Thanks to Alondria for: Adding vector->string and rotation->string,

float * vector, vector * float, vector / float, vector + vector,
vector - vector, vector * vector, vector % vector and changing
x, y, z, (and r) parts of vector and rotation to be lower case 
(similar to LL's LSL vectors/rots). With these changes we should 
expect to run kan-ed#1, kan-ed#2 and most of kan-ed#3.
afrisby
Charles Krinke 2007-12-12 17:18:15 +00:00
parent 8a2a6ad761
commit 47b091f663
2 changed files with 143 additions and 77 deletions

View File

@ -36,47 +36,113 @@ namespace OpenSim.Region.ScriptEngine.Common
[Serializable] [Serializable]
public struct Vector3 public struct Vector3
{ {
public double X; public double x;
public double Y; public double y;
public double Z; public double z;
public Vector3(Vector3 vector) public Vector3(Vector3 vector)
{ {
X = (float) vector.X; x = (float) vector.x;
Y = (float) vector.Y; y = (float) vector.y;
Z = (float) vector.Z; z = (float) vector.z;
} }
public Vector3(double x, double y, double z) public Vector3(double X, double Y, double Z)
{ {
X = x; x = X;
Y = y; y = Y;
Z = z; z = Z;
}
public string ToString()
{
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
}
public static Vector3 operator *(Vector3 v, float f)
{
v.x = v.x * f;
v.y = v.y * f;
v.z = v.z * f;
return v;
}
public static Vector3 operator /(Vector3 v, float f)
{
v.x = v.x / f;
v.y = v.y / f;
v.z = v.z / f;
return v;
}
public static Vector3 operator /(float f, Vector3 v)
{
v.x = v.x / f;
v.y = v.y / f;
v.z = v.z / f;
return v;
}
public static Vector3 operator *(float f, Vector3 v)
{
v.x = v.x * f;
v.y = v.y * f;
v.z = v.z * f;
return v;
}
public static Vector3 operator *(Vector3 v1, Vector3 v2)
{
v1.x = v1.x * v2.x;
v1.y = v1.y * v2.y;
v1.z = v1.z * v2.z;
return v1;
}
public static Vector3 operator +(Vector3 v1, Vector3 v2)
{
v1.x = v1.x + v2.x;
v1.y = v1.y + v2.y;
v1.z = v1.z + v2.z;
return v1;
}
public static Vector3 operator -(Vector3 v1, Vector3 v2)
{
v1.x = v1.x - v2.x;
v1.y = v1.y - v2.y;
v1.z = v1.z - v2.z;
return v1;
}
public static Vector3 operator %(Vector3 v1, Vector3 v2)
{
//Cross product
Vector3 tv;
tv.x = (v1.y * v2.z) - (v1.z * v2.y);
tv.y = (v1.z * v2.x) - (v1.x * v2.z);
tv.z = (v1.x * v2.y) - (v1.y * v2.x);
return tv;
} }
} }
[Serializable] [Serializable]
public struct Quaternion public struct Quaternion
{ {
public double X; public double x;
public double Y; public double y;
public double Z; public double z;
public double R; public double r;
public Quaternion(Quaternion Quat) public Quaternion(Quaternion Quat)
{ {
X = (float) Quat.X; x = (float) Quat.x;
Y = (float) Quat.Y; y = (float) Quat.y;
Z = (float) Quat.Z; z = (float) Quat.z;
R = (float) Quat.R; r = (float) Quat.r;
} }
public Quaternion(double x, double y, double z, double r) public Quaternion(double X, double Y, double Z, double R)
{ {
X = x; x = X;
Y = y; y = Y;
Z = z; z = Z;
R = r; r = R;
}
public string ToString()
{
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">";
} }
} }
} }

View File

@ -165,24 +165,24 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
//This next group are vector operations involving squaring and square root. ckrinke //This next group are vector operations involving squaring and square root. ckrinke
