Mantis#1778. Thank you kindly, Junta_Kohime for a patch that:
llRot2Left and llRot2Up functions 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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76840906b5
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c0e389cfff
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@ -450,14 +450,43 @@ namespace OpenSim.Region.ScriptEngine.Common
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public LSL_Types.Vector3 llRot2Left(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(0, 1, 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 = 2*(r.x*r.y-r.z*r.s);
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y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s;
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z = 2*(r.x*r.s+r.y*r.z);
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return (new LSL_Types.Vector3(x,y,z));
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}
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public LSL_Types.Vector3 llRot2Up(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(0, 0, 1) * 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 = 2*(r.x*r.z+r.y*r.s);
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y = 2*(-r.x*r.s+r.y*r.z);
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z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*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.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
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{
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//A and B should both be normalized
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@ -437,13 +437,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Types.Vector3 llRot2Left(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(0, 1, 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 = 2*(r.x*r.y-r.z*r.s);
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y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s;
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z = 2*(r.x*r.s+r.y*r.z);
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return (new LSL_Types.Vector3(x,y,z));
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}
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public LSL_Types.Vector3 llRot2Up(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(0, 0, 1) * 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 = 2*(r.x*r.z+r.y*r.s);
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y = 2*(-r.x*r.s+r.y*r.z);
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z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*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.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
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