Mantis#1598. Thank you kindly, Matth for a patch that addresses:
The previous implementation of llEuler2Rot was not mathematically incorrect, but it was an awkward way of posing the problem that led to a few degenerate cases which were not handled correctly - for example, PI rotations around X and Z axes were wrong. I put some comments in the source about how I arrived at the current implementation, which I think is easier to read, and gives results that match SL.0.6.0-stable
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@ -354,10 +354,6 @@ namespace OpenSim.Region.ScriptEngine.Common
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return new LSL_Types.Vector3(0.0, -Math.PI / 2, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)));
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}
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// Xantor's newer llEuler2Rot() *try the second* inverted quaternions (-x,-y,-z,w) as LL seems to like
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// New and improved, now actually works as described. Prim rotates as expected as does llRot2Euler.
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/* From wiki:
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The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes
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in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation,
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@ -365,37 +361,65 @@ namespace OpenSim.Region.ScriptEngine.Common
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vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis.
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*/
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/* How we arrived at this llEuler2Rot
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*
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* Experiment in SL to determine conventions:
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* llEuler2Rot(<PI,0,0>)=<1,0,0,0>
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* llEuler2Rot(<0,PI,0>)=<0,1,0,0>
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* llEuler2Rot(<0,0,PI>)=<0,0,1,0>
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*
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* Important facts about Quaternions
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* - multiplication is non-commutative (a*b != b*a)
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* - http://en.wikipedia.org/wiki/Quaternion#Basis_multiplication
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*
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* Above SL experiment gives (c1,c2,c3,s1,s2,s3 as defined in our llEuler2Rot):
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* Qx = c1+i*s1
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* Qy = c2+j*s2;
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* Qz = c3+k*s3;
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*
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* Rotations applied in order (from above) Z, Y, X
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* Q = (Qz * Qy) * Qx
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* ((c1+i*s1)*(c2+j*s2))*(c3+k*s3)
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* (c1*c2+i*s1*c2+j*c1*s2+ij*s1*s2)*(c3+k*s3)
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* (c1*c2+i*s1*c2+j*c1*s2+k*s1*s2)*(c3+k*s3)
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* c1*c2*c3+i*s1*c2*c3+j*c1*s2*c3+k*s1*s2*c3+k*c1*c2*s3+ik*s1*c2*s3+jk*c1*s2*s3+kk*s1*s2*s3
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* c1*c2*c3+i*s1*c2*c3+j*c1*s2*c3+k*s1*s2*c3+k*c1*c2*s3 -j*s1*c2*s3 +i*c1*s2*s3 -s1*s2*s3
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* regroup: x=i*(s1*c2*c3+c1*s2*s3)
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* y=j*(c1*s2*c3-s1*c2*s3)
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* z=k*(s1*s2*c3+c1*c2*s3)
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* s= c1*c2*c3-s1*s2*s3
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*
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* This implementation agrees with the functions found here:
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* http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions
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* And with the results in SL.
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*
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* It's also possible to calculate llEuler2Rot by direct multiplication of
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* the Qz, Qy, and Qx vectors (as above - and done in the "accurate" function
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* from the wiki).
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* Apparently in some cases this is better from a numerical precision perspective?
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*/
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public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v)
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{
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m_host.AddScriptLPS(1);
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double x,y,z,s,s_i;
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double x,y,z,s;
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double cosX = Math.Cos(v.x);
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double cosY = Math.Cos(v.y);
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double cosZ = Math.Cos(v.z);
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double sinX = Math.Sin(v.x);
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double sinY = Math.Sin(v.y);
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double sinZ = Math.Sin(v.z);
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double c1 = Math.Cos(v.x/2.0);
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double c2 = Math.Cos(v.y/2.0);
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double c3 = Math.Cos(v.z/2.0);
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double s1 = Math.Sin(v.x/2.0);
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double s2 = Math.Sin(v.y/2.0);
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double s3 = Math.Sin(v.z/2.0);
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x = s1*c2*c3+c1*s2*s3;
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y = c1*s2*c3-s1*c2*s3;
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z = s1*s2*c3+c1*c2*s3;
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s = c1*c2*c3-s1*s2*s3;
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s = Math.Sqrt(cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f;
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if (Math.Abs(s) < 0.00001) // null rotation
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{
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x = 0.0f;
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y = 1.0f;
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z = 0.0f;
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}
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else
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{
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s_i = 1.0f / (4.0f * s);
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x = - (-sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i;
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y = - (-cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i;
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z = - (-cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i;
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}
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return new LSL_Types.Quaternion(x, y, z, s);
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}
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public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
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{
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m_host.AddScriptLPS(1);
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@ -341,9 +341,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return new LSL_Types.Vector3(0.0, -Math.PI / 2, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)));
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}
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// Xantor's newer llEuler2Rot() *try the second* inverted quaternions (-x,-y,-z,w) as LL seems to like
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// New and improved, now actually works as described. Prim rotates as expected as does llRot2Euler.
