mantis8548: let rotation division be -(olderResult) this is formally more correct (and it is the same rotation), keep not normalizing, as SL seems to do

This commit is contained in:
UbitUmarov
2019-08-01 00:01:27 +01:00
parent 0bcd58fd0f
commit 6359874d64

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@@ -533,8 +533,12 @@ namespace OpenSim.Region.ScriptEngine.Shared
public static Quaternion operator /(Quaternion a, Quaternion b)
{
// assuming normalized
b.s = -b.s;
// assume normalized
// if not, sl seems to not normalize either
b.x = -b.x;
b.y = -b.y;
b.z = -b.z;
return a * b;
}