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Mantis 5346: llAxisAngle2Rot() should normalize before computing
Corrected to agree with
http://wiki.secondlife.com/wiki/Llaxisangle2rot#Deep_Notes
to normalise the vector before computing the quaternion
Signed-off-by: dahlia <dahlia@nomail>
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index cd6092d..ec5aa49 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -4651,6 +4651,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4651 | 4651 | ||
4652 | s = Math.Cos(angle * 0.5); | 4652 | s = Math.Cos(angle * 0.5); |
4653 | t = Math.Sin(angle * 0.5); // temp value to avoid 2 more sin() calcs | 4653 | t = Math.Sin(angle * 0.5); // temp value to avoid 2 more sin() calcs |
4654 | axis = LSL_Vector.Norm(axis); | ||
4654 | x = axis.x * t; | 4655 | x = axis.x * t; |
4655 | y = axis.y * t; | 4656 | y = axis.y * t; |
4656 | z = axis.z * t; | 4657 | z = axis.z * t; |