Difference between revisions of "LlRotBetween"

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|spec='''start''' and '''end''' are directions and are relative to the origin <0.0, 0.0, 0.0>. If you have coordinates relative to a different origin, subtract that origin from the input vectors.
|spec='''start''' and '''end''' are directions and are relative to the origin <0.0, 0.0, 0.0>. If you have coordinates relative to a different origin, subtract that origin from the input vectors.
|caveats=*<code>start * llRotBetween(start, end) == end</code> is only true if '''start''' and '''end''' have the same magnitude and neither have a magnitude of zero (see [[#Notes]] for a workaround).
|caveats=*<code>start * llRotBetween(start, end) == end</code> is only true if '''start''' and '''end''' have the same magnitude and neither have a magnitude of zero (see [[#Notes]] for a workaround).
**This of course is ignoring floating point precision errors.
* Rotations are from -PI to +PI around each axis.
* Rotations are from -PI to +PI around each axis.
|constants
|constants

Revision as of 00:55, 21 June 2009

Summary

Function: rotation llRotBetween( vector start, vector end );
0.0 Forced Delay
10.0 Energy

Returns a rotation that is the rotation between the direction start and the direction end

• vector start
• vector end

Specification

start and end are directions and are relative to the origin <0.0, 0.0, 0.0>. If you have coordinates relative to a different origin, subtract that origin from the input vectors.

Caveats

  • start * llRotBetween(start, end) == end is only true if start and end have the same magnitude and neither have a magnitude of zero (see #Notes for a workaround).
    • This of course is ignoring floating point precision errors.
  • Rotations are from -PI to +PI around each axis.

Examples

<lsl>llRotBetween(<1.0, 0.0, 0.0>, <0.0, -1.0, 0.0>) // will return <0.00000, 0.00000, -0.70711, 0.70711> (which represents -45 degrees on the z axis)

llRotBetween(<0.0, 0.0, 0.0>, <0.0, -1.0, 0.0>) // will return <0.00000, 0.00000, 0.00000, 1.00000> (which represents a zero angle on all axis)

// because <0.0, 0.0, 0.0> does not convey a direction.</lsl>

Notes

This function adjusts the magnitude of the quaternion so start * llRotBetween(start, end) == end is true as long as neither have a magnitude of zero. They don't have to have the same magnitude. <lsl>rotation RotBetween(vector start, vector end) //adjusts quaternion magnitude so (start * return == end) {//Authors note: I have never had a use for this but it's good to know how to do it if I did.

   rotation rot = llRotBetween(start, end);
   if(start)
   {
       if(end)
       {
           float d = llSqrt(llVecMag(end) / llVecMag(start));
           return <rot.x * d, rot.y * d, rot.z * d, rot.s * d>;
       }
   }
   return rot;

}//Strife Onizuka</lsl> Vectors that are near opposite each other in direction may lead to erroneous results. <lsl> // First Vector is due north second vector is ALMOST due south. rotation lRotation = llRotBetween( <0., 1., 0.>, <-0.001, -.1, 0.> ); llSay(0, lRotation ); // Provides a result of <1.00000, 0.00000, 0.00000, 0.00000>. </lsl>

See Also

Functions

•  llAngleBetween

Deep Notes

Signature

function rotation llRotBetween( vector start, vector end );