* Implements llGroundSlope, llGroundNormal and llGroundContour in LSL_Api.cs - these functions are orthogonal to each other and the core implementation is in GroundSlope.
* Please note that this implementation has not been mathematically verified to be correct-as-described, it is probable that this implementation may produce differing results to Linden Lab. Testing (and test data) would be appreciated.0.6.0-stable
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@ -4556,22 +4556,52 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Types.Vector3 llGroundSlope(LSL_Types.Vector3 offset)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llGroundSlope");
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return new LSL_Types.Vector3();
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Vector3 pos = m_host.AbsolutePosition + new Vector3((float)offset.x,
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(float)offset.y,
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(float)offset.z);
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Vector3 p0 = new Vector3(pos.X, pos.Y,
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(float)llGround(
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new LSL_Types.Vector3(pos.X, pos.Y, pos.Z)
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));
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Vector3 p1 = new Vector3(pos.X + 1, pos.Y,
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(float)llGround(
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new LSL_Types.Vector3(pos.X + 1, pos.Y, pos.Z)
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));
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Vector3 p2 = new Vector3(pos.X, pos.Y + 1,
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(float)llGround(
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new LSL_Types.Vector3(pos.X, pos.Y + 1, pos.Z)
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));
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Vector3 v0 = new Vector3(
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p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
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Vector3 v1 = new Vector3(
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p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z);
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v0.Normalize();
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v1.Normalize();
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Vector3 tv = new Vector3();
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tv.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
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tv.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
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tv.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
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return new LSL_Types.Vector3(tv.X, tv.Y, tv.Z);
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}
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public LSL_Types.Vector3 llGroundNormal(LSL_Types.Vector3 offset)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llGroundNormal");
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return new LSL_Types.Vector3();
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LSL_Types.Vector3 x = llGroundSlope(offset);
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return new LSL_Types.Vector3(x.x, x.y, 1.0);
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}
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public LSL_Types.Vector3 llGroundContour(LSL_Types.Vector3 offset)
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{
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m_host.AddScriptLPS(1);
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NotImplemented("llGroundContour");
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return new LSL_Types.Vector3();
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LSL_Types.Vector3 x = llGroundSlope(offset);
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return new LSL_Types.Vector3(-x.y, x.x, 0.0);
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}
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public LSL_Types.LSLInteger llGetAttached()
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