diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c5226bad4a..41e1a33220 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -465,22 +465,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke - // Utility function for llRot2Euler - - // normalize an angle between -PI and PI (-180 to +180 degrees) - protected double NormalizeAngle(double angle) - { - if (angle > -Math.PI && angle < Math.PI) - return angle; - - int numPis = (int)(Math.PI / angle); - double remainder = angle - Math.PI * numPis; - if (numPis % 2 == 1) - return Math.PI - angle; - return remainder; - } - - // Old implementation of llRot2Euler, now normalized + // Old implementation of llRot2Euler. Normalization not required as Atan2 function will + // only return values >= -PI (-180 degrees) and <= PI (180 degrees). public LSL_Vector llRot2Euler(LSL_Rotation r) { @@ -492,13 +478,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api double n = 2 * (r.y * r.s + r.x * r.z); double p = m * m - n * n; if (p > 0) - return new LSL_Vector(NormalizeAngle(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s))), - NormalizeAngle(Math.Atan2(n, Math.Sqrt(p))), - NormalizeAngle(Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)))); + return new LSL_Vector(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s)), + Math.Atan2(n, Math.Sqrt(p)), + Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); else if (n > 0) - return new LSL_Vector(0.0, Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); + return new LSL_Vector(0.0, Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); else - return new LSL_Vector(0.0, -Math.PI * 0.5, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); + return new LSL_Vector(0.0, -Math.PI * 0.5, Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z)); } /* From wiki: