Fix llRotBetween
parent
6591f8a592
commit
71adb37fa8
|
@ -722,6 +722,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
{
|
{
|
||||||
//A and B should both be normalized
|
//A and B should both be normalized
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
/* This method is more accurate than the SL one, and thus causes problems
|
||||||
|
for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
|
||||||
|
|
||||||
double dotProduct = LSL_Vector.Dot(a, b);
|
double dotProduct = LSL_Vector.Dot(a, b);
|
||||||
LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
|
LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
|
||||||
double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
|
double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
|
||||||
|
@ -738,8 +741,57 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
|
return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
|
return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
|
||||||
}
|
*/
|
||||||
|
|
||||||
|
// This method mimics the 180 errors found in SL
|
||||||
|
// See www.euclideanspace.com... angleBetween
|
||||||
|
LSL_Vector vec_a = a;
|
||||||
|
LSL_Vector vec_b = b;
|
||||||
|
|
||||||
|
// Eliminate zero length
|
||||||
|
LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
|
||||||
|
LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
|
||||||
|
if (vec_a_mag < 0.00001 ||
|
||||||
|
vec_b_mag < 0.00001)
|
||||||
|
{
|
||||||
|
return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Normalize
|
||||||
|
vec_a = llVecNorm(vec_a);
|
||||||
|
vec_b = llVecNorm(vec_b);
|
||||||
|
|
||||||
|
// Calculate axis and rotation angle
|
||||||
|
LSL_Vector axis = vec_a % vec_b;
|
||||||
|
LSL_Float cos_theta = vec_a * vec_b;
|
||||||
|
|
||||||
|
// Check if parallel
|
||||||
|
if (cos_theta > 0.99999)
|
||||||
|
{
|
||||||
|
return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if anti-parallel
|
||||||
|
else if (cos_theta < -0.99999)
|
||||||
|
{
|
||||||
|
LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
|
||||||
|
if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
|
||||||
|
return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
|
||||||
|
}
|
||||||
|
else // other rotation
|
||||||
|
{
|
||||||
|
LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
|
||||||
|
axis = llVecNorm(axis);
|
||||||
|
double x, y, z, s, t;
|
||||||
|
s = Math.Cos(theta);
|
||||||
|
t = Math.Sin(theta);
|
||||||
|
x = axis.x * t;
|
||||||
|
y = axis.y * t;
|
||||||
|
z = axis.z * t;
|
||||||
|
return new LSL_Rotation(x,y,z,s);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
public void llWhisper(int channelID, string text)
|
public void llWhisper(int channelID, string text)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
|
Loading…
Reference in New Issue