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author | Teravus Ovares | 2008-05-15 19:36:13 +0000 |
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committer | Teravus Ovares | 2008-05-15 19:36:13 +0000 |
commit | bbaf2fe75e2d1da4b466a3cb8773b7b1a81f2f34 (patch) | |
tree | 8bd93518fee38e52052fb184d0c91e0ae666c4f7 | |
parent | Committing patch from Melanie. 0001290: [PATCH] implement permissions propag... (diff) | |
download | opensim-SC_OLD-bbaf2fe75e2d1da4b466a3cb8773b7b1a81f2f34.zip opensim-SC_OLD-bbaf2fe75e2d1da4b466a3cb8773b7b1a81f2f34.tar.gz opensim-SC_OLD-bbaf2fe75e2d1da4b466a3cb8773b7b1a81f2f34.tar.bz2 opensim-SC_OLD-bbaf2fe75e2d1da4b466a3cb8773b7b1a81f2f34.tar.xz |
Committing Xantor's LLEuler3Rot still broken fix patch. Mantis 001235. Thanks Xantor!
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 141 |
1 files changed, 44 insertions, 97 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index abc4bca..d73a47a 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | |||
@@ -294,40 +294,19 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
294 | 294 | ||
295 | //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke | 295 | //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke |
296 | 296 | ||
297 | // Xantor's new llRot2Euler | 297 | // Utility function for llRot2Euler |
298 | public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r) | 298 | |
299 | // normalize an angle between 0 - 2*PI (0 and 360 degrees) | ||
300 | private double NormalizeAngle(double angle) | ||
299 | { | 301 | { |
300 | m_host.AddScriptLPS(1); | 302 | angle = angle % (Math.PI * 2); |
301 | double x, y, z; | 303 | if (angle < 0) angle = angle + Math.PI * 2; |
302 | double sqw = r.s*r.s; | 304 | return angle; |
303 | double sqx = r.x*r.x; | ||
304 | double sqy = r.y*r.y; | ||
305 | double sqz = r.z*r.z; | ||
306 | double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor | ||
307 | double test = r.x*r.y + r.z*r.s; | ||
308 | if (test > 0.499 * unit) // singularity at north pole | ||
309 | { | ||
310 | x = 0; | ||
311 | y = 2 * Math.Atan2(r.x, r.s); | ||
312 | z = Math.PI/2; | ||
313 | return new LSL_Types.Vector3(x, y, z); | ||
314 | } | ||
315 | if (test < -0.499 * unit) // singularity at south pole | ||
316 | { | ||
317 | x = 0; | ||
318 | y = -2 * Math.Atan2(r.x,r.s); | ||
319 | z = -Math.PI/2; | ||
320 | return new LSL_Types.Vector3(x, y, z); | ||
321 | } | ||
322 | x = Math.Atan2(2 * r.x * r.s - 2 * r.y * r.z, -sqx + sqy - sqz + sqw); | ||
323 | y = Math.Atan2(2*r.y*r.s-2*r.x*r.z , sqx - sqy - sqz + sqw); | ||
324 | z = Math.Asin(2*test/unit); | ||
325 | return new LSL_Types.Vector3(x, y, z); | ||
326 | } | 305 | } |
327 | |||
328 | 306 | ||
329 | // Old implementation of llRot2Euler | 307 | |
330 | /* | 308 | // Old implementation of llRot2Euler, now normalized |
309 | |||
331 | public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r) | 310 | public LSL_Types.Vector3 llRot2Euler(LSL_Types.Quaternion r) |
332 | { | 311 | { |
333 | m_host.AddScriptLPS(1); | 312 | m_host.AddScriptLPS(1); |
@@ -338,88 +317,56 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
338 | double n = 2 * (r.y * r.s + r.x * r.z); | 317 | double n = 2 * (r.y * r.s + r.x * r.z); |
339 | double p = m * m - n * n; | 318 | double p = m * m - n * n; |
340 | if (p > 0) | 319 | if (p > 0) |
341 | 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)), | 320 | return new LSL_Types.Vector3(NormalizeAngle(Math.Atan2(2.0 * (r.x * r.s - r.y * r.z), (-t.x - t.y + t.z + t.s))), |
342 | Math.Atan2(n, Math.Sqrt(p)), | 321 | NormalizeAngle(Math.Atan2(n, Math.Sqrt(p))), |
343 | Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s))); | 322 | NormalizeAngle(Math.Atan2(2.0 * (r.z * r.s - r.x * r.y), (t.x - t.y - t.z + t.s)))); |
344 | else if (n > 0) | 323 | else if (n > 0) |
345 | 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)); | 324 | return new LSL_Types.Vector3(0.0, Math.PI / 2, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); |
346 | else | 325 | else |
347 | 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)); | 326 | return new LSL_Types.Vector3(0.0, -Math.PI / 2, NormalizeAngle(Math.Atan2((r.z * r.s + r.x * r.y), 0.5 - t.x - t.z))); |
348 | } | 327 | } |
349 | */ | 328 | |
350 | 329 | ||
351 | // Xantor's new llEuler2Rot() | 330 | // Xantor's newer llEuler2Rot() *try the second* inverted quaternions (-x,-y,-z,w) as LL seems to like |
