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llRot2Left

function
Function syntax
vector llRot2Left(
  1. rotation q// Rotation to convert.
);
Returns
vector
Energy
10

Computes the orientation of the local y-axis relative to the parent (i.e. relative to the root prim or the world).

Returns a vector that is the left vector defined by q, i.e. a unit vector pointing in the local positive Y direction

How to use
vector result = llRot2Left(ZERO_ROTATION);

Mathematically equivalent to:

ret = llVecNorm(<0., 1., 0.> * q);

If q is known to be a unit quaternion then it can be simplified as:

ret = <0., 1., 0.> * q;

Keep in mind that object and agent rotations will always be unit quaternions. For example, <0.0, 1.0, 0.0>*llGetRot() is about 25-30% faster than llRot2Left(llGetRot()) depending on the VM used. If done often and at extremely fast rates, it can be advantageous to even save <0.0, 1.0, 0.0> to a local/global variable and reuse it.

Example 1
// Move an object 5 metres forwards along its own y axis, when touched, no matter how the object is oriented in world.
// Works for a root or child prim
default
{
touch_start(integer total_number)
{
vector v = llRot2Left( llGetLocalRot() );
llSetPos( llGetLocalPos() + v * 5 );
}
}

Can be useful to identify the orientation of the local sagittal-plane of the prim, since it’s y-axis is always perpendicular to this local sagittal-plane.

Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.

From the Second Life Wiki

Community documentation adapted from LlRot2Left, by Linden Research, Inc. and contributing residents.View contributors and history.

Imported wiki revision:

Licensed under CC BY-SA 3.0. Last wiki edit: .Formatting and links have been adapted for this site; API metadata follows the LSL definitions.