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author | dahlia | 2015-02-02 02:47:47 -0800 |
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committer | dahlia | 2015-02-02 02:47:47 -0800 |
commit | 1eedc2b4af192973889341da5615139cfd65f152 (patch) | |
tree | 1e6a719d25805ffaea38923a6778ff785cc3a1fb | |
parent | Prevent null entries being treated as URI's when DataSnapshot service splits ... (diff) | |
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Compute rotation for llLookAt() with local positive X axis pointing down
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 25 |
1 files changed, 11 insertions, 14 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 97e3eeb..debc262 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -3092,20 +3092,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3092 | // Determine where we are looking from | 3092 | // Determine where we are looking from |
3093 | LSL_Vector from = llGetPos(); | 3093 | LSL_Vector from = llGetPos(); |
3094 | 3094 | ||
3095 | // Work out the normalised vector from the source to the target | 3095 | // normalized direction to target |
3096 | LSL_Vector delta = llVecNorm(target - from); | 3096 | LSL_Vector dir = llVecNorm(target - from); |
3097 | LSL_Vector angle = new LSL_Vector(0,0,0); | 3097 | // use vertical to help compute left azis |
3098 | 3098 | LSL_Vector up = new LSL_Vector(0.0, 0.0, 1.0); | |
3099 | // Calculate the yaw | 3099 | // find normalized left axis parallel to horizon |
3100 | // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system | 3100 | LSL_Vector left = llVecNorm(LSL_Vector.Cross(up, dir)); |
3101 | angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; | 3101 | // make up orthogonal to left and dir |
3102 | 3102 | up = LSL_Vector.Cross(dir, left); | |
3103 | // Calculate pitch | 3103 | |
3104 | angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); | 3104 | // compute rotation based on orthogonal azes |
3105 | 3105 | LSL_Rotation rot = new LSL_Rotation(0.0, 0.707107, 0.0, 0.707107) * llAxes2Rot(dir, left, up); | |
3106 | // we need to convert from a vector describing | ||
3107 | // the angles of rotation in radians into rotation value | ||
3108 | LSL_Rotation rot = llEuler2Rot(angle); | ||
3109 | 3106 | ||
3110 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply | 3107 | // Per discussion with Melanie, for non-physical objects llLookAt appears to simply |
3111 | // set the rotation of the object, copy that behavior | 3108 | // set the rotation of the object, copy that behavior |