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author | Dahlia Trimble | 2008-07-21 09:36:22 +0000 |
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committer | Dahlia Trimble | 2008-07-21 09:36:22 +0000 |
commit | ce90e2ecce1426cfcb991848d5214a53833e9f8e (patch) | |
tree | 00735d38e8ce085ea1a36f41405372421dcac98a /OpenSim/Region/ScriptEngine | |
parent | does some verification of the quaternion returned by llAxes2Rot and modifies ... (diff) | |
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some optimizations in quaternion normalization in llRot2Fwd, llRot2Left, and llRot2Up. llAxes2Rot now uses these functions for sign error correction instead of vector*quat products.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 87 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 84 |
2 files changed, 98 insertions, 73 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index bea805e..68e7425 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs | |||
@@ -456,72 +456,84 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
456 | LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s); | 456 | LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s); |
457 | 457 | ||
458 | // a hack to correct a few questionable angles :( | 458 | // a hack to correct a few questionable angles :( |
459 | LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0); | 459 | if (llVecDist(llRot2Fwd(result), fwd) > 0.001 || llVecDist(llRot2Left(result), left) > 0.001) |
460 | LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0); | ||
461 | if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001) | ||
462 | result.s = -s; | 460 | result.s = -s; |
463 | 461 | ||
464 | return result; | 462 | return result; |
465 | } | 463 | } |
466 | 464 | ||
467 | public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) | 465 | public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) |
468 | { | 466 | { |
469 | m_host.AddScriptLPS(1); | 467 | m_host.AddScriptLPS(1); |
470 | double x,y,z,m; | 468 | |
471 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 469 | double x, y, z, m; |
470 | |||
471 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
472 | // m is always greater than zero | 472 | // m is always greater than zero |
473 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 473 | // if m is not equal to 1 then Rotation needs to be normalized |
474 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
474 | { | 475 | { |
475 | r.x/=m; | 476 | m = 1.0 / Math.Sqrt(m); |
476 | r.y/=m; | 477 | r.x *= m; |
477 | r.z/=m; | 478 | r.y *= m; |
478 | r.s/=m; | 479 | r.z *= m; |
480 | r.s *= m; | ||
479 | } | 481 | } |
482 | |||
480 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 483 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
481 | x = r.x*r.x-r.y*r.y-r.z*r.z+r.s*r.s; | 484 | x = r.x * r.x - r.y * r.y - r.z * r.z + r.s * r.s; |
482 | y = 2*(r.x*r.y+r.z*r.s); | 485 | y = 2 * (r.x * r.y + r.z * r.s); |
483 | z = 2*(r.x*r.z-r.y*r.s); | 486 | z = 2 * (r.x * r.z - r.y * r.s); |
484 | return (new LSL_Types.Vector3(x,y,z)); | 487 | return (new LSL_Types.Vector3(x, y, z)); |
485 | } | 488 | } |
486 | 489 | ||
487 | public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r) | 490 | public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r) |
488 | { | 491 | { |
489 | m_host.AddScriptLPS(1); | 492 | m_host.AddScriptLPS(1); |
490 | double x,y,z,m; | 493 | |
491 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 494 | double x, y, z, m; |
495 | |||
496 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
492 | // m is always greater than zero | 497 | // m is always greater than zero |
493 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 498 | // if m is not equal to 1 then Rotation needs to be normalized |
499 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
494 | { | 500 | { |
495 | r.x/=m; | 501 | m = 1.0 / Math.Sqrt(m); |
496 | r.y/=m; | 502 | r.x *= m; |
497 | r.z/=m; | 503 | r.y *= m; |
498 | r.s/=m; | 504 | r.z *= m; |
