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authorTalun2013-06-10 09:32:14 +0100
committerdahlia2013-06-10 04:13:34 -0700
commit7de0912a979746c1e1301c080c49152ae7cd57b5 (patch)
treefd4e8573490b29fb1596d6b6a67beb77d550346e /OpenSim/Region/ScriptEngine
parentMore on mantis #6666 -- Groups V2 remote connector. (diff)
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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 'OpenSim/Region/ScriptEngine')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs1
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;