XArd Zond
Registered User
Join date: 10 Jun 2009
Posts: 7
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10-18-2009 16:31
I have so far: vector vecGrab = llDetectedGrab(0)/llGetCameraRot(); llSetPos(((<0.,vecGrab.y,vecGrab.x>)*0.2) * llGetCameraRot() + llGetPos());
This kinda works, just not properly when looking Up/Down on it. Was wondering if anyone knew how to possibly complete this code. Edit: Ignore the 0.2, that was just to scale down the result. (I think)
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XArd Zond
Registered User
Join date: 10 Jun 2009
Posts: 7
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10-19-2009 11:02
*Bump*
I'm sure someone knows.
Edit: The purpose of this is to move the object via clicking and dragging based on the rotation of the camera.
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XArd Zond
Registered User
Join date: 10 Jun 2009
Posts: 7
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10-19-2009 20:06
My above code seems somewhat silly in a way. But do note that I don't really have a clue what I'm doing. After messing around a bit this is what I got now: rotation rotBetween = llRotBetween(llRot2Fwd(llGetCameraRot()),<0.,0.,1.>  ; vector vecGrab = llDetectedGrab(0); vector vecChange = (vecGrab * rotBetween); llSetPos(vecChange + llGetPos()); Its almost what I want. Along the X and Y axis its fine. Just the Z axis, its giving a 'mirrored' value, not really opposite (Well kind of yes but never mind that). Still hoping someone could pick up on this... Edit: Ok, I've now noticed that it seems the rotBetween rotation rotates in the opposite rotation around the Y axis...
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