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author | Melanie | 2012-01-06 21:41:36 +0000 |
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committer | Melanie | 2012-01-06 21:41:36 +0000 |
commit | 11c48ac80708051a7d5b32ced81712b5c1be77aa (patch) | |
tree | 3a1e0fdd41b7c8a47072b84037828a9f4db31f27 /OpenSim/Region/ScriptEngine/Shared | |
parent | Replaced llRot2Euler function. (diff) | |
parent | eliminate a few tabs from OpenSimDefaults.ini (diff) | |
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs | 81 |
2 files changed, 61 insertions, 34 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 3bc8750..466e540 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -5096,15 +5096,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
5096 | return (double)Math.Asin(val); | 5096 | return (double)Math.Asin(val); |
5097 | } | 5097 | } |
5098 | 5098 | ||
5099 | // Xantor 30/apr/2008 | 5099 | // jcochran 5/jan/2012 |
5100 | public LSL_Float llAngleBetween(LSL_Rotation a, LSL_Rotation b) | 5100 | public LSL_Float llAngleBetween(LSL_Rotation a, LSL_Rotation b) |
5101 | { | 5101 | { |
5102 | m_host.AddScriptLPS(1); | 5102 | m_host.AddScriptLPS(1); |
5103 | 5103 | ||
5104 | double angle = Math.Acos(a.x * b.x + a.y * b.y + a.z * b.z + a.s * b.s) * 2; | 5104 | double aa = (a.x * a.x + a.y * a.y + a.z * a.z + a.s * a.s); |
5105 | if (angle < 0) angle = -angle; | 5105 | double bb = (b.x * b.x + b.y * b.y + b.z * b.z + b.s * b.s); |
5106 | if (angle > Math.PI) return (Math.PI * 2 - angle); | 5106 | double aa_bb = aa * bb; |
5107 | return angle; | 5107 | if (aa_bb == 0) return 0.0; |
5108 | double ab = (a.x * b.x + a.y * b.y + a.z * b.z + a.s * b.s); | ||
5109 | double quotient = (ab * ab) / aa_bb; | ||
5110 | if (quotient >= 1.0) return 0.0; | ||
5111 | return Math.Acos(2 * quotient - 1); | ||
5108 | } | 5112 | } |
5109 | 5113 | ||
5110 | public LSL_String llGetInventoryKey(string name) | 5114 | public LSL_String llGetInventoryKey(string name) |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs index 7594691..3baa723 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Tests/LSL_ApiTest.cs | |||
@@ -75,32 +75,49 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests | |||
75 | [Test] | 75 | [Test] |
76 | public void TestllAngleBetween() | 76 | public void TestllAngleBetween() |
77 | { | 77 | { |
78 | CheckllAngleBetween(new Vector3(1, 0, 0), 0); | 78 | CheckllAngleBetween(new Vector3(1, 0, 0), 0, 1, 1); |
79 | CheckllAngleBetween(new Vector3(1, 0, 0), 90); | 79 | CheckllAngleBetween(new Vector3(1, 0, 0), 90, 1, 1); |
80 | CheckllAngleBetween(new Vector3(1, 0, 0), 180); | 80 | CheckllAngleBetween(new Vector3(1, 0, 0), 180, 1, 1); |
81 | 81 | ||
82 | CheckllAngleBetween(new Vector3(0, 1, 0), 0); | 82 | CheckllAngleBetween(new Vector3(0, 1, 0), 0, 1, 1); |
83 | CheckllAngleBetween(new Vector3(0, 1, 0), 90); | 83 | CheckllAngleBetween(new Vector3(0, 1, 0), 90, 1, 1); |
84 | CheckllAngleBetween(new Vector3(0, 1, 0), 180); | 84 | CheckllAngleBetween(new Vector3(0, 1, 0), 180, 1, 1); |
85 | 85 | ||
86 | CheckllAngleBetween(new Vector3(0, 0, 1), 0); | 86 | CheckllAngleBetween(new Vector3(0, 0, 1), 0, 1, 1); |
87 | CheckllAngleBetween(new Vector3(0, 0, 1), 90); | 87 | CheckllAngleBetween(new Vector3(0, 0, 1), 90, 1, 1); |
88 | CheckllAngleBetween(new Vector3(0, 0, 1), 180); | 88 | CheckllAngleBetween(new Vector3(0, 0, 1), 180, 1, 1); |
89 | 89 | ||
90 | CheckllAngleBetween(new Vector3(1, 1, 1), 0); | 90 | CheckllAngleBetween(new Vector3(1, 1, 1), 0, 1, 1); |
91 | CheckllAngleBetween(new Vector3(1, 1, 1), 90); | 91 | CheckllAngleBetween(new Vector3(1, 1, 1), 90, 1, 1); |
92 | CheckllAngleBetween(new Vector3(1, 1, 1), 180); | 92 | CheckllAngleBetween(new Vector3(1, 1, 1), 180, 1, 1); |
93 | |||
94 | CheckllAngleBetween(new Vector3(1, 0, 0), 0, 1.6f, 1.8f); | ||
95 | CheckllAngleBetween(new Vector3(1, 0, 0), 90, 0.3f, 3.9f); | ||
96 | CheckllAngleBetween(new Vector3(1, 0, 0), 180, 8.8f, 7.4f); | ||
97 | |||
98 | CheckllAngleBetween(new Vector3(0, 1, 0), 0, 9.8f, -9.4f); | ||
99 | CheckllAngleBetween(new Vector3(0, 1, 0), 90, 8.4f, -8.2f); | ||
100 | CheckllAngleBetween(new Vector3(0, 1, 0), 180, 0.4f, -5.8f); | ||
101 | |||
102 | CheckllAngleBetween(new Vector3(0, 0, 1), 0, -6.8f, 3.4f); | ||
103 | CheckllAngleBetween(new Vector3(0, 0, 1), 90, -3.6f, 5.6f); | ||
104 | CheckllAngleBetween(new Vector3(0, 0, 1), 180, -3.8f, 1.1f); | ||
105 | |||
106 | CheckllAngleBetween(new Vector3(1, 1, 1), 0, -7.7f, -2.0f); | ||
107 | CheckllAngleBetween(new Vector3(1, 1, 1), 90, -3.0f, -9.1f); | ||
108 | CheckllAngleBetween(new Vector3(1, 1, 1), 180, -7.9f, -8.0f); | ||
93 | } | 109 | } |
94 | 110 | ||
95 | private void CheckllAngleBetween(Vector3 axis,float originalAngle) | 111 | private void CheckllAngleBetween(Vector3 axis,float originalAngle, float denorm1, float denorm2) |
96 | { | 112 | { |
97 | Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0); | 113 | Quaternion rotation1 = Quaternion.CreateFromAxisAngle(axis, 0); |
98 | Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle)); | 114 | Quaternion rotation2 = Quaternion.CreateFromAxisAngle(axis, ToRadians(originalAngle)); |
115 | rotation1 *= denorm1; | ||
116 | rotation2 *= denorm2; | ||
99 | 117 | ||
100 | double deducedAngle = FromLslFloat(m_lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1))); | 118 | double deducedAngle = FromLslFloat(m_lslApi.llAngleBetween(ToLslQuaternion(rotation2), ToLslQuaternion(rotation1))); |
101 | 119 | ||
102 | Assert.Greater(deducedAngle, ToRadians(originalAngle) - ANGLE_ACCURACY_IN_RADIANS); | 120 | Assert.That(deducedAngle, Is.EqualTo(ToRadians(originalAngle)).Within(ANGLE_ACCURACY_IN_RADIANS), "TestllAngleBetween check fail"); |
103 | Assert.Less(deducedAngle, ToRadians(originalAngle) + ANGLE_ACCURACY_IN_RADIANS); | ||
104 | } | 121 | } |
105 | 122 | ||
106 | #region Conversions to and from LSL_Types | 123 | #region Conversions to and from LSL_Types |
@@ -201,20 +218,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Tests | |||
201 | CheckllRot2Euler(new LSL_Types.Quaternion(-0.092302, -0.701059, -0.092302, -0.701059)); | 218 | CheckllRot2Euler(new LSL_Types.Quaternion(-0.092302, -0.701059, -0.092302, -0.701059)); |
202 | } | 219 | } |
203 | 220 | ||
204 | // Testing Rot2Euler this way instead of comparing against expected angles because | 221 | /// <summary> |
205 | // 1. There are several ways to get to the original Quaternion. For example a rotation | 222 | /// Check an llRot2Euler conversion. |
206 | // of PI and -PI will give the same result. But PI and -PI aren't equal. | 223 | /// </summary> |
207 | // 2. This method checks to see if the calculated angles from a quaternion can be used | 224 | /// <remarks> |
208 | // to create a new quaternion to produce the same rotation. | 225 | /// Testing Rot2Euler this way instead of comparing against expected angles because |
209 | // However, can't compare the newly calculated quaternion against the original because | 226 | /// 1. There are several ways to get to the original Quaternion. For example a rotation |
210 | // once again, there are multiple quaternions that give the same result. For instance | 227 | /// of PI and -PI will give the same result. But PI and -PI aren't equal. |
211 | // <X, Y, Z, S> == <-X, -Y, -Z, -S>. Additionally, the magnitude of S can be changed | 228 | /// 2. This method checks to see if the calculated angles from a quaternion can be used |
212 | // and will still result in the same rotation if the values for X, Y, Z are also changed | 229 | /// to create a new quaternion to produce the same rotation. |
213 | // to compensate. | 230 | /// However, can't compare the newly calculated quaternion against the original because |
214 | // However, if two quaternions represent the same rotation, then multiplying the first | 231 | /// once again, there are multiple quaternions that give the same result. For instance |
215 | // quaternion by the conjugate of the second, will give a third quaternion representing | 232 | /// <X, Y, Z, S> == <-X, -Y, -Z, -S>. Additionally, the magnitude of S can be changed |
216 | // a zero rotation. This can be tested for by looking at the X, Y, Z values which should | 233 | /// and will still result in the same rotation if the values for X, Y, Z are also changed |
217 | // be zero. | 234 | /// to compensate. |
235 | /// However, if two quaternions represent the same rotation, then multiplying the first | ||
236 | /// quaternion by the conjugate of the second, will give a third quaternion representing | ||
237 | /// a zero rotation. This can be tested for by looking at the X, Y, Z values which should | ||
238 | /// be zero. | ||
239 | /// </remarks> | ||
240 | /// <param name="rot"></param> | ||
218 | private void CheckllRot2Euler(LSL_Types.Quaternion rot) | 241 | private void CheckllRot2Euler(LSL_Types.Quaternion rot) |
219 | { | 242 | { |
220 | // Call LSL function to convert quaternion rotaion to euler radians. | 243 | // Call LSL function to convert quaternion rotaion to euler radians. |