Mantis#1785. Thank you kindly, Junta_Kohime for a patch that"

llAxes2Rot now implemented. Important note: quaternion <x,y,z,s> 
is equal to <-x,-y,-z,-s>. The result may be different from LSL 
output, but it is correct. A problem of rounding caused an error 
of square rooting of zero as negative number, corrected by squaring 
again. Function tested 360° along 3 axes. Vector fwd, left and up 
have to be normalized.
0.6.0-stable
Charles Krinke 2008-07-19 14:45:10 +00:00
parent 19fd2230bf
commit 9ff9279a7c
2 changed files with 62 additions and 5 deletions

View File

@ -423,8 +423,36 @@ namespace OpenSim.Region.ScriptEngine.Common
public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
NotImplemented("llAxes2Rot"); double x,y,z,s;
return new LSL_Types.Quaternion(); int f=0;
// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
// Computing quaternion x,y,z,s values
x=((fwd.x-left.y-up.z+1)/4);
x*=x;
x=Math.Sqrt(Math.Sqrt(x));
y=((1-up.z)/2-x*x);
y*=y;
y=Math.Sqrt(Math.Sqrt(y));
z=((1-left.y)/2-x*x);
z*=z;
z=Math.Sqrt(Math.Sqrt(z));
s=(1-x*x-y*y-z*z);
s*=s;
s=Math.Sqrt(Math.Sqrt(s));
// Set f for signs detection
if (fwd.y+left.x >= 0){f+=1;}
if (fwd.z+up.x >= 0){f+=2;}
if (left.z-up.y >= 0){f+=4;}
// Set correct quaternion signs based on f value
if (f==0){x=-x;}
if (f==1){x=-x;y=-y;}
if (f==2){x=-x;z=-z;}
if (f==3){s=-s;}
if (f==4){x=-x;s=-s;}
if (f==5){z=-z;}
if (f==6){y=-y;}
return new LSL_Types.Quaternion(x, y, z, s);
} }
public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)

View File

@ -410,8 +410,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
{ {
m_host.AddScriptLPS(1); m_host.AddScriptLPS(1);
NotImplemented("llAxes2Rot"); double x,y,z,s;
return new LSL_Types.Quaternion(); int f=0;
// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
// Computing quaternion x,y,z,s values
x=((fwd.x-left.y-up.z+1)/4);
x*=x;
x=Math.Sqrt(Math.Sqrt(x));
y=((1-up.z)/2-x*x);
y*=y;
y=Math.Sqrt(Math.Sqrt(y));
z=((1-left.y)/2-x*x);
z*=z;
z=Math.Sqrt(Math.Sqrt(z));
s=(1-x*x-y*y-z*z);
s*=s;
s=Math.Sqrt(Math.Sqrt(s));
// Set f for signs detection
if (fwd.y+left.x >= 0){f+=1;}
if (fwd.z+up.x >= 0){f+=2;}
if (left.z-up.y >= 0){f+=4;}
// Set correct quaternion signs based on f value
if (f==0){x=-x;}
if (f==1){x=-x;y=-y;}
if (f==2){x=-x;z=-z;}
if (f==3){s=-s;}
if (f==4){x=-x;s=-s;}
if (f==5){z=-z;}
if (f==6){y=-y;}
return new LSL_Types.Quaternion(x, y, z, s);
} }
public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)