Difference between revisions of "LlAxisAngle2Rot"

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(Fixed the script)
m
 
(8 intermediate revisions by 4 users not shown)
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|p2_type=float|p2_name=angle|p2_desc=expressed in radians.
|p2_type=float|p2_name=angle|p2_desc=expressed in radians.
|return_text=that is a generated '''angle''' about '''axis'''
|return_text=that is a generated '''angle''' about '''axis'''
|func_footnote='''axis''' should be [[llVecNorm|normalized]].
|func_footnote=
'''axis''' need not be [[llVecNorm|normalized]], only the direction is important.                      
 
'''angle''' need to be between the value 0<angle<PI (higher values than PI lead to 2*PI-angle)
, because a rotation is not really a rotation (it is more of a rigid motion/mirroring)
,the final destination is the rotation.
(in other words: it doesn't matter wether you rotate left by 90 degrees or right by 270 degrees it will return the same rotation)
|spec
|spec
|caveats
|caveats
|examples=<lsl>default
|examples=<source lang="lsl2">default
{
{
     state_entry()
     state_entry()
Line 21: Line 27:
         //Says <0.0, 0.0, 90.0> since it is rotating 90 degrees on the Z axis caused by the 1.0 placed in the Z vector spot.  
         //Says <0.0, 0.0, 90.0> since it is rotating 90 degrees on the Z axis caused by the 1.0 placed in the Z vector spot.  
     }
     }
}</lsl>
}</source>


|helpers
|helpers
Line 35: Line 41:
|cat3
|cat3
|cat4
|cat4
|deepnotes=<source lang="lsl2">rotation llAxisAngle2Rot( vector axis, float angle )
{
    axis = llVecNorm( axis ) * llSin( angle/2 );
    return <axis.x, axis.y, axis.z, llCos( angle/2 )>;
}</source>
}}
}}

Latest revision as of 22:40, 21 January 2015

Summary

Function: rotation llAxisAngle2Rot( vector axis, float angle );
0.0 Forced Delay
10.0 Energy

Returns a rotation that is a generated angle about axis

• vector axis
• float angle expressed in radians.

axis need not be normalized, only the direction is important.

angle need to be between the value 0<angle<PI (higher values than PI lead to 2*PI-angle) , because a rotation is not really a rotation (it is more of a rigid motion/mirroring) ,the final destination is the rotation. (in other words: it doesn't matter wether you rotate left by 90 degrees or right by 270 degrees it will return the same rotation)

Examples

default
{
    state_entry()
    {
        vector axis = <0.0, 0.0, 1.0>;
        float angle = 90.0 * DEG_TO_RAD;
        rotation rot = llAxisAngle2Rot(axis, angle);
        vector euler = llRot2Euler(rot) * RAD_TO_DEG;

        llOwnerSay((string) euler);
        //Says <0.0, 0.0, 90.0> since it is rotating 90 degrees on the Z axis caused by the 1.0 placed in the Z vector spot. 
    }
}

See Also

Functions

•  llRot2Angle
•  llRot2Axis

Deep Notes

rotation llAxisAngle2Rot( vector axis, float angle )
{
    axis = llVecNorm( axis ) * llSin( angle/2 );
    return <axis.x, axis.y, axis.z, llCos( angle/2 )>;
}

Signature

function rotation llAxisAngle2Rot( vector axis, float angle );