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
parent
76840906b5
commit
c0e389cfff
|
@ -450,14 +450,43 @@ namespace OpenSim.Region.ScriptEngine.Common
|
||||||
public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
|
public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
return (new LSL_Types.Vector3(0, 1, 0) * r);
|
double x,y,z,m;
|
||||||
|
m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
|
||||||
|
// m is always greater than zero
|
||||||
|
if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
|
||||||
|
{
|
||||||
|
r.x/=m;
|
||||||
|
r.y/=m;
|
||||||
|
r.z/=m;
|
||||||
|
r.s/=m;
|
||||||
|
}
|
||||||
|
// Fast Algebric Calculations instead of Vectors & Quaternions Product
|
||||||
|
x = 2*(r.x*r.y-r.z*r.s);
|
||||||
|
y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s;
|
||||||
|
z = 2*(r.x*r.s+r.y*r.z);
|
||||||
|
return (new LSL_Types.Vector3(x,y,z));
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
|
public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
return (new LSL_Types.Vector3(0, 0, 1) * r);
|
double x,y,z,m;
|
||||||
|
m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
|
||||||
|
// m is always greater than zero
|
||||||
|
if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
|
||||||
|
{
|
||||||
|
r.x/=m;
|
||||||
|
r.y/=m;
|
||||||
|
r.z/=m;
|
||||||
|
r.s/=m;
|
||||||
|
}
|
||||||
|
// Fast Algebric Calculations instead of Vectors & Quaternions Product
|
||||||
|
x = 2*(r.x*r.z+r.y*r.s);
|
||||||
|
y = 2*(-r.x*r.s+r.y*r.z);
|
||||||
|
z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*r.s;
|
||||||
|
return (new LSL_Types.Vector3(x,y,z));
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
|
public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
|
||||||
{
|
{
|
||||||
//A and B should both be normalized
|
//A and B should both be normalized
|
||||||
|
|
|
@ -437,13 +437,41 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
|
public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
return (new LSL_Types.Vector3(0, 1, 0) * r);
|
double x,y,z,m;
|
||||||
|
m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
|
||||||
|
// m is always greater than zero
|
||||||
|
if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
|
||||||
|
{
|
||||||
|
r.x/=m;
|
||||||
|
r.y/=m;
|
||||||
|
r.z/=m;
|
||||||
|
r.s/=m;
|
||||||
|
}
|
||||||
|
// Fast Algebric Calculations instead of Vectors & Quaternions Product
|
||||||
|
x = 2*(r.x*r.y-r.z*r.s);
|
||||||
|
y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s;
|
||||||
|
z = 2*(r.x*r.s+r.y*r.z);
|
||||||
|
return (new LSL_Types.Vector3(x,y,z));
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
|
public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
return (new LSL_Types.Vector3(0, 0, 1) * r);
|
double x,y,z,m;
|
||||||
|
m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s);
|
||||||
|
// m is always greater than zero
|
||||||
|
if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized
|
||||||
|
{
|
||||||
|
r.x/=m;
|
||||||
|
r.y/=m;
|
||||||
|
r.z/=m;
|
||||||
|
r.s/=m;
|
||||||
|
}
|
||||||
|
// Fast Algebric Calculations instead of Vectors & Quaternions Product
|
||||||
|
x = 2*(r.x*r.z+r.y*r.s);
|
||||||
|
y = 2*(-r.x*r.s+r.y*r.z);
|
||||||
|
z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*r.s;
|
||||||
|
return (new LSL_Types.Vector3(x,y,z));
|
||||||
}
|
}
|
||||||
|
|
||||||
public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
|
public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b)
|
||||||
|
|
Loading…
Reference in New Issue