505 | r.s *= m; | ||
499 | } | 506 | } |
507 | |||
500 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 508 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
501 | x = 2*(r.x*r.y-r.z*r.s); | 509 | x = 2 * (r.x * r.y - r.z * r.s); |
502 | y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s; | 510 | y = -r.x * r.x + r.y * r.y - r.z * r.z + r.s * r.s; |
503 | z = 2*(r.x*r.s+r.y*r.z); | 511 | z = 2 * (r.x * r.s + r.y * r.z); |
504 | return (new LSL_Types.Vector3(x,y,z)); | 512 | return (new LSL_Types.Vector3(x, y, z)); |
505 | } | 513 | } |
506 | 514 | ||
507 | public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r) | 515 | public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r) |
508 | { | 516 | { |
509 | m_host.AddScriptLPS(1); | 517 | m_host.AddScriptLPS(1); |
510 | double x,y,z,m; | 518 | double x, y, z, m; |
511 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 519 | |
520 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
512 | // m is always greater than zero | 521 | // m is always greater than zero |
513 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 522 | // if m is not equal to 1 then Rotation needs to be normalized |
523 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
514 | { | 524 | { |
515 | r.x/=m; | 525 | m = 1.0 / Math.Sqrt(m); |
516 | r.y/=m; | 526 | r.x *= m; |
517 | r.z/=m; | 527 | r.y *= m; |
518 | r.s/=m; | 528 | r.z *= m; |
529 | r.s *= m; | ||
519 | } | 530 | } |
531 | |||
520 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 532 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
521 | x = 2*(r.x*r.z+r.y*r.s); | 533 | x = 2 * (r.x * r.z + r.y * r.s); |
522 | y = 2*(-r.x*r.s+r.y*r.z); | 534 | y = 2*(-r.x * r.s + r.y * r.z); |
523 | z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*r.s; | 535 | z = -r.x * r.x - r.y * r.y + r.z * r.z + r.s * r.s; |
524 | return (new LSL_Types.Vector3(x,y,z)); | 536 | return (new LSL_Types.Vector3(x, y, z)); |
525 | } | 537 | } |
526 | 538 | ||
527 | public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b) | 539 | public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b) |
@@ -537,6 +549,7 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
537 | 549 | ||
538 | return new LSL_Types.Quaternion(axis.x * s, axis.y * s, axis.z * s, (float)Math.Cos(angle / 2)); | 550 | return new LSL_Types.Quaternion(axis.x * s, axis.y * s, axis.z * s, (float)Math.Cos(angle / 2)); |
539 | } | 551 | } |
552 | |||
540 | public void llWhisper(int channelID, string text) | 553 | public void llWhisper(int channelID, string text) |
541 | { | 554 | { |
542 | m_host.AddScriptLPS(1); | 555 | m_host.AddScriptLPS(1); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 9b860f5..f3e9b09 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -443,9 +443,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
443 | LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s); | 443 | LSL_Types.Quaternion result = new LSL_Types.Quaternion(x, y, z, s); |
444 | 444 | ||
445 | // a hack to correct a few questionable angles :( | 445 | // a hack to correct a few questionable angles :( |
446 | LSL_Types.Vector3 fwdTest = new LSL_Types.Vector3(1, 0, 0); | 446 | if (llVecDist(llRot2Fwd(result), fwd) > 0.001 || llVecDist(llRot2Left(result), left) > 0.001) |
447 | LSL_Types.Vector3 leftTest = new LSL_Types.Vector3(0, 1, 0); | ||
448 | if (llVecDist(fwdTest * result, fwd) > 0.001 || llVecDist(leftTest * result, left) > 0.001) | ||
449 | result.s = -s; | 447 | result.s = -s; |
450 | 448 | ||
451 | return result; | 449 | return result; |
@@ -454,61 +452,75 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
454 | public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) | 452 | public LSL_Types.Vector3 llRot2Fwd(LSL_Types.Quaternion r) |
455 | { | 453 | { |
456 | m_host.AddScriptLPS(1); | 454 | m_host.AddScriptLPS(1); |
457 | double x,y,z,m; | 455 | |
458 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 456 | double x, y, z, m; |
457 | |||
458 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
