var vec0 = {x:1.0, y:1.0, z:1.0}; var vec1 = {x:1.0, y:1.0, z:1.0}; var vec2 = {x:1.0, y:2.0, z:3.0}; vec0 = Vec3.sum(vec1, vec2); var length = Vec3.length(vec2) print("**** RESULT: " + vec0.x + "/" + vec0.y + "/" + vec0.z); //Vec3.print("To Polar: ", Vec3.toPolar(vec2)); var avatarPos = { x: 10, y: 0, z: 10 } var avatarAngle = -10; var localPos = { x: 2.5, y: 0, z: 0 }; //offset = Vec3.sum( offset, avatarPos ); //localPos = Vec3.sum( localPos, avatarPos ); var avatarOrient = Quat.fromPitchYawRollDegrees(0, avatarAngle, 0); Quat.print("QUAT:", avatarOrient); var worldPos = Vec3.multiplyQbyV(Quat.fromPitchYawRollDegrees(0, avatarAngle, 0), localPos ); worldPos = Vec3.sum(worldPos, avatarPos); Vec3.print("** World pos:", worldPos); print(MyAvatar.bodyYaw); Vec3.print("Pos:",MyAvatar.position); //World pos: 2.46202 , 0 , -0.43412