From e25818d832336a5c7a0486c20a809c20850666df Mon Sep 17 00:00:00 2001 From: Charles Krinke Date: Fri, 16 May 2008 00:56:55 +0000 Subject: Thank you very much, mjm for : Fixing LSL multiplication and division operators for quaternions --- OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | 23 +++++++++-------------- 1 file changed, 9 insertions(+), 14 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs index c3a36dd..e031c01 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs @@ -211,21 +211,16 @@ namespace OpenSim.Region.ScriptEngine.Common Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); - Quaternion result = (r * vq) * nq; + // adapted for operator * computing "b * a" + Quaternion result = nq * (vq * r); return new Vector3(result.x, result.y, result.z); } - // I *think* this is how it works.... - public static Vector3 operator /(Vector3 vec, Quaternion quat) + public static Vector3 operator /(Vector3 v, Quaternion r) { - quat.s = -quat.s; - Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0); - Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s); - - Quaternion result = (quat * vq) * nq; - - return new Vector3(result.x, result.y, result.z); + r.s = -r.s; + return v * r; } #endregion @@ -371,9 +366,8 @@ namespace OpenSim.Region.ScriptEngine.Common public static Quaternion operator /(Quaternion a, Quaternion b) { - Quaternion c = a * b; - c.s = c.s * -1; - return c; + b.s = -b.s; + return a * b; } public static Quaternion operator -(Quaternion a, Quaternion b) @@ -381,7 +375,8 @@ namespace OpenSim.Region.ScriptEngine.Common return new Quaternion(a.x - b.x, a.y - b.y, a.z - b.z, a.s - b.s); } - public static Quaternion operator *(Quaternion a, Quaternion b) + // using the equations below, we need to do "b * a" to be compatible with LSL + public static Quaternion operator *(Quaternion b, Quaternion a) { Quaternion c; c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; -- cgit v1.1