Thanks again to Alondria for adding: math support for
rot * rot, vec / rot, == and != overriders for Rotations and Vectors. Also: llRotBetween(), llGetRegionTimeDilation(). And fixing: Error in LSL2CSConverter that botched a variable with a type name in it (ex: rotationCenter) Fixed: Error in LSL2CSConverter that parsed which() loops incorrectly. Fixed: Changed definition of Quaternion to <x, y, z, r> from <x, y, z, t> (As per LSL) Finished: llEuler2Rot()afrisby
parent
653a41fa03
commit
fd360406b9
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@ -53,59 +53,53 @@ namespace OpenSim.Region.ScriptEngine.Common
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y = Y;
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z = Z;
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}
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public string ToString()
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#region Overriders
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public override string ToString()
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{
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return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
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}
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public static Vector3 operator *(Vector3 v, float f)
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public static bool operator ==(Vector3 lhs, Vector3 rhs)
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{
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v.x = v.x * f;
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v.y = v.y * f;
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v.z = v.z * f;
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return v;
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return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
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}
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public static Vector3 operator /(Vector3 v, float f)
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public static bool operator !=(Vector3 lhs, Vector3 rhs)
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{
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v.x = v.x / f;
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v.y = v.y / f;
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v.z = v.z / f;
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return v;
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return !(lhs == rhs);
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}
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public static Vector3 operator /(float f, Vector3 v)
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public override int GetHashCode()
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{
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v.x = v.x / f;
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v.y = v.y / f;
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v.z = v.z / f;
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return v;
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return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode());
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}
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public static Vector3 operator *(float f, Vector3 v)
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public override bool Equals(object o)
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{
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v.x = v.x * f;
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v.y = v.y * f;
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v.z = v.z * f;
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return v;
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if (!(o is Vector3)) return false;
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Vector3 vector = (Vector3)o;
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return (x == vector.x && x == vector.x && z == vector.z);
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}
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public static Vector3 operator *(Vector3 v1, Vector3 v2)
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#endregion
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#region Vector & Vector Math
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// Vector-Vector Math
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public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
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{
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v1.x = v1.x * v2.x;
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v1.y = v1.y * v2.y;
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v1.z = v1.z * v2.z;
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return v1;
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}
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public static Vector3 operator +(Vector3 v1, Vector3 v2)
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return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
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}
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public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
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{
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v1.x = v1.x + v2.x;
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v1.y = v1.y + v2.y;
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v1.z = v1.z + v2.z;
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return v1;
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return new Vector3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z);
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}
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public static Vector3 operator -(Vector3 v1, Vector3 v2)
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public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
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{
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v1.x = v1.x - v2.x;
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v1.y = v1.y - v2.y;
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v1.z = v1.z - v2.z;
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return v1;
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return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z);
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}
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public static Vector3 operator %(Vector3 v1, Vector3 v2)
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{
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//Cross product
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@ -115,6 +109,79 @@ namespace OpenSim.Region.ScriptEngine.Common
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tv.z = (v1.x * v2.y) - (v1.y * v2.x);
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return tv;
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}
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#endregion
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#region Vector & Float Math
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// Vector-Float and Float-Vector Math
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public static Vector3 operator *(Vector3 vec, float val)
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{
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return new Vector3(vec.x * val, vec.y * val, vec.z * val);
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}
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public static Vector3 operator *(float val, Vector3 vec)
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{
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return new Vector3(vec.x * val, vec.y * val, vec.z * val);
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}
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public static Vector3 operator /(Vector3 v, float f)
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{
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v.x = v.x / f;
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v.y = v.y / f;
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v.z = v.z / f;
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return v;
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}
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#endregion
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#region Vector & Rotation Math
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// Vector-Rotation Math
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public static Vector3 operator *(Vector3 v, Quaternion r)
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{
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Quaternion vq = new Quaternion(v.x, v.y, v.z, 0);
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Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s);
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Quaternion result = (r * vq) * nq;
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return new Vector3(result.x, result.y, result.z);
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}
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// I *think* this is how it works....
