llRot2Axis now checks absolute value of s rotation component before normalizing. Also removed some excessive division and cleaned up a bit
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1c7fbb86c2
commit
b242ead6df
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@ -4665,37 +4665,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Vector llRot2Axis(LSL_Rotation rot)
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{
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m_host.AddScriptLPS(1);
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double x,y,z;
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double x, y, z;
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if (rot.s > 1) // normalization needed
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{
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double length = Math.Sqrt(rot.x * rot.x + rot.y * rot.y +
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rot.z * rot.z + rot.s * rot.s);
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if (Math.Abs(rot.s) > 1) // normalization needed
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rot.Normalize();
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rot.x /= length;
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rot.y /= length;
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rot.z /= length;
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rot.s /= length;
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}
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// double angle = 2 * Math.Acos(rot.s);
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double s = Math.Sqrt(1 - rot.s * rot.s);
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if (s < 0.001)
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{
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x = 1;
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y = z = 0;
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return new LSL_Vector(1, 0, 0);
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}
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else
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{
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x = rot.x / s; // normalise axis
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y = rot.y / s;
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z = rot.z / s;
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double invS = 1.0 / s;
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return new LSL_Vector(rot.x * invS, rot.y * invS, rot.z * invS);
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}
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if ((double.IsNaN(x)) || double.IsInfinity(x)) x = 0;
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if ((double.IsNaN(y)) || double.IsInfinity(y)) y = 0;
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if ((double.IsNaN(z)) || double.IsInfinity(z)) z = 0;
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return new LSL_Vector(x,y,z);
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}
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