1.0>*llGetRot() is about 25-30% faster than llRot2Up(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 0.0, 1.0> 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, 0.0, 1.0>*llGetRot() is about 25-30% faster than llRot2Up(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 0.0, 1.0> to a local/global variable and reuse it. | ||
|caveats | |caveats | ||
|constants | |constants | ||
|examples= | |examples= | ||
< | <source lang="lsl2"> | ||
// Move a prim 5 metres forwards along its own z axis, when touched, no matter how the object is oriented in world. | // Move a prim 5 metres forwards along its own z 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 20: | Line 20: | ||
touch_start(integer total_number) | touch_start(integer total_number) | ||
{ | { | ||
vector v = llRot2Up( llGetLocalRot() ); | |||
llSetPos( llGetLocalPos() + v * 5 ); | llSetPos( llGetLocalPos() + v * 5 ); | ||
} | } | ||
} | } | ||
</ | </source> | ||
|helpers | |helpers | ||
|also_functions= | |also_functions= |
Latest revision as of 14:37, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector llRot2Up( rotation q );20 | Function ID |
0.0 | Forced Delay |
10.0 | Energy |
Computes the orientation of the local z-axis relative to the parent (i.e. the root prim or the world).
Returns a vector that is the up vector defined by q, i.e. a unit vector pointing in the positive Z direction
• rotation | q |
Specification
Mathematically equivalent to:
ret = llVecNorm(<0., 0., 1.> * q);
If q is known to be a unit quaternion then it can be simplified as:
ret = <0., 0., 1.> * q;
Keep in mind that object and agent rotations will always be unit quaternions. For example, <0.0, 0.0, 1.0>*llGetRot() is about 25-30% faster than llRot2Up(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 0.0, 1.0> to a local/global variable and reuse it.
Caveats
Examples
// Move a prim 5 metres forwards along its own z 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 = llRot2Up( llGetLocalRot() );
llSetPos( llGetLocalPos() + v * 5 );
}
}
Notes
Can be useful to identify the orientation of the local horizontal-plane of the prim, since it's z-axis is always perpendicular to this local horizontal plane.
See Also
Functions
• | llRot2Left | |||
• | llRot2Fwd | |||
• | llRot2Axis | |||
• | llRot2Angle |