コード例 #1
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        // Xantor 29/apr/2008
        // converts a Quaternion to X,Y,Z axis rotations
        public LSL_Vector llRot2Axis(LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_Vector();

            double x, y, z;

            if (rot.s > 1) // normalization needed
            {
                double length = Math.Sqrt(rot.x*rot.x + rot.y*rot.y +
                                          rot.z*rot.z + rot.s*rot.s);
                if (length == 0)
                    return new LSL_Vector(0, 0, 0);
                length = 1/length;
                rot.x *= length;
                rot.y *= length;
                rot.z *= length;
                rot.s *= length;
            }

            // double angle = 2 * Math.Acos(rot.s);
            double s = Math.Sqrt(1 - rot.s*rot.s);
            if (s < 0.001)
            {
                x = 1;
                y = z = 0;
            }
            else
            {
                s = 1/s;
                x = rot.x*s; // normalise axis
                y = rot.y*s;
                z = rot.z*s;
            }

            return new LSL_Vector(x, y, z);
        }
コード例 #2
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 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
 // Old implementation of llRot2Euler. Normalization not required as Atan2 function will
 // only return values >= -PI (-180 degrees) and <= PI (180 degrees).
 public LSL_Vector llRot2Euler(LSL_Rotation r)
 {
     //This implementation is from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryRotationFunctions. ckrinke
     LSL_Rotation t = new LSL_Rotation(r.x*r.x, r.y*r.y, r.z*r.z, r.s*r.s);
     double m = (t.x + t.y + t.z + t.s);
     if (m == 0) return new LSL_Vector();
     double n = 2*(r.y*r.s + r.x*r.z);
     double p = m*m - n*n;
     if (p > 0)
         return new LSL_Vector(Math.Atan2(2.0*(r.x*r.s - r.y*r.z), (-t.x - t.y + t.z + t.s)),
                               Math.Atan2(n, Math.Sqrt(p)),
                               Math.Atan2(2.0*(r.z*r.s - r.x*r.y), (t.x - t.y - t.z + t.s)));
     if (n > 0)
         return new LSL_Vector(0.0, Math.PI*0.5, Math.Atan2((r.z*r.s + r.x*r.y), 0.5 - t.x - t.z));
     return new LSL_Vector(0.0, -Math.PI*0.5, Math.Atan2((r.z*r.s + r.x*r.y), 0.5 - t.x - t.z));
 }
コード例 #3
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 public DateTime osRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param,
                             LSL_Integer isRezAtRoot, LSL_Integer doRecoil, LSL_Integer SetDieAtEdge,
                             LSL_Integer CheckPos)
 {
     InitLSL();
     return m_LSL_Api.llRezPrim(inventory, pos, vel, rot, param, isRezAtRoot == 1, doRecoil == 1,
                                SetDieAtEdge == 1, CheckPos == 1);
 }
コード例 #4
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        // Returns the angle of a quaternion (see llRot2Axis for the axis)
        public LSL_Float llRot2Angle(LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_Float();

            if (rot.s > 1) // normalization needed
            {
                double length = Math.Sqrt(rot.x*rot.x + rot.y*rot.y +
                                          rot.z*rot.z + rot.s*rot.s);

                if (length == 0)
                    return 0;
                //                rot.x /= length;
                //                rot.y /= length;
                //                rot.z /= length;
                rot.s /= length;
            }

            double angle = 2*Math.Acos(rot.s);

            return angle;
        }
コード例 #5
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        public DateTime llSetLocalRot(LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return DateTime.Now;

            SetRot(m_host, Rot2Quaternion(rot));
            return PScriptSleep(200);
        }
コード例 #6
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        public void llSetVehicleRotationParam(int param, LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            if (m_host.ParentEntity != null)
            {
                if (!m_host.ParentEntity.IsDeleted)
                {
                    m_host.ParentEntity.RootChild.SetVehicleRotationParam(param,
                                                                          Rot2Quaternion(rot));
                }
            }
        }
コード例 #7
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 // convert a LSL_Rotation to a Quaternion
 protected Quaternion Rot2Quaternion(LSL_Rotation r)
 {
     Quaternion q = new Quaternion((float) r.x, (float) r.y, (float) r.z, (float) r.s);
     q.Normalize();
     return q;
 }
コード例 #8
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        public void llRotLookAt(LSL_Rotation target, double strength, double damping)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            Quaternion rot = new Quaternion((float) target.x, (float) target.y, (float) target.z, (float) target.s);
            m_host.RotLookAt(rot, (float) strength, (float) damping);
        }
コード例 #9
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        public void botSetRot(LSL_Key npc, LSL_Rotation rotation)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "botStandUp", m_host, "bot", m_itemID)) return;
            IScenePresence sp = World.GetScenePresence(UUID.Parse(npc));
            if (sp == null)
                return;
            UUID npcId;
            if (!UUID.TryParse(npc.m_string, out npcId))
                return;

