Fixed llAngleBetween() to allow denormal rotations
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8c445dac67
commit
ff5a83d192
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@ -4698,15 +4698,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return (double)Math.Asin(val);
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}
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// Xantor 30/apr/2008
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// jcochran 5/jan/2012
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public LSL_Float llAngleBetween(LSL_Rotation a, LSL_Rotation b)
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{
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m_host.AddScriptLPS(1);
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double angle = Math.Acos(a.x * b.x + a.y * b.y + a.z * b.z + a.s * b.s) * 2;
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if (angle < 0) angle = -angle;
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if (angle > Math.PI) return (Math.PI * 2 - angle);
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return angle;
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double aa = (a.x * a.x + a.y * a.y + a.z * a.z + a.s * a.s);
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double bb = (b.x * b.x + b.y * b.y + b.z * b.z + b.s * b.s);
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double aa_bb = aa * bb;
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if (aa_bb == 0) return 0.0;
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double ab = (a.x * b.x + a.y * b.y + a.z * b.z + a.s * b.s);
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double quotient = (ab * ab) / aa_bb;
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if (quotient >= 1.0) return 0.0;
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return Math.Acos(2 * quotient - 1);
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}
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public LSL_String llGetInventoryKey(string name)
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@ -75,32 +75,49 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests
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[Test]
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public void TestllAngleBetween()
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{
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CheckllAngleBetween(new Vector3(1, 0, 0), 0);
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CheckllAngleBetween(new Vector3(1, 0, 0), 90);
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CheckllAngleBetween(new Vector3(1, 0, 0), 180);
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CheckllAngleBetween(new Vector3(1, 0, 0), 0, 1, 1);
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CheckllAngleBetween(new Vector3(1, 0, 0), 90, 1, 1);
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CheckllAngleBetween(new Vector3(1, 0, 0), 180, 1, 1);
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CheckllAngleBetween(new Vector3(0, 1, 0), 0);
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CheckllAngleBetween(new Vector3(0, 1, 0), 90);
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CheckllAngleBetween(new Vector3(0, 1, 0), 180);
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CheckllAngleBetween(new Vector3(0, 1, 0), 0, 1, 1);
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CheckllAngleBetween(new Vector3(0, 1, 0), 90, 1, 1);
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CheckllAngleBetween(new Vector3(0, 1, 0), 180, 1, 1);
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CheckllAngleBetween(new Vector3(0, 0, 1), 0);
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CheckllAngleBetween(new Vector3(0, 0, 1), 90);
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CheckllAngleBetween(new Vector3(0, 0, 1), 180);
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CheckllAngleBetween(new Vector3(0, 0, 1), 0, 1, 1);
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CheckllAngleBetween(new Vector3(0, 0, 1), 90, 1, 1);
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CheckllAngleBetween(new Vector3(0, 0, 1), 180, 1, 1);
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CheckllAngleBetween(new Vector3(1, 1, 1), 0);
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CheckllAngleBetween(new Vector3(1, 1, 1), 90);
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CheckllAngleBetween(new Vector3(1, 1, 1), 180);
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CheckllAngleBetween(new Vector3(1, 1, 1), 0, 1, 1);
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CheckllAngleBetween(new Vector3(1, 1, 1), 90, 1, 1);
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CheckllAngleBetween(new Vector3(1, 1, 1), 180, 1, 1);
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CheckllAngleBetween(new Vector3(1, 0, 0), 0, 1.6f, 1.8f);
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CheckllAngleBetween(new Vector3(1, 0, 0), 90, 0.3f, 3.9f);
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CheckllAngleBetween(new Vector3(1, 0, 0), 180, 8.8f, 7.4f);
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CheckllAngleBetween(new Vector3(0, 1, 0), 0, 9.8f, -9.4f);
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CheckllAngleBetween(new Vector3(0, 1, 0), 90, 8.4f, -8.2f);
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CheckllAngleBetween(new Vector3(0, 1, 0), 180, 0.4f, -5.8f);
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CheckllAngleBetween(new Vector3(0, 0, 1), 0, -6.8f, 3.4f);
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CheckllAngleBetween(new Vector3(0, 0, 1), 90, -3.6f, 5.6f);
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CheckllAngleBetween(new Vector3(0, 0, 1), 180, -3.8f, 1.1f);
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CheckllAngleBetween(new Vector3(1, 1, 1), 0, -7.7f, -2.0f);
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CheckllAngleBetween(new Vector3(1, 1, 1), 90, -3.0f, -9.1f);
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CheckllAngleBetween(new Vector3(1, 1, 1), 180, -7.9f, -8.0f);
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}
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private void CheckllAngleBetween(Vector3 axis,float originalAngle)
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private void CheckllAngleBetween(Vector3 axis,float originalAngle, float denorm1, float denorm2)
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{
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Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0);
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Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle));
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rotation1 *= denorm1;
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rotation2 *= denorm2;
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double deducedAngle = FromLslFloat(m_lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1)));
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Assert.Greater(deducedAngle, ToRadians(originalAngle) - ANGLE_ACCURACY_IN_RADIANS);
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Assert.Less(deducedAngle, ToRadians(originalAngle) + ANGLE_ACCURACY_IN_RADIANS);
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Assert.That(deducedAngle, Is.EqualTo(ToRadians(originalAngle)).Within(ANGLE_ACCURACY_IN_RADIANS), "TestllAngleBetween check fail");
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}
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#region Conversions to and from LSL_Types
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