does some verification of the quaternion returned by llAxes2Rot and modifies the sign of the s term if a discrepency is found. This helps llAxes2Rot more closely match the Linden implementation.

0.6.0-stable
Dahlia Trimble 2008-07-21 05:34:31 +00:00
parent bedd28e02e
commit 08f3d212ce
2 changed files with 69 additions and 52 deletions

View File

@ -427,32 +427,41 @@ namespace OpenSim.Region.ScriptEngine.Common
int f=0; int f=0;
// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s> // Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
// Computing quaternion x,y,z,s values // Computing quaternion x,y,z,s values
x=((fwd.x-left.y-up.z+1)/4); x = ((fwd.x - left.y - up.z + 1) / 4);
x*=x; x *= x;
x=Math.Sqrt(Math.Sqrt(x)); x = Math.Sqrt(Math.Sqrt(x));
y=((1-up.z)/2-x*x); y = ((1 - up.z) / 2 - x * x);
y*=y; y *= y;
y=Math.Sqrt(Math.Sqrt(y)); y = Math.Sqrt(Math.Sqrt(y));
z=((1-left.y)/2-x*x); z = ((1 - left.y) / 2 - x * x);
z*=z; z *= z;
z=Math.Sqrt(Math.Sqrt(z)); z = Math.Sqrt(Math.Sqrt(z));
s=(1-x*x-y*y-z*z); s = (1 - x * x - y * y - z * z);
s*=s; s *= s;
s=Math.Sqrt(Math.Sqrt(s)); s = Math.Sqrt(Math.Sqrt(s));
// Set f for signs detection // Set f for signs detection
if (fwd.y+left.x >= 0){f+=1;} if (fwd.y+left.x >= 0){f+=1;}
if (fwd.z+up.x >= 0){f+=2;} if (fwd.z+up.x >= 0){f+=2;}
if (left.z-up.y >= 0){f+=4;} if (left.z-up.y >= 0){f+=4;}
// Set correct quaternion signs based on f value // Set correct quaternion signs based on f value
if (f==0){x=-x;} if (f == 0) { x = -x; }
if (f==1){x=-x;y=-y;} if (f == 1) { x = -x; y = -y; }
if (f==2){x=-x;z=-z;} if (f == 2) { x = -x; z = -z; }
if (f==3){s=-s;} if (f == 3) { s = -s; }
if (f==4){x=-x;s=-s;} if (f == 4) { x = -x; s = -s; }
if (f==5){z=-z;} if (f == 5) { z = -z; }
if (f==6){y=-y;} if (f == 6) { y = -y; }
return new LSL_Types.Quaternion(x, y, z, s);
LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s);
// a hack to correct a few questionable angles :(
LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0);
LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0);
if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001)
result.s = -s;
return result;
} }
public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)

View File

@ -410,37 +410,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
double x,y,z,s; double x, y, z, s;
int f=0; int f = 0;
// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s> // Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
// Computing quaternion x,y,z,s values // Computing quaternion x,y,z,s values
x=((fwd.x-left.y-up.z+1)/4); x = ((fwd.x - left.y - up.z + 1) / 4);
x*=x; x *= x;
x=Math.Sqrt(Math.Sqrt(x)); x = Math.Sqrt(Math.Sqrt(x));
y=((1-up.z)/2-x*x); y = ((1 - up.z) / 2 - x * x);
y*=y; y *= y;
y=Math.Sqrt(Math.Sqrt(y)); y = Math.Sqrt(Math.Sqrt(y));
z=((1-left.y)/2-x*x); z = ((1 - left.y) / 2 - x * x);
z*=z; z *= z;
z=Math.Sqrt(Math.Sqrt(z)); z = Math.Sqrt(Math.Sqrt(z));
s=(1-x*x-y*y-z*z); s = (1 - x * x - y * y - z * z);
s*=s; s *= s;
s=Math.Sqrt(Math.Sqrt(s)); s = Math.Sqrt(Math.Sqrt(s));
// Set f for signs detection // Set f for signs detection
if (fwd.y+left.x >= 0){f+=1;} if (fwd.y + left.x >= 0) { f += 1; }
if (fwd.z+up.x >= 0){f+=2;} if (fwd.z + up.x >= 0) { f += 2; }
if (left.z-up.y >= 0){f+=4;} if (left.z - up.y >= 0) { f += 4; }
// Set correct quaternion signs based on f value // Set correct quaternion signs based on f value
if (f==0){x=-x;} if (f == 0) { x = -x; }
if (f==1){x=-x;y=-y;} if (f == 1) { x = -x; y = -y; }
if (f==2){x=-x;z=-z;} if (f == 2) { x = -x; z = -z; }
if (f==3){s=-s;} if (f == 3) { s = -s; }
if (f==4){x=-x;s=-s;} if (f == 4) { x = -x; s = -s; }
if (f==5){z=-z;} if (f == 5) { z = -z; }
if (f==6){y=-y;} if (f == 6) { y = -y; }
return new LSL_Types.Quaternion(x, y, z, s);
LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s);
// a hack to correct a few questionable angles :(
LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0);
LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0);
if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001)
result.s = -s;
return result;
} }
public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)