From d83d66518682eb2fb29a86ceb706cbbe5cdeb82b Mon Sep 17 00:00:00 2001 From: Dahlia Trimble Date: Mon, 22 Dec 2008 03:08:39 +0000 Subject: Thanks to M. Igarashi and nlin for a patch that improves conformance of the funcion llAxes2Rot() --- .../Shared/Api/Implementation/LSL_Api.cs | 85 +++++++++++++--------- 1 file changed, 49 insertions(+), 36 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Shared/Api') diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index a005b01..1d7dcee 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -535,43 +535,56 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public LSL_Rotation llAxes2Rot(LSL_Vector fwd, LSL_Vector left, LSL_Vector up) { m_host.AddScriptLPS(1); - double x, y, z, s; - int f = 0; - // Important Note: q1= is equal to q2=<-x,-y,-z,-s> - // Computing quaternion x,y,z,s values - x = ((fwd.x - left.y - up.z + 1) / 4); - x *= x; - x = Math.Sqrt(Math.Sqrt(x)); - y = ((1 - up.z) / 2 - x * x); - y *= y; - y = Math.Sqrt(Math.Sqrt(y)); - z = ((1 - left.y) / 2 - x * x); - z *= z; - z = Math.Sqrt(Math.Sqrt(z)); - s = (1 - x * x - y * y - z * z); - s *= s; - s = Math.Sqrt(Math.Sqrt(s)); - - // Set f for signs detection - if (fwd.y + left.x >= 0) { f += 1; } - if (fwd.z + up.x >= 0) { f += 2; } - if (left.z - up.y >= 0) { f += 4; } - // Set correct quaternion signs based on f value - if (f == 0) { x = -x; } - if (f == 1) { x = -x; y = -y; } - if (f == 2) { x = -x; z = -z; } - if (f == 3) { s = -s; } - if (f == 4) { x = -x; s = -s; } - if (f == 5) { z = -z; } - if (f == 6) { y = -y; } - - LSL_Rotation result = new LSL_Rotation(x, y, z, s); - - // a hack to correct a few questionable angles :( - if (llVecDist(llRot2Fwd(result), fwd) > 0.001 || llVecDist(llRot2Left(result), left) > 0.001) - result.s = -s; + double s; + double tr = fwd.x + left.y + up.z + 1.0; - return result; + if (tr >= 1.0) + { + s = 0.5 / Math.Sqrt(tr); + return new LSL_Rotation( + (left.z - up.y) * s, + (up.x - fwd.z) * s, + (fwd.y - left.x) * s, + 0.25 / s); + } + else + { + double max = (left.y > up.z) ? left.y : up.z; + + if (max < fwd.x) + { + s = Math.Sqrt(fwd.x - (left.y + up.z) + 1.0); + double x = s * 0.5; + s = 0.5 / s; + return new LSL_Rotation( + x, + (fwd.y + left.x) * s, + (up.x + fwd.z) * s, + (left.z - up.y) * s); + } + else if (max == left.y) + { + s = Math.Sqrt(left.y - (up.z + fwd.x) + 1.0); + double y = s * 0.5; + s = 0.5 / s; + return new LSL_Rotation( + (fwd.y + left.x) * s, + y, + (left.z + up.y) * s, + (up.x - fwd.z) * s); + } + else + { + s = Math.Sqrt(up.z - (fwd.x + left.y) + 1.0); + double z = s * 0.5; + s = 0.5 / s; + return new LSL_Rotation( + (up.x + fwd.z) * s, + (left.z + up.y) * s, + z, + (fwd.y - left.x) * s); + } + } } public LSL_Vector llRot2Fwd(LSL_Rotation r) -- cgit v1.1