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);
        }