some optimizations in quaternion normalization in llRot2Fwd, llRot2Left, and llRot2Up. llAxes2Rot now uses these functions for sign error correction instead of vector*quat products.
parent
08f3d212ce
commit
ce90e2ecce
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@ -456,72 +456,84 @@ namespace OpenSim.Region.ScriptEngine.Common
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LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s);
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// a hack to correct a few questionable angles :(
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LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0);
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LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0);
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if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001)
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if (llVecDist(llRot2Fwd(result), fwd) > 0.001 || llVecDist(llRot2Left(result), left) > 0.001)
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result.s = -s;
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return result;
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}
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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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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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{
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m_host.AddScriptLPS(1);
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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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@ -537,6 +549,7 @@ namespace OpenSim.Region.ScriptEngine.Common
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return new LSL_Types.Quaternion(axis.x * s, axis.y * s, axis.z * s, (float)Math.Cos(angle / 2));
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}
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public void llWhisper(int channelID, string text)
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{
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m_host.AddScriptLPS(1);
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@ -443,9 +443,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s);
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// a hack to correct a few questionable angles :(
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LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0);
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LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0);
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if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001)
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if (llVecDist(llRot2Fwd(result), fwd) > 0.001 || llVecDist(llRot2Left(result), left) > 0.001)
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result.s = -s;
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return result;
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@ -454,61 +452,75 @@ 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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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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{
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m_host.AddScriptLPS(1);
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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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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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double x, y, z, m;
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m = 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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// if m is not equal to 1 then Rotation needs to be normalized
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if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
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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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m = 1.0 / Math.Sqrt(m);
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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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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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