I inadvertently edited out llGroundSlope, llGroundNormal

and llGroundContour in the last checkin and this replaces
them again in LSL_BuiltIn_Commands.cs.
0.6.0-stable
Charles Krinke 2008-09-08 02:05:56 +00:00
parent d0920a2247
commit 13f7d5a4b2
1 changed files with 36 additions and 6 deletions

View File

@ -4655,22 +4655,52 @@ namespace OpenSim.Region.ScriptEngine.Common
public LSL_Types.Vector3 llGroundSlope(LSL_Types.Vector3 offset)
{
m_host.AddScriptLPS(1);
NotImplemented("llGroundSlope");
return new LSL_Types.Vector3();
Vector3 pos = m_host.AbsolutePosition + new Vector3((float)offset.x,
(float)offset.y,
(float)offset.z);
Vector3 p0 = new Vector3(pos.X, pos.Y,
(float)llGround(
new LSL_Types.Vector3(pos.X, pos.Y, pos.Z)
));
Vector3 p1 = new Vector3(pos.X + 1, pos.Y,
(float)llGround(
new LSL_Types.Vector3(pos.X + 1, pos.Y, pos.Z)
));
Vector3 p2 = new Vector3(pos.X, pos.Y + 1,
(float)llGround(
new LSL_Types.Vector3(pos.X, pos.Y + 1, pos.Z)
));
Vector3 v0 = new Vector3(
p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3 v1 = new Vector3(
p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
v0.Normalize();
v1.Normalize();
Vector3 tv = new Vector3();
tv.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
tv.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
tv.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
return new LSL_Types.Vector3(tv.X, tv.Y, tv.Z);
}
public LSL_Types.Vector3 llGroundNormal(LSL_Types.Vector3 offset)
{
m_host.AddScriptLPS(1);
NotImplemented("llGroundNormal");
return new LSL_Types.Vector3();
LSL_Types.Vector3 x = llGroundSlope(offset);
return new LSL_Types.Vector3(x.x, x.y, 1.0);
}
public LSL_Types.Vector3 llGroundContour(LSL_Types.Vector3 offset)
{
m_host.AddScriptLPS(1);
NotImplemented("llGroundContour");
return new LSL_Types.Vector3();
LSL_Types.Vector3 x = llGroundSlope(offset);
return new LSL_Types.Vector3(-x.y, x.x, 0.0);
}
public LSL_Types.LSLInteger llGetAttached()