            if (sp != null)
                sp.Rotation = rotation.ToQuaternion();
        }
コード例 #10
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        public LSL_Float llAngleBetween(LSL_Rotation a, LSL_Rotation b)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_Float();

            double aa = (a.x*a.x + a.y*a.y + a.z*a.z + a.s*a.s);
            double bb = (b.x*b.x + b.y*b.y + b.z*b.z + b.s*b.s);
            double aa_bb = aa*bb;
            if (aa_bb == 0) return 0.0;
            double ab = (a.x*b.x + a.y*b.y + a.z*b.z + a.s*b.s);
            double quotient = (ab*ab)/aa_bb;
            if (quotient >= 1.0) return 0.0;
            return Math.Acos(2*quotient - 1);
        }
コード例 #11
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        public void osForceDropAttachmentAt(LSL_Vector pos, LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.High, "osForceDropAttachmentAt", m_host, "OSSL", m_itemID)) return;

            DropAttachmentAt(false, pos, rot);
        }
コード例 #12
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        public void osDropAttachmentAt(LSL_Vector pos, LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.Moderate, "osDropAttachmentAt", m_host, "OSSL", m_itemID)) return;

            DropAttachmentAt(true, pos, rot);
        }
コード例 #13
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        protected void DropAttachmentAt(bool checkPerms, LSL_Vector pos, LSL_Rotation rot)
        {
            if (checkPerms && ShoutErrorOnLackingOwnerPerms(ScriptBaseClass.PERMISSION_ATTACH, "Cannot drop attachment"))
            {
                return;
            }

            IAttachmentsModule attachmentsModule = World.RequestModuleInterface<IAttachmentsModule>();
            IScenePresence sp = attachmentsModule == null ? null : World.GetScenePresence(m_host.OwnerID);

            if (attachmentsModule != null && sp != null)
            {
                attachmentsModule.DetachSingleAttachmentToGround(m_host.ParentEntity.UUID, sp.ControllingClient, pos.ToVector3(), rot.ToQuaternion());
            }
        }
コード例 #14
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        public LSL_Vector llRot2Up(LSL_Rotation r)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_Vector();

            double m = r.x*r.x + r.y*r.y + r.z*r.z + r.s*r.s;
            // m is always greater than zero
            // if m is not equal to 1 then Rotation needs to be normalized
            if (Math.Abs(1.0 - m) > 0.000001) // allow a little slop here for calculation precision
            {
                m = 1.0/Math.Sqrt(m);
                r.x *= m;
                r.y *= m;
                r.z *= m;
                r.s *= m;
            }

            // Fast Algebric Calculations instead of Vectors & Quaternions Product
            double x = 2*(r.x*r.z + r.y*r.s);
            double y = 2*(-r.x*r.s + r.y*r.z);
            double z = -r.x*r.x - r.y*r.y + r.z*r.z + r.s*r.s;
            return (new LSL_Vector(x, y, z));
        }
コード例 #15
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 private void SetLinkRot(ISceneChildEntity obj, LSL_Rotation rot)
 {
     if (obj.ParentID == 0)
     {
         // special case: If we are root, rotate complete SOG to new rotation
         SetRot(obj, Rot2Quaternion(rot));
     }
     else
     {
         // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
         ISceneEntity group = obj.ParentEntity;
         if (group != null) // a bit paranoid, maybe
         {
             ISceneChildEntity rootPart = group.RootChild;
             if (rootPart != null) // again, better safe than sorry
             {
                 SetRot(obj, rootPart.GetRotationOffset()*Rot2Quaternion(rot));
             }
         }
     }
 }
コード例 #16
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        public LSL_Rotation llRotBetween(LSL_Vector a, LSL_Vector b)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return new LSL_Rotation();
            //A and B should both be normalized

