Mantis#1768. Thank you kindly, Junta_Kohime for a patch that:
llRot2Fwd function modified, using fast algebric calculations instead of vectors and quaternions products. The accuracy is the same. Normalization is now implemented.0.6.0-stable
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49adb6e09f
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bc24c0e5d7
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@ -430,7 +430,21 @@ namespace OpenSim.Region.ScriptEngine.Common
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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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return (new LSL_Types.Vector3(1,0,0) * r);
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double x,y,z,m;
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m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
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// m is always greater than zero
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if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
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{
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r.x/=m;
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r.y/=m;
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r.z/=m;
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r.s/=m;
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}
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// Fast Algebric Calculations instead of Vectors & Quaternions Product
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x = r.x*r.x-r.y*r.y-r.z*r.z+r.s*r.s;
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y = 2*(r.x*r.y+r.z*r.s);
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z = 2*(r.x*r.z-r.y*r.s);
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return (new LSL_Types.Vector3(x,y,z));
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}
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public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
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@ -417,7 +417,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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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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return (new LSL_Types.Vector3(1,0,0) * r);
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double x,y,z,m;
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m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
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// m is always greater than zero
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if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
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{
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r.x/=m;
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r.y/=m;
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r.z/=m;
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r.s/=m;
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}
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// Fast Algebric Calculations instead of Vectors & Quaternions Product
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x = r.x*r.x-r.y*r.y-r.z*r.z+r.s*r.s;
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y = 2*(r.x*r.y+r.z*r.s);
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z = 2*(r.x*r.z-r.y*r.s);
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return (new LSL_Types.Vector3(x,y,z));
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}
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public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
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