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
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19fd2230bf
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9ff9279a7c
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@ -423,10 +423,38 @@ namespace OpenSim.Region.ScriptEngine.Common
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public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llAxes2Rot");
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return new LSL_Types.Quaternion();
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double x,y,z,s;
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int f=0;
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// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
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// Computing quaternion x,y,z,s values
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x=((fwd.x-left.y-up.z+1)/4);
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x*=x;
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x=Math.Sqrt(Math.Sqrt(x));
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y=((1-up.z)/2-x*x);
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y*=y;
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y=Math.Sqrt(Math.Sqrt(y));
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z=((1-left.y)/2-x*x);
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z*=z;
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z=Math.Sqrt(Math.Sqrt(z));
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s=(1-x*x-y*y-z*z);
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s*=s;
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s=Math.Sqrt(Math.Sqrt(s));
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// Set f for signs detection
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if (fwd.y+left.x >= 0){f+=1;}
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if (fwd.z+up.x >= 0){f+=2;}
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if (left.z-up.y >= 0){f+=4;}
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// Set correct quaternion signs based on f value
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if (f==0){x=-x;}
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if (f==1){x=-x;y=-y;}
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if (f==2){x=-x;z=-z;}
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if (f==3){s=-s;}
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if (f==4){x=-x;s=-s;}
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if (f==5){z=-z;}
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if (f==6){y=-y;}
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return new LSL_Types.Quaternion(x, y, z, s);
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}
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public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)
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{
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m_host.AddScriptLPS(1);
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@ -410,8 +410,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llAxes2Rot");
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return new LSL_Types.Quaternion();
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double x,y,z,s;
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int f=0;
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// Important Note: q1=<x,y,z,s> is equal to q2=<-x,-y,-z,-s>
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// Computing quaternion x,y,z,s values
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x=((fwd.x-left.y-up.z+1)/4);
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x*=x;
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x=Math.Sqrt(Math.Sqrt(x));
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y=((1-up.z)/2-x*x);
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y*=y;
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y=Math.Sqrt(Math.Sqrt(y));
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z=((1-left.y)/2-x*x);
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z*=z;
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z=Math.Sqrt(Math.Sqrt(z));
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s=(1-x*x-y*y-z*z);
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s*=s;
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s=Math.Sqrt(Math.Sqrt(s));
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// Set f for signs detection
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if (fwd.y+left.x >= 0){f+=1;}
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if (fwd.z+up.x >= 0){f+=2;}
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if (left.z-up.y >= 0){f+=4;}
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// Set correct quaternion signs based on f value
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if (f==0){x=-x;}
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if (f==1){x=-x;y=-y;}
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if (f==2){x=-x;z=-z;}
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if (f==3){s=-s;}
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if (f==4){x=-x;s=-s;}
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if (f==5){z=-z;}
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if (f==6){y=-y;}
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return new LSL_Types.Quaternion(x, y, z, s);
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}
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public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)
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