public double llVecMag(LSL_Types.Vector3 v) public double llVecMag(LSL_Types.Vector3 v)
{ {
return (v.X*v.X + v.Y*v.Y + v.Z*v.Z); return (v.x*v.x + v.y*v.y + v.z*v.z);
} }
public LSL_Types.Vector3 llVecNorm(LSL_Types.Vector3 v) public LSL_Types.Vector3 llVecNorm(LSL_Types.Vector3 v)
{ {
double mag = v.X*v.X + v.Y*v.Y + v.Z*v.Z; double mag = v.x*v.x + v.y*v.y + v.z*v.z;
LSL_Types.Vector3 nor = new LSL_Types.Vector3(); LSL_Types.Vector3 nor = new LSL_Types.Vector3();
nor.X = v.X/mag; nor.x = v.x/mag;
nor.Y = v.Y/mag; nor.y = v.y/mag;
nor.Z = v.Z/mag; nor.z = v.z/mag;
return nor; return nor;
} }
public double llVecDist(LSL_Types.Vector3 a, LSL_Types.Vector3 b) public double llVecDist(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
{ {
double dx = a.X - b.X; double dx = a.x - b.x;
double dy = a.Y - b.Y; double dy = a.y - b.y;
double dz = a.Z - b.Z; double dz = a.z - b.z;
return Math.Sqrt(dx*dx + dy*dy + dz*dz); return Math.Sqrt(dx*dx + dy*dy + dz*dz);
} }
@ -190,31 +190,31 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r) public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r)
{ {
//This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke
LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.X*r.X, r.Y*r.Y, r.Z*r.Z, r.R*r.R); LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.x*r.x, r.y*r.y, r.z*r.z, r.r*r.r);
double m = (t.X + t.Y + t.Z + t.R); double m = (t.x + t.y + t.z + t.r);
if (m == 0) return new LSL_Types.Vector3(); if (m == 0) return new LSL_Types.Vector3();
double n = 2*(r.Y*r.R + r.X*r.Z); double n = 2*(r.y*r.r + r.x*r.z);
double p = m*m - n*n; double p = m*m - n*n;
if (p > 0) if (p > 0)
return new LSL_Types.Vector3(Math.Atan2(2.0*(r.X*r.R - r.Y*r.Z), (-t.X - t.Y + t.Z + t.R)), return new LSL_Types.Vector3(Math.Atan2(2.0*(r.x*r.r - r.y*r.z), (-t.x - t.y + t.z + t.r)),
Math.Atan2(n, Math.Sqrt(p)), Math.Atan2(n, Math.Sqrt(p)),
Math.Atan2(2.0*(r.Z*r.R - r.X*r.Y), (t.X - t.Y - t.Z + t.R))); Math.Atan2(2.0*(r.z*r.r - r.x*r.y), (t.x - t.y - t.z + t.r)));
else if (n > 0) else if (n > 0)
return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.Z*r.R + r.X*r.Y), 0.5 - t.X - t.Z)); return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z));
else else
return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.Z*r.R + r.X*r.Y), 0.5 - t.X - t.Z)); return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z));
} }
public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v) public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v)
{ {
//this comes from from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions but is incomplete as of 8/19/07 //this comes from from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions but is incomplete as of 8/19/07
float err = 0.00001f; float err = 0.00001f;
double ax = Math.Sin(v.X/2); double ax = Math.Sin(v.x/2);
double aw = Math.Cos(v.X/2); double aw = Math.Cos(v.x/2);
double by = Math.Sin(v.Y/2); double by = Math.Sin(v.y/2);
double bw = Math.Cos(v.Y/2); double bw = Math.Cos(v.y/2);
double cz = Math.Sin(v.Z/2); double cz = Math.Sin(v.z/2);
double cw = Math.Cos(v.Z/2); double cw = Math.Cos(v.z/2);
LSL_Types.Quaternion a1 = new LSL_Types.Quaternion(0.0, 0.0, cz, cw); LSL_Types.Quaternion a1 = new LSL_Types.Quaternion(0.0, 0.0, cz, cw);
