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1: 2015-02-26 (Thu) 22:16:24 iseki source Cur: 2015-02-26 (Thu) 22:16:41 iseki source
Line 1: Line 1:
*** llLookAt()  by Janus Dugong [#wb1da18a] *** llLookAt()  by Janus Dugong [#wb1da18a]
 +
       public void llLookAt(LSL_Vector target, double strength, double damping)        public void llLookAt(LSL_Vector target, double strength, double damping)
       {        {
Line 5: Line 6:
           // Determine where we are looking from            // Determine where we are looking from
           LSL_Vector from = llGetPos();            LSL_Vector from = llGetPos();
 + 
           // normalized direction to target            // normalized direction to target
           LSL_Vector dir = llVecNorm(target - from);            LSL_Vector dir = llVecNorm(target - from);
 + 
           // Janus Dugong & Fumi.Hax            // Janus Dugong & Fumi.Hax
           if (LSL_Vector.Mag(dir)<=0.0) return;            if (LSL_Vector.Mag(dir)<=0.0) return;
Line 17: Line 18:
           LSL_Rotation rot_pth = llEuler2Rot(vec_pth);            LSL_Rotation rot_pth = llEuler2Rot(vec_pth);
           LSL_Rotation rot = rot_pth * rot_yaw;            LSL_Rotation rot = rot_pth * rot_yaw;
 + 
           // Per discussion with Melanie, for non-physical objects llLookAt appears to simply            // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
           // set the rotation of the object, copy that behavior            // set the rotation of the object, copy that behavior
           PhysicsActor pa = m_host.PhysActor;            PhysicsActor pa = m_host.PhysActor;
 + 
           if (strength == 0 || pa == null || !pa.IsPhysical)            if (strength == 0 || pa == null || !pa.IsPhysical)
           {            {


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