Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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02-19-2005 21:16
http://secondlife.com/badgeo/wakka.php?wakka=rotationOn the WIKI it has some tips on rotating a vector through multiplication. "Note: You can rotate an object around an arbitrary point by multiplying a vector by a rotation ... The vector should be the difference between the object's current position and the desired "center-point" of rotation. Take the result of the multiplication and add it to the object's current position. This vector will be the "new location" the object should be moved to. " I'm having a wonky bug I'm trying to flush out, and I wanted to be sure... Do you need to normalize the vector, multiply by the rotation, and then multiply back in the magnitude? Or can you just multiply straight out?
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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02-20-2005 10:31
I doubt it, but you may well need to make sure the rotation is normalized.
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Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
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02-20-2005 12:59
From: Lex Neva I doubt it, but you may well need to make sure the rotation is normalized. It is. The rotations involved are always obtained via operations between llGetRot() values.
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Hiro Pendragon ------------------ http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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02-20-2005 23:05
As far as I know, they don't *need* to be normalized, since you should arrive at the same point no matter how you get there. However, as a cheap trick in-case LSL calculates it a bit "wonky," as you put it, you could run it through llEuler2Rot(llRot2Euler()) first, thus "normalizing it" as you put it. Either way, I don't... think - it's necessary. But you could build the process from scratch if need be.Doubt you'd want to do that, though. 
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