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public static Vector3 operator /(Vector3 vec, Quaternion quat)
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{
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quat.s = -quat.s;
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Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0);
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Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s);
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Quaternion result = (quat * vq) * nq;
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return new Vector3(result.x, result.y, result.z);
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}
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#endregion
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#region Static Helper Functions
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public static double Dot(Vector3 v1, Vector3 v2)
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{
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return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
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}
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public static Vector3 Cross(Vector3 v1, Vector3 v2)
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{
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return new Vector3
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(
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v1.y * v2.z - v1.z * v2.y,
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v1.z * v2.x - v1.x * v2.z,
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v1.x * v2.y - v1.y * v2.x
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);
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}
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public static float Mag(Vector3 v)
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{
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return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z);
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}
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public static Vector3 Norm(Vector3 vector)
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{
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float mag = Mag(vector);
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return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag);
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}
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#endregion
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}
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[Serializable]
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public double x;
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public double y;
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public double z;
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public double r;
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public double s;
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public Quaternion(Quaternion Quat)
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{
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x = (float) Quat.x;
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y = (float) Quat.y;
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z = (float) Quat.z;
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r = (float) Quat.r;
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s = (float) Quat.s;
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}
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public Quaternion(double X, double Y, double Z, double R)
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public Quaternion(double X, double Y, double Z, double S)
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{
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x = X;
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y = Y;
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z = Z;
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r = R;
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s = S;
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}
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public string ToString()
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#region Overriders
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public override int GetHashCode()
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{
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return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">";
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return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ s.GetHashCode());
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}
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public override bool Equals(object o)
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{
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if (!(o is Quaternion)) return false;
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Quaternion quaternion = (Quaternion)o;
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return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s;
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}
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public override string ToString()
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{
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return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + s.ToString() + ">";
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}
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public static bool operator ==(Quaternion lhs, Quaternion rhs)
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{
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// Return true if the fields match:
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return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.s == rhs.s;
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}
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public static bool operator !=(Quaternion lhs, Quaternion rhs)
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{
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return !(lhs == rhs);
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}
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#endregion
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public static Quaternion operator *(Quaternion a, Quaternion b)
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{
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Quaternion c;
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c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y;
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c.y = a.s * b.y + a.y * b.s + a.z * b.x - a.x * b.z;
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c.z = a.s * b.z + a.z * b.s + a.x * b.y - a.y * b.x;
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c.s = a.s * b.s - a.x * b.x - a.y * b.y - a.z * b.z;
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return c;
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}
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}
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}
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@ -47,7 +47,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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dataTypes.Add("key", "string");
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dataTypes.Add("vector", "LSL_Types.Vector3");
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dataTypes.Add("rotation", "LSL_Types.Quaternion");
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dataTypes.Add("list", "List");
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dataTypes.Add("list", "List<string>");
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dataTypes.Add("null", "null");
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}
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@ -203,7 +203,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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//Console.WriteLine("Replacing using statename: " + current_statename);
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cache =
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Regex.Replace(cache,
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@"^(\s*)((?!(if|switch|for)[^a-zA-Z0-9_])[a-zA-Z0-9_]*\s*\([^\)]*\)[^;]*\{)",
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@"^(\s*)((?!(if|switch|for|while)[^a-zA-Z0-9_])[a-zA-Z0-9_]*\s*\([^\)]*\)[^;]*\{)",
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@"$1public " + current_statename + "_event_$2",
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RegexOptions.Compiled | RegexOptions.Multiline | RegexOptions.Singleline);
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}
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@ -236,7 +236,10 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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RegexOptions.Compiled | RegexOptions.Multiline);
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// Replace return types and function variables - integer a() and f(integer a, integer a)
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Script =
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Regex.Replace(Script, @"(^|;|}|[\(,])(\s*)" + key + @"(\s*)", @"$1$2" + val + "$3",
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Regex.Replace(Script, @"(^|;|}|[\(,])(\s*)" + key + @"(\s+)", @"$1$2" + val + "$3",
