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Rotation Bug

HavaEleora Grace
Registered User
Join date: 17 Feb 2004
Posts: 14
07-12-2004 11:44
Please, please fix the bug where pieces rotate when you try to link them together. This is very frustrating. It seems as though the ctrl/L is the only way I can link things and sometimes the pieces will rotate very much when I click on them. A lot of times I've had to delete and start over. Please fix it bf I and many others go nuts. Thanks!
Liam Roark
just a haas
Join date: 16 Oct 2003
Posts: 37
07-16-2004 14:21
I am replying to all of the rotation bug threads in an effort to bump them all and renew Linden attention.

The link/unlink shifting and the imprecise rotation issue are both crippling building. Until it's fixed, a lot of the higher quality world content creation will slow and stop. Only the sloppy will remain. Please fix this problem. -_-
Arito Cotton
Still Addicted
Join date: 25 Aug 2003
Posts: 131
07-16-2004 23:59
Fix the bugs! Fix the bugs!
Neo Rebus
Registered User
Join date: 10 Apr 2004
Posts: 59
07-17-2004 12:50
The rotation symptom is this:

llEuler2Rot() returns an incorrect quaternion rotation when given an euler rotation that contains a rotation of 180 degrees around any axis and a rotation of 0 degrees around any other axis. In all such cases, llEuler2Rot returns a quaternion representing a rotation of 180 degrees around the Y axis.

This seems to be the same bug affecting the UI.

CODE

default
{
state_entry()
{
integer rx;
integer ry;
integer rz;
rotation r;
llSay(0, "----START TEST----");
for (rx = 0; rx < 360; rx += 60)
{
for (ry = 0; ry < 360; ry += 60)
{
for (rz = 0; rz < 360; rz += 60)
{
r = llEuler2Rot( <(float)rx,(float)ry,(float)rz> * DEG_TO_RAD );
llSay(0, "<" + (string)rx + "," + (string)ry + "," + (string)rz + "> -> " +
(string)r + " -> " + (string)(llRot2Euler(r) * RAD_TO_DEG));
}
}
}
llSay(0, "-----END TEST-----");
}
}


When this code is run, you'll get spammed with 216 debugging statements, but you'll see that each time there's a 180 degree rotation at the same time as a 0 degree rotation, the resulting rotation is <-180,0,-180> (which is the SL representation of <0,-180,0> - a rotation of 180 degrees around the Y axis).

Update: The limits of this bug are: 180 +/- 0.00114 degrees (0.00002 radians) vs an angle of 0 +/- 0.36158 degrees (0.0063 radians)

- Neo
Cray Levy
Member
Join date: 7 Jul 2004
Posts: 33
07-17-2004 14:39
Yeah, noticed that too when I was making an object that rotated around a point different from its center... every 180 degrees it would move to a completely different location ;)
Homey Khan
Registered User
Join date: 14 Feb 2004
Posts: 29
07-19-2004 12:53
this is soooooo annoying. so far the only work around is to use the manual rotate tools. hold ctrl down and pray you dont grab the "catch all " surface and mangle the rotation.
this is a complete waste of time and tools that were meant to make this an easier process.
Apotheus Silverman
I write code.
Join date: 17 Nov 2003
Posts: 416
07-21-2004 10:30
I noticed that this bug also seems to affect reference_frame in vehicles. I decided to take my x-1 out for a spin and as soon as I crossed a sim border, my avatar flipped upside down and outside of the aircraft.

At least it was interesting to imagine that happening in real life.
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Cashmere Falcone
Prim Manipulator
Join date: 21 Apr 2004
Posts: 185
07-21-2004 10:34
Annoying? ANNOYING?? Bloody right it's annoying, I have some apartments I have built, and linked together, I wanted to make opposing apartments across a courtyard, I shift copy the linked apartment, rotate it 180 degrees, and the darn thing rotates 180, THEN flips upside down! Now, if I rotate it 181 degrees, then it doesn't flip upside down.



/e breaks out the bug spray and applies liberally to the rotation bugs......
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Jebus Linden for President! :p
Marcos Fonzarelli
You are not Marcos
Join date: 26 Feb 2004
Posts: 748
07-21-2004 10:37
This has screwed up some of the prim based avatars I sell. :mad:
Orlando Mars
Registered User
Join date: 22 Apr 2004
Posts: 73
07-22-2004 22:48
BUMP Lindens - WHY IS THIS STILL NOT FIXED. ITS BEEN AROUND FOR LONG ENOUGH THAT YOU SHOULD HAVE GOT TO IT.

<grrrrr>
Sorry, I think the Lindens do a great job mostly, but these persistant bugs that are reasonably new and EASY to recreate are annoying.
Korg Stygian
Curmudgeon Extraordinaire
Join date: 3 Jun 2004
Posts: 1,105
07-23-2004 03:23
I have made bug reports before.. but THIS is definitely the MOST ANNOYING bug I have run across in SL.

Please pay attention to this soon.

My hair is already gray.. I don't need white!
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
07-23-2004 03:45
Correct me if I'm wrong, but wasn't this fixed in Thursday's patch to 1.4.7?
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
07-23-2004 07:52
Looks that way to me. I guess people are still ranting about it (it WAS a bad bug) without going in and checking. :)
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Orlando Mars
Registered User
Join date: 22 Apr 2004
Posts: 73
07-23-2004 12:50
well I'll have to go check with my architect - but she was still complaining about rotations at 11:00pm last night
Homey Khan
Registered User
Join date: 14 Feb 2004
Posts: 29
08-09-2004 02:13
this has yet to be fixed...

often i'll type in 180 deg for the y and suddenly my x and z are 180 mean while my y is still 0.

often i'll type in 90 for my y and i'll get 89.91 for my y and eveyrting else will get dinged off by .01

make the ugly bug go away!!!!
Neo Rebus
Registered User
Join date: 10 Apr 2004
Posts: 59
08-09-2004 07:32
For the first part, this is because a rotation of 180 degrees in Y is the *same* as a rotation of 180 degrees in X followed by a rotation of 180 degrees in Z. The choice of one representation over the other is a factor of the algorithm used to convert the internal rotation notation (quaternions) back to an X,Y,Z rotation.

The off by 0.01/0.09 bug is annoying, yes.

From: someone
Originally posted by Homey Khan
this has yet to be fixed...

often i'll type in 180 deg for the y and suddenly my x and z are 180 mean while my y is still 0.

often i'll type in 90 for my y and i'll get 89.91 for my y and eveyrting else will get dinged off by .01

make the ugly bug go away!!!!