Thanks again to Alondria for adding: math support for

rot * rot, vec / rot, == and != overriders for Rotations and Vectors.
Also: llRotBetween(), llGetRegionTimeDilation(). And fixing:
Error in LSL2CSConverter that botched a variable with a type name in it (ex: rotationCenter)
Fixed: Error in LSL2CSConverter that parsed which() loops incorrectly.
Fixed: Changed definition of Quaternion to <x, y, z, r> from <x, y, z, t> (As per LSL)
Finished: llEuler2Rot()
This commit is contained in:
Charles Krinke
2007-12-15 16:26:32 +00:00
parent 653a41fa03
commit fd360406b9
3 changed files with 181 additions and 63 deletions

View File

@@ -53,59 +53,53 @@ namespace OpenSim.Region.ScriptEngine.Common
y = Y;
z = Z;
}
public string ToString()
#region Overriders
public override string ToString()
{
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
}
public static Vector3 operator *(Vector3 v, float f)
public static bool operator ==(Vector3 lhs, Vector3 rhs)
{
v.x = v.x * f;
v.y = v.y * f;
v.z = v.z * f;
return v;
return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
}
public static Vector3 operator /(Vector3 v, float f)
public static bool operator !=(Vector3 lhs, Vector3 rhs)
{
v.x = v.x / f;
v.y = v.y / f;
v.z = v.z / f;
return v;
return !(lhs == rhs);
}
public static Vector3 operator /(float f, Vector3 v)
public override int GetHashCode()
{
v.x = v.x / f;
v.y = v.y / f;
v.z = v.z / f;
return v;
return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode());
}
public static Vector3 operator *(float f, Vector3 v)
public override bool Equals(object o)
{
v.x = v.x * f;
v.y = v.y * f;
v.z = v.z * f;
return v;
if (!(o is Vector3)) return false;
Vector3 vector = (Vector3)o;
return (x == vector.x && x == vector.x && z == vector.z);
}
public static Vector3 operator *(Vector3 v1, Vector3 v2)
#endregion
#region Vector & Vector Math
// Vector-Vector Math
public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
{
v1.x = v1.x * v2.x;
v1.y = v1.y * v2.y;
v1.z = v1.z * v2.z;
return v1;
}
public static Vector3 operator +(Vector3 v1, Vector3 v2)
return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
}
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
{
v1.x = v1.x + v2.x;
v1.y = v1.y + v2.y;
v1.z = v1.z + v2.z;
return v1;
return new Vector3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z);
}
public static Vector3 operator -(Vector3 v1, Vector3 v2)
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
{
v1.x = v1.x - v2.x;
v1.y = v1.y - v2.y;
v1.z = v1.z - v2.z;
return v1;
return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z);
}
public static Vector3 operator %(Vector3 v1, Vector3 v2)
{
//Cross product
@@ -115,6 +109,79 @@ namespace OpenSim.Region.ScriptEngine.Common
tv.z = (v1.x * v2.y) - (v1.y * v2.x);
return tv;
}
#endregion
#region Vector & Float Math
// Vector-Float and Float-Vector Math
public static Vector3 operator *(Vector3 vec, float val)
{
return new Vector3(vec.x * val, vec.y * val, vec.z * val);
}
public static Vector3 operator *(float val, Vector3 vec)
{
return new Vector3(vec.x * val, vec.y * val, vec.z * val);
}
public static Vector3 operator /(Vector3 v, float f)
{
v.x = v.x / f;
v.y = v.y / f;
v.z = v.z / f;
return v;
}
#endregion
#region Vector & Rotation Math
// Vector-Rotation Math
public static Vector3 operator *(Vector3 v, Quaternion r)
{
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;
return new Vector3(result.x, result.y, result.z);
}
// I *think* this is how it works....
public static Vector3 operator /(Vector3 vec, Quaternion quat)
{
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);
}
#endregion
#region Static Helper Functions
public static double Dot(Vector3 v1, Vector3 v2)
{
return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
}
public static Vector3 Cross(Vector3 v1, Vector3 v2)
{
return new Vector3
(
v1.y * v2.z - v1.z * v2.y,
v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x
);
}
public static float Mag(Vector3 v)
{
return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z);
}
public static Vector3 Norm(Vector3 vector)
{
float mag = Mag(vector);
return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag);
}
#endregion
}
[Serializable]
@@ -123,26 +190,66 @@ namespace OpenSim.Region.ScriptEngine.Common
public double x;
public double y;
public double z;
public double r;
public double s;
public Quaternion(Quaternion Quat)
{
x = (float) Quat.x;
y = (float) Quat.y;
z = (float) Quat.z;
r = (float) Quat.r;
s = (float) Quat.s;
}
public Quaternion(double X, double Y, double Z, double R)
public Quaternion(double X, double Y, double Z, double S)
{
x = X;
y = Y;
z = Z;
r = R;
s = S;
}
public string ToString()
#region Overriders
public override int GetHashCode()
{
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">";
return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ s.GetHashCode());
}
public override bool Equals(object o)
{
if (!(o is Quaternion)) return false;
Quaternion quaternion = (Quaternion)o;
return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s;
}
public override string ToString()
{
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + s.ToString() + ">";
}
public static bool operator ==(Quaternion lhs, Quaternion rhs)
{
// Return true if the fields match:
return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.s == rhs.s;
}
public static bool operator !=(Quaternion lhs, Quaternion rhs)
{
return !(lhs == rhs);
}
#endregion
public static Quaternion operator *(Quaternion a, Quaternion b)
{
Quaternion c;
c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y;
c.y = a.s * b.y + a.y * b.s + a.z * b.x - a.x * b.z;
c.z = a.s * b.z + a.z * b.s + a.x * b.y - a.y * b.x;
c.s = a.s * b.s - a.x * b.x - a.y * b.y - a.z * b.z;
return c;
}
}
}