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author | Charles Krinke | 2008-05-16 00:56:55 +0000 |
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committer | Charles Krinke | 2008-05-16 00:56:55 +0000 |
commit | e25818d832336a5c7a0486c20a809c20850666df (patch) | |
tree | 645232e1f56a2e39a09defe06f5884c990852469 | |
parent | Update svn properties. (diff) | |
download | opensim-SC-e25818d832336a5c7a0486c20a809c20850666df.zip opensim-SC-e25818d832336a5c7a0486c20a809c20850666df.tar.gz opensim-SC-e25818d832336a5c7a0486c20a809c20850666df.tar.bz2 opensim-SC-e25818d832336a5c7a0486c20a809c20850666df.tar.xz |
Thank you very much, mjm for :
Fixing LSL multiplication and division operators for quaternions
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | 23 |
1 files changed, 9 insertions, 14 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs index c3a36dd..e031c01 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | |||
@@ -211,21 +211,16 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
211 | Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); | 211 | Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); |
212 | Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); | 212 | Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); |
213 | 213 | ||
214 | Quaternion result = (r * vq) * nq; | 214 | // adapted for operator * computing "b * a" |
215 | Quaternion result = nq * (vq * r); | ||
215 | 216 | ||
216 | return new Vector3(result.x, result.y, result.z); | 217 | return new Vector3(result.x, result.y, result.z); |
217 | } | 218 | } |
218 | 219 | ||
219 | // I *think* this is how it works.... | 220 | public static Vector3 operator /(Vector3 v, Quaternion r) |
220 | public static Vector3 operator /(Vector3 vec, Quaternion quat) | ||
221 | { | 221 | { |
222 | quat.s = -quat.s; | 222 | r.s = -r.s; |
223 | Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0); | 223 | return v * r; |
224 | Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s); | ||
225 | |||
226 | Quaternion result = (quat * vq) * nq; | ||
227 | |||
228 | return new Vector3(result.x, result.y, result.z); | ||
229 | } | 224 | } |
230 | 225 | ||
231 | #endregion | 226 | #endregion |
@@ -371,9 +366,8 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
371 | 366 | ||
372 | public static Quaternion operator /(Quaternion a, Quaternion b) | 367 | public static Quaternion operator /(Quaternion a, Quaternion b) |
373 | { | 368 | { |
374 | Quaternion c = a * b; | 369 | b.s = -b.s; |
375 | c.s = c.s * -1; | 370 | return a * b; |
376 | return c; | ||
377 | } | 371 | } |
378 | 372 | ||
379 | public static Quaternion operator -(Quaternion a, Quaternion b) | 373 | public static Quaternion operator -(Quaternion a, Quaternion b) |
@@ -381,7 +375,8 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
381 | return new Quaternion(a.x - b.x, a.y - b.y, a.z - b.z, a.s - b.s); | 375 | return new Quaternion(a.x - b.x, a.y - b.y, a.z - b.z, a.s - b.s); |
382 | } | 376 | } |
383 | 377 | ||
384 | public static Quaternion operator *(Quaternion a, Quaternion b) | 378 | // using the equations below, we need to do "b * a" to be compatible with LSL |
379 | public static Quaternion operator *(Quaternion b, Quaternion a) | ||
385 | { | 380 | { |
386 | Quaternion c; | 381 | Quaternion c; |
387 | c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; | 382 | c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; |