change llGroundNormal

This commit is contained in:
UbitUmarov
2023-02-08 03:18:26 +00:00
parent 59caf60fc5
commit 5800c46498

View File

@@ -7015,51 +7015,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public LSL_Vector llGroundNormal(LSL_Vector offset)
{
Vector3 pos = m_host.GetWorldPosition() + (Vector3)offset;
Vector3 pos = m_host.GetWorldPosition();
int posX = (int)(pos.X + (float)offset.x);
int posY = (int)(pos.Y + (float)offset.y);
// Clamp to valid position
if (pos.X < 0)
pos.X = 0;
else if (pos.X >= World.Heightmap.Width)
pos.X = World.Heightmap.Width - 1;
if (pos.Y < 0)
pos.Y = 0;
else if (pos.Y >= World.Heightmap.Height)
pos.Y = World.Heightmap.Height - 1;
if (posX < 0)
posX = 0;
else if (posX >= World.Heightmap.Width)
posX = World.Heightmap.Width - 1;
if (posY < 0)
posY = 0;
else if (posY >= World.Heightmap.Height)
posY = World.Heightmap.Height - 1;
//Find two points in addition to the position to define a plane
Vector3 p0 = new Vector3(pos.X, pos.Y,
(float)World.Heightmap[(int)pos.X, (int)pos.Y]);
Vector3 p1 = new Vector3();
Vector3 p2 = new Vector3();
if ((pos.X + 1.0f) >= World.Heightmap.Width)
p1 = new Vector3(pos.X + 1.0f, pos.Y,
(float)World.Heightmap[(int)pos.X, (int)pos.Y]);
float h0 = (float)World.Heightmap[(int)pos.X, (int)pos.Y];
float h1;
float h2;
int posxplus = posX + 1;
if (posxplus >= World.Heightmap.Width)
h1 = h0;
else
p1 = new Vector3(pos.X + 1.0f, pos.Y,
(float)World.Heightmap[(int)(pos.X + 1.0f), (int)pos.Y]);
if ((pos.Y + 1.0f) >= World.Heightmap.Height)
p2 = new Vector3(pos.X, pos.Y + 1.0f,
(float)World.Heightmap[(int)pos.X, (int)pos.Y]);
h1 = (float)World.Heightmap[posxplus, posY];
int posyplus = posY + 1;
if (posyplus >= World.Heightmap.Height)
h2 = h0;
else
p2 = new Vector3(pos.X, pos.Y + 1.0f,
(float)World.Heightmap[(int)pos.X, (int)(pos.Y + 1.0f)]);
h2 = (float)World.Heightmap[posX, posyplus];
//Find normalized vectors from p0 to p1 and p0 to p2
Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
v0.Normalize();
v1.Normalize();
//Find the cross product of the vectors (the slope normal).
Vector3 vsn = new Vector3
{
X = (v0.Y * v1.Z) - (v0.Z * v1.Y),
Y = (v0.Z * v1.X) - (v0.X * v1.Z),
Z = (v0.X * v1.Y) - (v0.Y * v1.X)
};
Vector3 vsn = new(h0 - h1, h0 - h2, 1.0f);
vsn.Normalize();
//I believe the crossproduct of two normalized vectors is a normalized vector so
//this normalization may be overkill
return new LSL_Vector(vsn);
}