Added llRot2Fwd, llRot2Left, and llRot2Up as well as explicit vector->string casting.

(Thanks to dalien on informing me how easy the math was for these).
ThreadPoolClientBranch
alondria 2008-02-03 16:42:43 +00:00
parent 5a99a96fed
commit bc3d0217af
2 changed files with 8 additions and 3 deletions

View File

@ -245,17 +245,17 @@ namespace OpenSim.Region.ScriptEngine.Common
public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r)
{
return new LSL_Types.Vector3();
return (new LSL_Types.Vector3(1,0,0) * r);
}
public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
{
return new LSL_Types.Vector3();
return (new LSL_Types.Vector3(0, 1, 0) * r);
}
public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
{
return new LSL_Types.Vector3();
return (new LSL_Types.Vector3(0, 0, 1) * r);
}
public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
{

View File

@ -80,6 +80,11 @@ namespace OpenSim.Region.ScriptEngine.Common
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
}
public static explicit operator string(Vector3 vec)
{
return "<" + vec.x.ToString() + ", " + vec.y.ToString() + ", " + vec.z.ToString() + ">";
}
public static bool operator ==(Vector3 lhs, Vector3 rhs)
{
return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);