LSL_Types.Quaternion a2 = new LSL_Types.Quaternion(0.0, by, 0.0, bw); LSL_Types.Quaternion a2 = new LSL_Types.Quaternion(0.0, by, 0.0, bw);
LSL_Types.Quaternion a3 = new LSL_Types.Quaternion(ax, 0.0, 0.0, aw); LSL_Types.Quaternion a3 = new LSL_Types.Quaternion(ax, 0.0, 0.0, aw);
@ -226,10 +226,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
//This addition doesnt compile yet c = a + b; //This addition doesnt compile yet c = a + b;
LSL_Types.Quaternion d = new LSL_Types.Quaternion(); LSL_Types.Quaternion d = new LSL_Types.Quaternion();
//This addition doesnt compile yet d = a - b; //This addition doesnt compile yet d = a - b;
if ((Math.Abs(c.X) > err && Math.Abs(d.X) > err) || if ((Math.Abs(c.x) > err && Math.Abs(d.x) > err) ||
(Math.Abs(c.Y) > err && Math.Abs(d.Y) > err) || (Math.Abs(c.y) > err && Math.Abs(d.y) > err) ||
(Math.Abs(c.Z) > err && Math.Abs(d.Z) > err) || (Math.Abs(c.z) > err && Math.Abs(d.z) > err) ||
(Math.Abs(c.R) > err && Math.Abs(d.R) > err)) (Math.Abs(c.r) > err && Math.Abs(d.r) > err))
{ {
//return a new Quaternion that is null until I figure this out //return a new Quaternion that is null until I figure this out
// return b; // return b;
@ -426,9 +426,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
{ {
// TODO: this needs to trigger a persistance save as well // TODO: this needs to trigger a persistance save as well
LLVector3 tmp = m_host.Scale; LLVector3 tmp = m_host.Scale;
tmp.X = (float) scale.X; tmp.X = (float) scale.x;
tmp.Y = (float) scale.Y; tmp.Y = (float) scale.y;
tmp.Z = (float) scale.Z; tmp.Z = (float) scale.z;
m_host.Scale = tmp; m_host.Scale = tmp;
m_host.SendFullUpdateToAllClients(); m_host.SendFullUpdateToAllClients();
return; return;
@ -446,9 +446,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
if (face > -1) if (face > -1)
{ {
texcolor = tex.CreateFace((uint)face).RGBA; texcolor = tex.CreateFace((uint)face).RGBA;
texcolor.R = (float)Math.Abs(color.X - 1); texcolor.R = (float)Math.Abs(color.x - 1);
texcolor.G = (float)Math.Abs(color.Y - 1); texcolor.G = (float)Math.Abs(color.y - 1);
texcolor.B = (float)Math.Abs(color.Z - 1); texcolor.B = (float)Math.Abs(color.z - 1);
tex.FaceTextures[face].RGBA = texcolor; tex.FaceTextures[face].RGBA = texcolor;
m_host.UpdateTexture(tex); m_host.UpdateTexture(tex);
return; return;
@ -456,18 +456,18 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
else if (face == -1) else if (face == -1)
{ {
texcolor = tex.DefaultTexture.RGBA; texcolor = tex.DefaultTexture.RGBA;
texcolor.R = (float)Math.Abs(color.X - 1); texcolor.R = (float)Math.Abs(color.x - 1);
texcolor.G = (float)Math.Abs(color.Y - 1); texcolor.G = (float)Math.Abs(color.y - 1);
texcolor.B = (float)Math.Abs(color.Z - 1); texcolor.B = (float)Math.Abs(color.z - 1);
tex.DefaultTexture.RGBA = texcolor; tex.DefaultTexture.RGBA = texcolor;
for (uint i = 0; i < 32; i++) for (uint i = 0; i < 32; i++)
{ {
if (tex.FaceTextures[i] != null) if (tex.FaceTextures[i] != null)
{ {
texcolor = tex.FaceTextures[i].RGBA; texcolor = tex.FaceTextures[i].RGBA;
texcolor.R = (float)Math.Abs(color.X - 1); texcolor.R = (float)Math.Abs(color.x - 1);
texcolor.G = (float)Math.Abs(color.Y - 1); texcolor.G = (float)Math.Abs(color.y - 1);
texcolor.B = (float)Math.Abs(color.Z - 1); texcolor.B = (float)Math.Abs(color.z - 1);
