Example #1
0
        // Returns the angle of a quaternion (see llRot2Axis for the axis)
        public LSL_Float llRot2Angle(LSL_Rotation rot)
        {
            m_host.AddScriptLPS(1);

            if (Math.Abs(rot.s) > 1) // normalization needed
                rot.Normalize();

            double angle = 2 * Math.Acos(rot.s);
            if (angle > Math.PI) 
                angle = 2 * Math.PI - angle;

            return angle;
        }
Example #2
0
        /// <summary>
        /// Returns the axis of rotation for a quaternion
        /// </summary>
        /// <returns></returns>
        /// <param name='rot'></param>
        public LSL_Vector llRot2Axis(LSL_Rotation rot)
        {
            m_host.AddScriptLPS(1);

            if (Math.Abs(rot.s) > 1) // normalization needed
                rot.Normalize();

            double s = Math.Sqrt(1 - rot.s * rot.s);
            if (s < 0.001)
            {
                return new LSL_Vector(1, 0, 0);
            }
            else
            {
                double invS = 1.0 / s;
                if (rot.s < 0) invS = -invS;
                return new LSL_Vector(rot.x * invS, rot.y * invS, rot.z * invS);
            }
        }