            LSL_Rotation rotBetween;
            // Check for zero vectors. If either is zero, return zero rotation. Otherwise,
            // continue calculation.
            if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f))
            {
                rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
            }
            else
            {
                a = LSL_Vector.Norm(a);
                b = LSL_Vector.Norm(b);
                double dotProduct = LSL_Vector.Dot(a, b);
                // There are two degenerate cases possible. These are for vectors 180 or
                // 0 degrees apart. These have to be detected and handled individually.
                //
                // Check for vectors 180 degrees apart.
                // A dot product of -1 would mean the angle between vectors is 180 degrees.
                if (dotProduct < -0.9999999f)
                {
                    // First assume X axis is orthogonal to the vectors.
                    LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f);
                    orthoVector = orthoVector - a*(a.x/LSL_Vector.Dot(a, a));
                    // Check for near zero vector. A very small non-zero number here will create
                    // a rotation in an undesired direction.
                    rotBetween = LSL_Vector.Mag(orthoVector) > 0.0001
                                     ? new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f)
                                     : new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
                }
                    // Check for parallel vectors.
                    // A dot product of 1 would mean the angle between vectors is 0 degrees.
                else if (dotProduct > 0.9999999f)
                {
                    // Set zero rotation.
                    rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
                }
                else
                {
                    // All special checks have been performed so get the axis of rotation.
                    LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
                    // Quarternion s value is the length of the unit vector + dot product.
                    double qs = 1.0 + dotProduct;
                    rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
                    // Normalize the rotation.
                    double mag = LSL_Rotation.Mag(rotBetween);
                    // We shouldn't have to worry about a divide by zero here. The qs value will be
                    // non-zero because we already know if we're here, then the dotProduct is not -1 so
                    // qs will not be zero. Also, we've already handled the input vectors being zero so the
                    // crossProduct vector should also not be zero.
                    rotBetween.x = rotBetween.x/mag;
                    rotBetween.y = rotBetween.y/mag;
                    rotBetween.z = rotBetween.z/mag;
                    rotBetween.s = rotBetween.s/mag;
                    // Check for undefined values and set zero rotation if any found. This code might not actually be required
                    // any longer since zero vectors are checked for at the top.
                    if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) ||
                        Double.IsNaN(rotBetween.s))
                    {
                        rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
                    }
                }
            }
            return rotBetween;
        }
コード例 #17
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        public void llLinkRotLookAt(LSL_Integer link, LSL_Rotation target, double strength, double damping)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            Quaternion rot = new Quaternion((float) target.x, (float) target.y, (float) target.z, (float) target.s);
            List<ISceneChildEntity> parts = GetLinkParts(link);

            foreach (ISceneChildEntity part in parts)
                part.RotLookAt(rot, (float) strength, (float) damping);
        }
コード例 #18
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        public LSL_Integer llRotTarget(LSL_Rotation rot, double error)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return 0;

            return
                m_host.registerRotTargetWaypoint(
                    new Quaternion((float) rot.x, (float) rot.y, (float) rot.z, (float) rot.s), (float) error);
        }
コード例 #19
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        public void llLinkSitTarget(LSL_Integer link, LSL_Vector offset, LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            // LSL quaternions can normalize to 0, normal Quaternions can't.
            if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
                rot.z = 1; // ZERO_ROTATION = 0,0,0,1

            List<ISceneChildEntity> entities = GetLinkParts(link);
            if (entities.Count == 0)
                return;

            entities[0].SitTargetPosition = new Vector3((float) offset.x, (float) offset.y, (float) offset.z);
            entities[0].SitTargetOrientation = Rot2Quaternion(rot);
        }
コード例 #20
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        public DateTime llSetRot(LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID))
                return DateTime.Now;

            // try to let this work as in SL...
            SetLinkRot(m_host, rot);
            return PScriptSleep(200);
        }
コード例 #21
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 public DateTime llRezObject(string inventory, LSL_Vector pos, LSL_Vector vel, LSL_Rotation rot, int param)
 {
     return llRezPrim(inventory, pos, vel, rot, param, false, true, true, true);
 }
コード例 #22
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        public void llSitTarget(LSL_Vector offset, LSL_Rotation rot)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return;

            // LSL quaternions can normalize to 0, normal Quaternions can't.
            if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
                rot.z = 1; // ZERO_ROTATION = 0,0,0,1

            m_host.SitTargetPosition = new Vector3((float) offset.x, (float) offset.y, (float) offset.z);
            m_host.SitTargetOrientation = Rot2Quaternion(rot);
        }
コード例 #23
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 public LSL_Rotation aaGetTextColor()
 {
     if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "aaGetTextColor", m_host, "AA", m_itemID))
         return new LSL_Rotation();
     LSL_Rotation v = new LSL_Rotation(m_host.Color.R, m_host.Color.G, m_host.Color.B, m_host.Color.A);
     return v;
 }