mantis8548: let rotation division be -(olderResult) this is formally more correct (and it is the same rotation), keep not normalizing, as SL seems to do
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0bcd58fd0f
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6359874d64
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@ -533,8 +533,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
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public static Quaternion operator /(Quaternion a, Quaternion b)
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public static Quaternion operator /(Quaternion a, Quaternion b)
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{
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{
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// assuming normalized
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// assume normalized
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b.s = -b.s;
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// if not, sl seems to not normalize either
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b.x = -b.x;
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b.y = -b.y;
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b.z = -b.z;
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return a * b;
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return a * b;
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}
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}
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