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/* From wiki:
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The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes
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in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation,
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@ -351,33 +348,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis.
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*/
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/* How we arrived at this llEuler2Rot
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*
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* Experiment in SL to determine conventions:
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* llEuler2Rot(<PI,0,0>)=<1,0,0,0>
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* llEuler2Rot(<0,PI,0>)=<0,1,0,0>
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* llEuler2Rot(<0,0,PI>)=<0,0,1,0>
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*
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* Important facts about Quaternions
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* - multiplication is non-commutative (a*b != b*a)
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* - http://en.wikipedia.org/wiki/Quaternion#Basis_multiplication
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*
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* Above SL experiment gives (c1,c2,c3,s1,s2,s3 as defined in our llEuler2Rot):
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* Qx = c1+i*s1
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* Qy = c2+j*s2;
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* Qz = c3+k*s3;
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*
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* Rotations applied in order (from above) Z, Y, X
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* Q = (Qz * Qy) * Qx
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* ((c1+i*s1)*(c2+j*s2))*(c3+k*s3)
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* (c1*c2+i*s1*c2+j*c1*s2+ij*s1*s2)*(c3+k*s3)
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* (c1*c2+i*s1*c2+j*c1*s2+k*s1*s2)*(c3+k*s3)
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* c1*c2*c3+i*s1*c2*c3+j*c1*s2*c3+k*s1*s2*c3+k*c1*c2*s3+ik*s1*c2*s3+jk*c1*s2*s3+kk*s1*s2*s3
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* c1*c2*c3+i*s1*c2*c3+j*c1*s2*c3+k*s1*s2*c3+k*c1*c2*s3 -j*s1*c2*s3 +i*c1*s2*s3 -s1*s2*s3
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* regroup: x=i*(s1*c2*c3+c1*s2*s3)
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* y=j*(c1*s2*c3-s1*c2*s3)
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* z=k*(s1*s2*c3+c1*c2*s3)
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* s= c1*c2*c3-s1*s2*s3
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*
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* This implementation agrees with the functions found here:
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* http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions
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* And with the results in SL.
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*
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* It's also possible to calculate llEuler2Rot by direct multiplication of
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* the Qz, Qy, and Qx vectors (as above - and done in the "accurate" function
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* from the wiki).
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* Apparently in some cases this is better from a numerical precision perspective?
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*/
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public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v)
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{
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m_host.AddScriptLPS(1);
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double x,y,z,s,s_i;
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double x,y,z,s;
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double cosX = Math.Cos(v.x);
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double cosY = Math.Cos(v.y);
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double cosZ = Math.Cos(v.z);
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double sinX = Math.Sin(v.x);
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double sinY = Math.Sin(v.y);
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double sinZ = Math.Sin(v.z);
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double c1 = Math.Cos(v.x/2.0);
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double c2 = Math.Cos(v.y/2.0);
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double c3 = Math.Cos(v.z/2.0);
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double s1 = Math.Sin(v.x/2.0);
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double s2 = Math.Sin(v.y/2.0);
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double s3 = Math.Sin(v.z/2.0);
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x = s1*c2*c3+c1*s2*s3;
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y = c1*s2*c3-s1*c2*s3;
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z = s1*s2*c3+c1*c2*s3;
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s = c1*c2*c3-s1*s2*s3;
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s = Math.Sqrt(cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f;
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if (Math.Abs(s) < 0.00001) // null rotation
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{
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x = 0.0f;
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y = 1.0f;
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z = 0.0f;
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}
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else
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{
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s_i = 1.0f / (4.0f * s);
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x = - (-sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i;
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y = - (-cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i;
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z = - (-cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i;
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}
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return new LSL_Types.Quaternion(x, y, z, s);
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}
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