Improving emulation code for llAngleBetween. It is still NOT 100% accurate.
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1 changed files with 14 additions and 5 deletions
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@ -1203,11 +1203,20 @@ namespace LSLEditor
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public Float llAngleBetween(rotation a, rotation b)
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{
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double Angle = 2 * Math.Acos((a.x * b.x + a.y * b.y + a.z * b.z + a.s * b.s)
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/ Math.Sqrt((a.x * a.x + a.y * a.y + a.z * a.z + a.s * a.s) *
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(b.x * b.x + b.y * b.y + b.z * b.z + b.s * b.s)));
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Verbose("AngleBetween(" + a + "," + b + ")=" + Angle);
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return Angle;
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rotation r = b / a; // calculate the rotation between the two arguments as quaternion
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double s2 = r.s * r.s; // square of the s-element
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double v2 = r.x * r.x + r.y * r.y + r.z * r.z; // sum of the squares of the v-elements
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if (s2 < v2) // compare the s-component to the v-component
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{
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return 2.0 * Math.Acos(Math.Sqrt(s2 / (s2 + v2))); // use arccos if the v-component is dominant
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}
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else if (v2 != 0) // make sure the v-component is non-zero
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{
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return 2.0 * Math.Asin(Math.Sqrt(v2 / (s2 + v2))); // use arcsin if the s-component is dominant
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}
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return 0.0; // one or both arguments are scaled too small to be meaningful, or the values are the same, so return zero
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// implementation taken from LSL Portal. http://wiki.secondlife.com/w/index.php?title=LlAngleBetween
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}
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public void llApplyImpulse(vector force, integer local)
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