Difference between revisions of "LlRot2Up"

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(Provide an example)
m (Move a note, Correct definition and example for child prims too)
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|func=llRot2Up|sort=Rot2Up
|func=llRot2Up|sort=Rot2Up
|return_type=vector|p1_type=rotation|p1_name=q
|return_type=vector|p1_type=rotation|p1_name=q
|func_desc=Computes the orientation of the {{HoverText|local z-axis|up-direction of prim}} relative to {{HoverLink|Viewer_coordinate_frames#Global|global coordinate system|the earth}}.
|func_desc=Computes the orientation of the {{HoverText|local x-axis|front-direction of prim}} relative to the parent (i.e. the root prim or the world).
|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
|func_footnote=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.
|spec=Mathematically equivalent to:
|spec=Mathematically equivalent to:
<lsl>ret = llVecNorm(<0., 0., 1.> * q);</lsl>
<lsl>ret = llVecNorm(<0., 0., 1.> * q);</lsl>
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|examples=
|examples=
<lsl>
<lsl>
// Move an object 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
default
default
{
{
     touch_start(integer total_number)
     touch_start(integer total_number)
     {
     {
         vector v = llRot2Up( llGetRot() );
         vector v = llRot2Fwd( llGetLocalRot() );
         llSetPos( llGetPos() + v * 5.0 );
         llSetPos( llGetLocalPos() + v * 5 );
     }
     }
}
}
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|also_events
|also_events
|also_articles
|also_articles
|notes
|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.
|permission
|permission
|inventory
|inventory

Revision as of 10:55, 6 December 2013

Summary

Function: vector llRot2Up( rotation q );
0.0 Forced Delay
10.0 Energy

Computes the orientation of the local x-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: <lsl>ret = llVecNorm(<0., 0., 1.> * q);</lsl> If q is known to be a unit quaternion then it can be simplified as: <lsl>ret = <0., 0., 1.> * q;</lsl> 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.

Examples

<lsl> // 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 = llRot2Fwd( llGetLocalRot() );
       llSetPos( llGetLocalPos() + v * 5 );
   }

}

</lsl>

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

Deep Notes

Signature

function vector llRot2Up( rotation q );