Add script instruction count back to llRot2Euler. Other minor formatting/doc changes.

This commit is contained in:
Justin Clark-Casey (justincc)
2012-01-06 21:12:22 +00:00
parent eb9bf71726
commit 8c445dac67
2 changed files with 32 additions and 16 deletions

View File

@@ -468,10 +468,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
//Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
/// <summary>
/// Convert an LSL rotation to a Euler vector.
/// </summary>
/// <remarks>
/// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
/// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
/// </remarks>
/// <param name="r"></param>
/// <returns></returns>
public LSL_Vector llRot2Euler(LSL_Rotation r)
{
m_host.AddScriptLPS(1);
LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r.
double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later.
if (m == 0.0) return new LSL_Vector();
@@ -482,6 +491,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
double z = Math.Atan2(v.y, v.x);
return new LSL_Vector(x, y, z);
}