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RegexOptions.Compiled | RegexOptions.Multiline);
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Script =
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Regex.Replace(Script, @"(^|;|}|[\(,])(\s*)" + key + @"(\s*)[,]", @"$1$2" + val + "$3,",
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RegexOptions.Compiled | RegexOptions.Multiline);
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}
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@ -281,7 +284,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler.LSL
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// Add namespace, class name and inheritance
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Return = "" +
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"using OpenSim.Region.ScriptEngine.Common;";
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"using OpenSim.Region.ScriptEngine.Common; using System.Collections.Generic;";
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//"using System; " +
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//"using System.Collections.Generic; " +
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//"using System.Text; " +
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@ -191,19 +191,19 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r)
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{
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//This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke
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LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.x*r.x, r.y*r.y, r.z*r.z, r.r*r.r);
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double m = (t.x + t.y + t.z + t.r);
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LSL_Types.Quaternion t = new LSL_Types.Quaternion(r.x*r.x, r.y*r.y, r.z*r.z, r.s*r.s);
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double m = (t.x + t.y + t.z + t.s);
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if (m == 0) return new LSL_Types.Vector3();
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double n = 2*(r.y*r.r + r.x*r.z);
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double n = 2*(r.y*r.s + r.x*r.z);
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double p = m*m - n*n;
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if (p > 0)
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return new LSL_Types.Vector3(Math.Atan2(2.0*(r.x*r.r - r.y*r.z), (-t.x - t.y + t.z + t.r)),
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return new LSL_Types.Vector3(Math.Atan2(2.0*(r.x*r.s - r.y*r.z), (-t.x - t.y + t.z + t.s)),
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Math.Atan2(n, Math.Sqrt(p)),
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Math.Atan2(2.0*(r.z*r.r - r.x*r.y), (t.x - t.y - t.z + t.r)));
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Math.Atan2(2.0*(r.z*r.s - r.x*r.y), (t.x - t.y - t.z + t.s)));
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else if (n > 0)
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return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z));
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return new LSL_Types.Vector3(0.0, Math.PI/2, Math.Atan2((r.z*r.s + r.x*r.y), 0.5 - t.x - t.z));
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else
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return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.z*r.r + r.x*r.y), 0.5 - t.x - t.z));
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return new LSL_Types.Vector3(0.0, -Math.PI/2, Math.Atan2((r.z*r.s + r.x*r.y), 0.5 - t.x - t.z));
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}
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public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v)
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@ -219,6 +219,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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LSL_Types.Quaternion a1 = new LSL_Types.Quaternion(0.0, 0.0, cz, cw);
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LSL_Types.Quaternion a2 = new LSL_Types.Quaternion(0.0, by, 0.0, bw);
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LSL_Types.Quaternion a3 = new LSL_Types.Quaternion(ax, 0.0, 0.0, aw);
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LSL_Types.Quaternion a = (a1 * a2) * a3;
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//This multiplication doesnt compile, yet. a = a1 * a2 * a3;
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LSL_Types.Quaternion b = new LSL_Types.Quaternion(ax*bw*cw + aw*by*cz,
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aw*by*cw - ax*bw*cz, aw*bw*cz + ax*by*cw,
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@ -230,13 +231,14 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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if ((Math.Abs(c.x) > err && Math.Abs(d.x) > err) ||
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(Math.Abs(c.y) > err && Math.Abs(d.y) > err) ||
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(Math.Abs(c.z) > err && Math.Abs(d.z) > err) ||
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(Math.Abs(c.r) > err && Math.Abs(d.r) > err))
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(Math.Abs(c.s) > err && Math.Abs(d.s) > err))
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{
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return b;
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//return a new Quaternion that is null until I figure this out
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// return b;
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// return a;
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}
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return new LSL_Types.Quaternion();
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return a;
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}
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public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up)
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@ -258,12 +260,19 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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{
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return new LSL_Types.Vector3();
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}
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public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 start, LSL_Types.Vector3 end)
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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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return new LSL_Types.Quaternion();
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}
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//A and B should both be normalized
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double dotProduct = LSL_Types.Vector3.Dot(a, b);
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LSL_Types.Vector3 crossProduct = LSL_Types.Vector3.Cross(a, b);
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double magProduct = LSL_Types.Vector3.Mag(a) * LSL_Types.Vector3.Mag(b);
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double angle = Math.Acos(dotProduct / magProduct);
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LSL_Types.Vector3 axis = LSL_Types.Vector3.Norm(crossProduct);
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double s = Math.Sin(angle / 2);
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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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World.SimChat(Helpers.StringToField(text),
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|
@ -629,7 +638,6 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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}
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if (face == -1)
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{
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LLObject.TextureEntryFace texface;
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for (int i = 0; i < 32; i++)
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{
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if (tex.FaceTextures[i] != null)
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|
@ -729,7 +737,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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public void llSetRot(LSL_Types.Quaternion rot)
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{
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m_host.UpdateRotation(new LLQuaternion((float) rot.x, (float) rot.y, (float) rot.z, (float) rot.r));
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m_host.UpdateRotation(new LLQuaternion((float) rot.x, (float) rot.y, (float) rot.z, (float) rot.s));
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}
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public LSL_Types.Quaternion llGetRot()
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@ -1778,7 +1786,7 @@ namespace OpenSim.Region.ScriptEngine.DotNetEngine.Compiler
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public double llGetRegionTimeDilation()
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{
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return 1.0f;
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return (double)World.TimeDilation;
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}
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public double llGetRegionFPS()
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|
|
Loading…
Reference in New Issue