tex.FaceTextures[i].RGBA = texcolor; tex.FaceTextures[i].RGBA = texcolor;
} }
} }
@ -533,17 +533,17 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
if (face == -1) // TMP: Until we can determine number of sides, ALL_SIDES (-1) will return default color if (face == -1) // TMP: Until we can determine number of sides, ALL_SIDES (-1) will return default color
{ {
texcolor = tex.DefaultTexture.RGBA; texcolor = tex.DefaultTexture.RGBA;
rgb.X = (255 - (texcolor.R * 255)) / 255; rgb.x = (255 - (texcolor.R * 255)) / 255;
rgb.Y = (255 - (texcolor.G * 255)) / 255; rgb.y = (255 - (texcolor.G * 255)) / 255;
rgb.Z = (255 - (texcolor.B * 255)) / 255; rgb.z = (255 - (texcolor.B * 255)) / 255;
return rgb; return rgb;
} }
if (face > -1) if (face > -1)
{ {
texcolor = tex.GetFace((uint)face).RGBA; texcolor = tex.GetFace((uint)face).RGBA;
rgb.X = (255 - (texcolor.R * 255)) / 255; rgb.x = (255 - (texcolor.R * 255)) / 255;
rgb.Y = (255 - (texcolor.G * 255)) / 255; rgb.y = (255 - (texcolor.G * 255)) / 255;
rgb.Z = (255 - (texcolor.B * 255)) / 255; rgb.z = (255 - (texcolor.B * 255)) / 255;
return rgb; return rgb;
} }
NotImplemented("llGetColor"); NotImplemented("llGetColor");
@ -691,11 +691,11 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
{ {
if (m_host.ParentID != 0) if (m_host.ParentID != 0)
{ {
m_host.UpdateOffSet(new LLVector3((float) pos.X, (float) pos.Y, (float) pos.Z)); m_host.UpdateOffSet(new LLVector3((float) pos.x, (float) pos.y, (float) pos.z));
} }
else else
{ {
m_host.UpdateGroupPosition(new LLVector3((float) pos.X, (float) pos.Y, (float) pos.Z)); m_host.UpdateGroupPosition(new LLVector3((float) pos.x, (float) pos.y, (float) pos.z));
} }
} }
@ -724,7 +724,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
public void llSetRot(LSL_Types.Quaternion rot) public void llSetRot(LSL_Types.Quaternion rot)
{ {
m_host.UpdateRotation(new LLQuaternion((float) rot.X, (float) rot.Y, (float) rot.Z, (float) rot.R)); m_host.UpdateRotation(new LLQuaternion((float) rot.x, (float) rot.y, (float) rot.z, (float) rot.r));
} }
public LSL_Types.Quaternion llGetRot() public LSL_Types.Quaternion llGetRot()
@ -1216,7 +1216,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
public void llSetText(string text, LSL_Types.Vector3 color, double alpha) public void llSetText(string text, LSL_Types.Vector3 color, double alpha)
{ {
Vector3 av3 = new Vector3((float) color.X, (float) color.Y, (float) color.Z); Vector3 av3 = new Vector3((float) color.x, (float) color.y, (float) color.z);
m_host.SetText(text, av3, alpha); m_host.SetText(text, av3, alpha);
} }
@ -1351,9 +1351,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
{ {
face = 0; face = 0;
} }
offset.X = tex.GetFace((uint)face).OffsetU; offset.x = tex.GetFace((uint)face).OffsetU;
offset.Y = tex.GetFace((uint)face).OffsetV; offset.y = tex.GetFace((uint)face).OffsetV;
offset.Z = 0.0; offset.z = 0.0;
return offset; return offset;
} }
@ -1365,9 +1365,9 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
{ {
side = 0; side = 0;
} }
scale.X = tex.GetFace((uint)side).RepeatU; scale.x = tex.GetFace((uint)side).RepeatU;
scale.Y = tex.GetFace((uint)side).RepeatV; scale.y = tex.GetFace((uint)side).RepeatV;
scale.Z = 0.0; scale.z = 0.0;
return scale; return scale;
} }