Difference between revisions of "User:Pedro Oval/Uniform random rotation"

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m (Changed link for the reference in the book, as the previous one ceased to work)
m (Remove unnecessary local variables)
Line 11: Line 11:
     float r1 = llSqrt(1.0 - x0);
     float r1 = llSqrt(1.0 - x0);
     float r2 = llSqrt(x0);
     float r2 = llSqrt(x0);
     float s1 = llSin(a1);
     return <r1*llSin(a1), r1*llCos(a1), r2*llSin(a2), r2*llCos(a2)>;
    float c1 = llCos(a1);
    float s2 = llSin(a2);
    float c2 = llCos(a2);
    return <s1*r1, c1*r1, s2*r2, c2*r2>;
}
}
</lsl>
</lsl>

Revision as of 03:33, 20 December 2011

Based on a "graphics gem" by Ken Shoemake [1]

<lsl> rotation UniformRandRot() {

   // Method from Graphic Gems 3, "Uniform Random Rotations"
   // by Ken Shoemake, p.130
   float x0 = llFrand(1.0);
   float a1 = llFrand(TWO_PI);
   float a2 = llFrand(TWO_PI);
   float r1 = llSqrt(1.0 - x0);
   float r2 = llSqrt(x0);
   return <r1*llSin(a1), r1*llCos(a1), r2*llSin(a2), r2*llCos(a2)>;

} </lsl>