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authordahlia2015-06-10 01:26:38 -0700
committerdahlia2015-06-10 01:26:38 -0700
commit58972f65acc91c287fb3df0b76e3cc0e718a4806 (patch)
tree20a1540479aa14766a146b097b29b192a4b99032 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentUpdate libomv to current HEAD f75dccc313f3 (diff)
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SceneObjectPart.UpdateLookAt() now uses corrected libomv quaternion functions.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs22
1 files changed, 6 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 57ec1ae..781c20c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4909,25 +4909,15 @@ namespace OpenSim.Region.Framework.Scenes
4909 4909
4910 Quaternion currRot = GetWorldRotation(); 4910 Quaternion currRot = GetWorldRotation();
4911 currRot.Normalize(); 4911 currRot.Normalize();
4912 4912
4913 // difference between current orientation and desired orientation 4913 // difference between current orientation and desired orientation
4914 Quaternion dR = new Quaternion(currRot.X, currRot.Y, currRot.Z, -currRot.W) * APIDTarget; 4914 Quaternion dR = currRot / APIDTarget;
4915 4915
4916 // find axis of rotation to rotate to desired orientation 4916 // find axis and angle of rotation to rotate to desired orientation
4917 Vector3 axis = Vector3.UnitX; 4917 Vector3 axis = Vector3.UnitX;
4918 float s = (float)Math.Sqrt(1.0f - dR.W * dR.W); 4918 float angle;
4919 if (s >= 0.001) 4919 dR.GetAxisAngle(out axis, out angle);
4920 { 4920 axis = axis * currRot;
4921 float invS = 1.0f / s;
4922 if (dR.W < 0) invS = -invS;
4923 axis = new Vector3(dR.X * invS, dR.Y * invS, dR.Z * invS) * currRot;
4924 axis.Normalize();
4925 }
4926
4927 // angle between current and desired orientation
4928 float angle = 2.0f * (float)Math.Acos(dR.W);
4929 if (angle > Math.PI)
4930 angle = 2.0f * (float)Math.PI - angle;
4931 4921
4932 // clamp strength to avoid overshoot 4922 // clamp strength to avoid overshoot
4933 float strength = 1.0f / APIDStrength; 4923 float strength = 1.0f / APIDStrength;