diff options
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 140 |
1 files changed, 70 insertions, 70 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index dc34e1c..712bd7d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -703,76 +703,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
703 | 703 | ||
704 | public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b) | 704 | public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b) |
705 | { | 705 | { |
706 | //A and B should both be normalized | 706 | //A and B should both be normalized |
707 | m_host.AddScriptLPS(1); | 707 | m_host.AddScriptLPS(1); |
708 | LSL_Rotation rotBetween; | 708 | LSL_Rotation rotBetween; |
709 | // Check for zero vectors. If either is zero, return zero rotation. Otherwise, | 709 | // Check for zero vectors. If either is zero, return zero rotation. Otherwise, |
710 | // continue calculation. | 710 | // continue calculation. |
711 | if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) | 711 | if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) |
712 | { | 712 | { |
713 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); | 713 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); |
714 | } | 714 | } |
715 | else | 715 | else |
716 | { | 716 | { |
717 | a = LSL_Vector.Norm(a); | 717 | a = LSL_Vector.Norm(a); |
718 | b = LSL_Vector.Norm(b); | 718 | b = LSL_Vector.Norm(b); |
719 | double dotProduct = LSL_Vector.Dot(a, b); | 719 | double dotProduct = LSL_Vector.Dot(a, b); |
720 | // There are two degenerate cases possible. These are for vectors 180 or | 720 | // There are two degenerate cases possible. These are for vectors 180 or |
721 | // 0 degrees apart. These have to be detected and handled individually. | 721 | // 0 degrees apart. These have to be detected and handled individually. |
722 | // | 722 | // |
723 | // Check for vectors 180 degrees apart. | 723 | // Check for vectors 180 degrees apart. |
724 | // A dot product of -1 would mean the angle between vectors is 180 degrees. | 724 | // A dot product of -1 would mean the angle between vectors is 180 degrees. |
725 | if (dotProduct < -0.9999999f) | 725 | if (dotProduct < -0.9999999f) |
726 | { | 726 | { |
727 | // First assume X axis is orthogonal to the vectors. | 727 | // First assume X axis is orthogonal to the vectors. |
728 | LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); | 728 | LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); |
729 | orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); | 729 | orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); |
730 | // Check for near zero vector. A very small non-zero number here will create | 730 | // Check for near zero vector. A very small non-zero number here will create |
731 | // a rotation in an undesired direction. | 731 | // a rotation in an undesired direction. |
732 | if (LSL_Vector.Mag(orthoVector) > 0.0001) | 732 | if (LSL_Vector.Mag(orthoVector) > 0.0001) |
733 | { | 733 | { |
734 | rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); | 734 | rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); |
735 | } | 735 | } |
736 | // If the magnitude of the vector was near zero, then assume the X axis is not | 736 | // If the magnitude of the vector was near zero, then assume the X axis is not |
737 | // orthogonal and use the Z axis instead. | 737 | // orthogonal and use the Z axis instead. |
738 | else | 738 | else |
739 | { | 739 | { |
740 | // Set 180 z rotation. | 740 | // Set 180 z rotation. |
741 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f); | 741 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f); |
742 | } | 742 | } |
743 | } | 743 | } |
744 | // Check for parallel vectors. | 744 | // Check for parallel vectors. |
745 | // A dot product of 1 would mean the angle between vectors is 0 degrees. | 745 | // A dot product of 1 would mean the angle between vectors is 0 degrees. |
746 | else if (dotProduct > 0.9999999f) | 746 | else if (dotProduct > 0.9999999f) |
747 | { | 747 | { |
748 | // Set zero rotation. | 748 | // Set zero rotation. |
749 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); | 749 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); |
750 | } | 750 | } |
751 | else | 751 | else |
752 | { | 752 | { |
753 | // All special checks have been performed so get the axis of rotation. | 753 | // All special checks have been performed so get the axis of rotation. |
754 | LSL_Vector crossProduct = LSL_Vector.Cross(a, b); | 754 | LSL_Vector crossProduct = LSL_Vector.Cross(a, b); |
755 | // Quarternion s value is the length of the unit vector + dot product. | 755 | // Quarternion s value is the length of the unit vector + dot product. |
756 | double qs = 1.0 + dotProduct; | 756 | double qs = 1.0 + dotProduct; |
757 | rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs); | 757 | rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs); |
758 | // Normalize the rotation. | 758 | // Normalize the rotation. |
759 | double mag = LSL_Rotation.Mag(rotBetween); | 759 | double mag = LSL_Rotation.Mag(rotBetween); |
760 | // We shouldn't have to worry about a divide by zero here. The qs value will be | 760 | // We shouldn't have to worry about a divide by zero here. The qs value will be |
761 | // non-zero because we already know if we're here, then the dotProduct is not -1 so | 761 | // non-zero because we already know if we're here, then the dotProduct is not -1 so |
762 | // qs will not be zero. Also, we've already handled the input vectors being zero so the | 762 | // qs will not be zero. Also, we've already handled the input vectors being zero so the |
763 | // crossProduct vector should also not be zero. | 763 | // crossProduct vector should also not be zero. |
764 | rotBetween.x = rotBetween.x / mag; | 764 | rotBetween.x = rotBetween.x / mag; |
765 | rotBetween.y = rotBetween.y / mag; | 765 | rotBetween.y = rotBetween.y / mag; |
766 | rotBetween.z = rotBetween.z / mag; | 766 | rotBetween.z = rotBetween.z / mag; |
767 | rotBetween.s = rotBetween.s / mag; | 767 | rotBetween.s = rotBetween.s / mag; |
768 | // Check for undefined values and set zero rotation if any found. This code might not actually be required | 768 | // Check for undefined values and set zero rotation if any found. This code might not actually be required |
769 | // any longer since zero vectors are checked for at the top. | 769 | // any longer since zero vectors are checked for at the top. |
770 | if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s)) | 770 | if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s)) |
771 | { | 771 | { |
772 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); | 772 | rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); |
773 | } | 773 | } |
774 | } | 774 | } |
775 | } | 775 | } |
776 | return rotBetween; | 776 | return rotBetween; |
777 | } | 777 | } |
778 | 778 | ||