331 | // New and improved, now actually works as described. Prim rotates as expected as does llRot2Euler. | ||
332 | |||
352 | /* From wiki: | 333 | /* From wiki: |
353 | The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes | 334 | The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes |
354 | in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation, | 335 | in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation, |
355 | a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting | 336 | a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting |
356 | vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis. | 337 | vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis. |
357 | */ | 338 | */ |
339 | |||
358 | public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v) | 340 | public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v) |
359 | { | 341 | { |
360 | m_host.AddScriptLPS(1); | 342 | m_host.AddScriptLPS(1); |
361 | 343 | ||
362 | double x,y,z,s; | 344 | double x,y,z,s,s_i; |
363 | |||
364 | double c1 = Math.Cos(v.y / 2); | ||
365 | double s1 = Math.Sin(v.y / 2); | ||
366 | double c2 = Math.Cos(v.z / 2); | ||
367 | double s2 = Math.Sin(v.z / 2); | ||
368 | double c3 = Math.Cos(v.x / 2); | ||
369 | double s3 = Math.Sin(v.x / 2); | ||
370 | |||
371 | double c1c2 = c1 * c2; | ||
372 | double s1s2 = s1 * s2; | ||
373 | |||
374 | s = c1c2 * c3 - s1s2 * s3; | ||
375 | x = c1c2 * s3 + s1s2 * c3; | ||
376 | y = s1 * c2 * c3 + c1 * s2 * s3; | ||
377 | z = c1 * s2 * c3 - s1 * c2 * s3; | ||
378 | 345 | ||
346 | double cosX = Math.Cos(v.x); | ||
347 | double cosY = Math.Cos(v.y); | ||
348 | double cosZ = Math.Cos(v.z); | ||
349 | double sinX = Math.Sin(v.x); | ||
350 | double sinY = Math.Sin(v.y); | ||
351 | double sinZ = Math.Sin(v.z); | ||
352 | |||
353 | s = Math.Sqrt( cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f; | ||
354 | if (Math.Abs(s) < 0.00001) // null rotation | ||
355 | { | ||
356 | x = 0.0f; | ||
357 | y = 1.0f; | ||
358 | z = 0.0f; | ||
359 | } | ||
360 | else | ||
361 | { | ||
362 | s_i = 1.0f / (4.0f * s); | ||
363 | x = - ( -sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i; | ||
364 | y = - ( -cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i; | ||
365 | z = - ( -cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i; | ||
366 | } | ||
379 | return new LSL_Types.Quaternion(x, y, z, s); | 367 | return new LSL_Types.Quaternion(x, y, z, s); |
380 | } | 368 | } |
381 | 369 | ||
382 | |||
383 | /* | ||
384 | // Old implementation | ||
385 | public LSL_Types.Quaternion llEuler2Rot(LSL_Types.Vector3 v) | ||
386 | { | ||
387 | m_host.AddScriptLPS(1); | ||
388 | //this comes from from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions but is incomplete as of 8/19/07 | ||
389 | float err = 0.00001f; | ||
390 | double ax = Math.Sin(v.x / 2); | ||
391 | double aw = Math.Cos(v.x / 2); | ||
392 | double by = Math.Sin(v.y / 2); | ||
393 | double bw = Math.Cos(v.y / 2); | ||
394 | double cz = Math.Sin(v.z / 2); | ||
395 | double cw = Math.Cos(v.z / 2); | ||
396 | LSL_Types.Quaternion a1 = new LSL_Types.Quaternion(0.0, 0.0, cz, cw); | ||
397 | LSL_Types.Quaternion a2 = new LSL_Types.Quaternion(0.0, by, 0.0, bw); | ||
398 | LSL_Types.Quaternion a3 = new LSL_Types.Quaternion(ax, 0.0, 0.0, aw); | ||
399 | LSL_Types.Quaternion a = (a1 * a2) * a3; | ||
400 | //This multiplication doesnt compile, yet. a = a1 * a2 * a3; | ||
401 | LSL_Types.Quaternion b = new LSL_Types.Quaternion(ax * bw * cw + aw * by * cz, | ||
402 | aw * by * cw - ax * bw * cz, aw * bw * cz + ax * by * cw, | ||
403 | aw * bw * cw - ax * by * cz); | ||
404 | LSL_Types.Quaternion c = new LSL_Types.Quaternion(); | ||
405 | //This addition doesnt compile yet c = a + b; | ||
406 | LSL_Types.Quaternion d = new LSL_Types.Quaternion(); | ||
407 | //This addition doesnt compile yet d = a - b; | ||
408 | if ((Math.Abs(c.x) > err && Math.Abs(d.x) > err) || | ||
409 | (Math.Abs(c.y) > err && Math.Abs(d.y) > err) || | ||
410 | (Math.Abs(c.z) > err && Math.Abs(d.z) > err) || | ||
411 | (Math.Abs(c.s) > err && Math.Abs(d.s) > err)) | ||
412 | { | ||
413 | return b; | ||
414 | //return a new Quaternion that is null until I figure this out | ||
415 | // return b; | ||
416 | // return a; | ||
417 | } | ||
418 | return a; | ||
419 | } | ||
420 | |||
421 | */ | ||
422 | |||
423 | 370 | ||
424 | public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) | 371 | public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) |
425 | { | 372 | { |