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1: 2015-02-26 (Thu) 22:16:24 iseki source
Line 1: Line 1:
 +*** llLookAt()  by Janus Dugong [#wb1da18a]
 +       public void llLookAt(LSL_Vector target, double strength, double damping)
 +       {
 +           m_host.AddScriptLPS(1);
 +           // Determine where we are looking from
 +           LSL_Vector from = llGetPos();
 +           // normalized direction to target
 +           LSL_Vector dir = llVecNorm(target - from);
 +
 +           // Janus Dugong & Fumi.Hax
 +           if (LSL_Vector.Mag(dir)<=0.0) return;
 +           //
 +           LSL_Vector vec_yaw = new LSL_Vector(0.0, 0.0, Math.Atan2(dir.y, dir.x));    // yaw
 +           LSL_Vector vec_pth = new LSL_Vector(0.0, Math.Acos(dir.z), 0.0);            // pitch
 +           LSL_Rotation rot_yaw = llEuler2Rot(vec_yaw);
 +           LSL_Rotation rot_pth = llEuler2Rot(vec_pth);
 +           LSL_Rotation rot = rot_pth * rot_yaw;
 +
 +           // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
 +           // set the rotation of the object, copy that behavior
 +           PhysicsActor pa = m_host.PhysActor;
 +
 +           if (strength == 0 || pa == null || !pa.IsPhysical)
 +           {
 +               llSetRot(rot);
 +           }
 +           else
 +           {
 +               m_host.StartLookAt(rot, (float)strength, (float)damping);
 +           }
 +       }


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