Difference between revisions of "LlRot2Up"
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{{ | {{LSL_Function | ||
|func_id=20|func_sleep=0.0|func_energy=10.0 | |||
|func=llRot2Up|sort=Rot2Up | |||
|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 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 | |||
|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: | |||
<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. | |||
|caveats | |||
|constants | |||
|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. | |||
// Works for a root or child prim | |||
default | |||
{ | |||
touch_start(integer total_number) | |||
{ | |||
vector v = llRot2Up( llGetLocalRot() ); | |||
llSetPos( llGetLocalPos() + v * 5 ); | |||
} | |||
} | |||
</source> | |||
|helpers | |||
|also_functions= | |||
{{LSL DefineRow||[[llRot2Left]]|}} | |||
{{LSL DefineRow||[[llRot2Fwd]]|}} | |||
{{LSL DefineRow||[[llRot2Axis]]|}} | |||
{{LSL DefineRow||[[llRot2Angle]]|}} | |||
|also_tests | |||
|also_events | |||
|also_articles | |||
|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 | |||
|inventory | |||
|negative_index | |||
|cat1=Rotation | |||
|cat2 | |||
|cat3 | |||
|cat4 | |||
}} |
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 |