Difference between revisions of "LlRotLookAt"

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(Add example by Innula Zenovka Aug 2011 in forum)
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* In Non-Physical objects this function operates effectively the same as [[llSetLocalRot]].
* In Non-Physical objects this function operates effectively the same as [[llSetLocalRot]].
|constants
|constants
|examples
|examples=
* Simple Example
<lsl>
llRotLookAt(llRotBetween(<0.0,1.0,0.0>, llVecNorm(llDetectedPos(0)-llGetPos())),1.0,0.4);
</lsl>
Void Singer explains:
''llRotBetween'' returns a scaled rotation, so if one term is a unit vector, it works out better if both are, hence the use of ''llVecNorm''
 
The code ''llDetectedPos(0)-llGetPos()'' is used to convert from global position to a local position.
 
* Constraining the Rotation to One Axis
<lsl>
      vector detected = llDetectedPos(0);
      vector pos = llGetPos();
      llRotLookAt(llRotBetween(<0.0,1.0,0.0>, llVecNorm(<detected.x,detected.y,pos.z>-pos)),1.0,0.4);
</lsl>
|helpers=
|helpers=
* If you want a (mostly) smooth constant rate of motion in a non-physical object try this instead
* If you want a (mostly) smooth constant rate of motion in a non-physical object try this instead

Revision as of 07:44, 22 August 2012

Summary

Function: llRotLookAt( rotation target, float strength, float damping );
0.0 Forced Delay
10.0 Energy

Cause object to smoothly rotate to target with strength resistance at damping force.

Continues to face target until stopped with llStopLookAt.

• rotation target
• float strength
• float damping seconds to critically damp in

To change the position in the same manner use llMoveToTarget. For physical objects a range between .2 and 1 is good for both parameters.

Caveats

  • In Non-Physical objects this function operates effectively the same as llSetLocalRot.

Examples

  • Simple Example

<lsl> llRotLookAt(llRotBetween(<0.0,1.0,0.0>, llVecNorm(llDetectedPos(0)-llGetPos())),1.0,0.4); </lsl> Void Singer explains: llRotBetween returns a scaled rotation, so if one term is a unit vector, it works out better if both are, hence the use of llVecNorm

The code llDetectedPos(0)-llGetPos() is used to convert from global position to a local position.

  • Constraining the Rotation to One Axis

<lsl>

     vector detected = llDetectedPos(0);
     vector pos = llGetPos();
     llRotLookAt(llRotBetween(<0.0,1.0,0.0>, llVecNorm(<detected.x,detected.y,pos.z>-pos)),1.0,0.4);
</lsl>

Useful Snippets

  • If you want a (mostly) smooth constant rate of motion in a non-physical object try this instead

<lsl> //-- Rotates Object to vRotTarget at vFltRate (in radians per second //-- vFltRate < ~0.00000003rad/sec, (~0.00002deg/sec) will result in errors (and is just too slow anyway) //-- vFltRate >= (PI * 5.0)rad/sec, (900deg/sec) will result in a single snap move to vRotTarget uSteppedRotLookAt( rotation vRotTarget, float vFltRate){ if ((integer)(vFltRate = (llAngleBetween( llGetLocalRot(), vRotTarget ) / (vFltRate / 5.0)))){ rotation vRotStep = llAxisAngle2Rot( llRot2Axis( vRotTarget / llGetLocalRot() ), (1.0 / vFltRate) * llRot2Angle( vRotTarget / llGetLocalRot() ) ); vFltRate = (integer)vFltRate; do{ llSetLocalRot( vRotStep * llGetLocalRot() ); }while( --vFltRate ); } llSetLocalRot( vRotTarget ); } //-- for fixed time on any rotation try llKeyframeMotion </lsl>

Notes

  • For physical objects, damping seems to be limited at 1.0; setting it to greater value has the same effect as if it was 1. Tested 21 October 2010 on server version 10.10.18.212360.

See Also

Functions

•  llLookAt
•  llStopLookAt

Deep Notes

Signature

function void llRotLookAt( rotation target, float strength, float damping );