459 | // m is always greater than zero | 459 | // m is always greater than zero |
460 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 460 | // if m is not equal to 1 then Rotation needs to be normalized |
461 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
461 | { | 462 | { |
462 | r.x/=m; | 463 | m = 1.0 / Math.Sqrt(m); |
463 | r.y/=m; | 464 | r.x *= m; |
464 | r.z/=m; | 465 | r.y *= m; |
465 | r.s/=m; | 466 | r.z *= m; |
467 | r.s *= m; | ||
466 | } | 468 | } |
469 | |||
467 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 470 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
468 | x = r.x*r.x-r.y*r.y-r.z*r.z+r.s*r.s; | 471 | x = r.x * r.x - r.y * r.y - r.z * r.z + r.s * r.s; |
469 | y = 2*(r.x*r.y+r.z*r.s); | 472 | y = 2 * (r.x * r.y + r.z * r.s); |
470 | z = 2*(r.x*r.z-r.y*r.s); | 473 | z = 2 * (r.x * r.z - r.y * r.s); |
471 | return (new LSL_Types.Vector3(x,y,z)); | 474 | return (new LSL_Types.Vector3(x, y, z)); |
472 | } | 475 | } |
473 | 476 | ||
474 | public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r) | 477 | public LSL_Types.Vector3 llRot2Left(LSL_Types.Quaternion r) |
475 | { | 478 | { |
476 | m_host.AddScriptLPS(1); | 479 | m_host.AddScriptLPS(1); |
477 | double x,y,z,m; | 480 | |
478 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 481 | double x, y, z, m; |
482 | |||
483 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
479 | // m is always greater than zero | 484 | // m is always greater than zero |
480 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 485 | // if m is not equal to 1 then Rotation needs to be normalized |
486 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
481 | { | 487 | { |
482 | r.x/=m; | 488 | m = 1.0 / Math.Sqrt(m); |
483 | r.y/=m; | 489 | r.x *= m; |
484 | r.z/=m; | 490 | r.y *= m; |
485 | r.s/=m; | 491 | r.z *= m; |
492 | r.s *= m; | ||
486 | } | 493 | } |
494 | |||
487 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 495 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
488 | x = 2*(r.x*r.y-r.z*r.s); | 496 | x = 2 * (r.x * r.y - r.z * r.s); |
489 | y = -r.x*r.x+r.y*r.y-r.z*r.z+r.s*r.s; | 497 | y = -r.x * r.x + r.y * r.y - r.z * r.z + r.s * r.s; |
490 | z = 2*(r.x*r.s+r.y*r.z); | 498 | z = 2 * (r.x * r.s + r.y * r.z); |
491 | return (new LSL_Types.Vector3(x,y,z)); | 499 | return (new LSL_Types.Vector3(x, y, z)); |
492 | } | 500 | } |
493 | 501 | ||
494 | public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r) | 502 | public LSL_Types.Vector3 llRot2Up(LSL_Types.Quaternion r) |
495 | { | 503 | { |
496 | m_host.AddScriptLPS(1); | 504 | m_host.AddScriptLPS(1); |
497 | double x,y,z,m; | 505 | double x, y, z, m; |
498 | m = Math.Sqrt(r.x*r.x+r.y*r.y+r.z*r.z+r.s*r.s); | 506 | |
507 | m = r.x * r.x + r.y * r.y + r.z * r.z + r.s * r.s; | ||
499 | // m is always greater than zero | 508 | // m is always greater than zero |
500 | if (m!=1) // if m is not equal to 1 then Rotation needs to be normalized | 509 | // if m is not equal to 1 then Rotation needs to be normalized |
510 | if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision | ||
501 | { | 511 | { |
502 | r.x/=m; | 512 | m = 1.0 / Math.Sqrt(m); |
503 | r.y/=m; | 513 | r.x *= m; |
504 | r.z/=m; | 514 | r.y *= m; |
505 | r.s/=m; | 515 | r.z *= m; |
516 | r.s *= m; | ||
506 | } | 517 | } |
518 | |||
507 | // Fast Algebric Calculations instead of Vectors & Quaternions Product | 519 | // Fast Algebric Calculations instead of Vectors & Quaternions Product |
508 | x = 2*(r.x*r.z+r.y*r.s); | 520 | x = 2 * (r.x * r.z + r.y * r.s); |
509 | y = 2*(-r.x*r.s+r.y*r.z); | 521 | y = 2 * (-r.x * r.s + r.y * r.z); |
510 | z = -r.x*r.x-r.y*r.y+r.z*r.z+r.s*r.s; | 522 | z = -r.x * r.x - r.y * r.y + r.z * r.z + r.s * r.s; |
511 | return (new LSL_Types.Vector3(x,y,z)); | 523 | return (new LSL_Types.Vector3(x, y, z)); |
512 | } | 524 | } |
513 | 525 | ||
514 | public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b) | 526 | public LSL_Types.Quaternion llRotBetween(LSL_Types.Vector3 a, LSL_Types.Vector3 b) |