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authorDahlia Trimble2009-06-03 05:31:53 +0000
committerDahlia Trimble2009-06-03 05:31:53 +0000
commitb64c484d269d2dfef7aaed21b044eec14d1dd74e (patch)
tree3559f810c281bbdabdc721e309125efa699cac88 /OpenSim
parentrevert r9765 due to too many errors on some compilers. Affects Mantis #3759 (diff)
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Thanks aduffy70 for Mantis #3762: A patch to fix llGround, llGroundNormal, and llGroundSlope
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs122
1 files changed, 80 insertions, 42 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index d6cd9d3..a10ca3d 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -1016,21 +1016,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1016 public LSL_Float llGround(LSL_Vector offset) 1016 public LSL_Float llGround(LSL_Vector offset)
1017 { 1017 {
1018 m_host.AddScriptLPS(1); 1018 m_host.AddScriptLPS(1);
1019 Vector3 pos = m_host.GetWorldPosition(); 1019 Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x,
1020 int x = (int)(pos.X + offset.x); 1020 (float)offset.y,
1021 int y = (int)(pos.Y + offset.y); 1021 (float)offset.z);
1022
1023 //Get the slope normal. This gives us the equation of the plane tangent to the slope.
1024 LSL_Vector vsn = llGroundNormal(offset);
1022 1025
1023 // Clamp to valid position 1026 // Clamp to valid position
1024 if (x < 0) 1027 if (pos.X < 0)
1025 x = 0; 1028 pos.X = 0;
1026 else if (x >= World.Heightmap.Width) 1029 else if (pos.X >= World.Heightmap.Width)
1027 x = World.Heightmap.Width - 1; 1030 pos.X = World.Heightmap.Width - 1;
1028 if (y < 0) 1031 if (pos.Y < 0)
1029 y = 0; 1032 pos.Y = 0;
1030 else if (y >= World.Heightmap.Height) 1033 else if (pos.Y >= World.Heightmap.Height)
1031 y = World.Heightmap.Height - 1; 1034 pos.Y = World.Heightmap.Height - 1;
1032 1035
1033 return World.Heightmap[x, y]; 1036 //Get the height for the integer coordinates from the Heightmap
1037 float baseheight = (float)World.Heightmap[(int)pos.X, (int)pos.Y];
1038
1039 //Calculate the difference between the actual coordinates and the integer coordinates
1040 float xdiff = pos.X - (float)((int)pos.X);
1041 float ydiff = pos.Y - (float)((int)pos.Y);
1042
1043 //Use the equation of the tangent plane to adjust the height to account for slope
1044
1045 return (((vsn.x * xdiff) + (vsn.y * ydiff)) / (-1 * vsn.z)) + baseheight;
1034 } 1046 }
1035 1047
1036 public LSL_Float llCloud(LSL_Vector offset) 1048 public LSL_Float llCloud(LSL_Vector offset)
@@ -5562,45 +5574,71 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5562 public LSL_Vector llGroundSlope(LSL_Vector offset) 5574 public LSL_Vector llGroundSlope(LSL_Vector offset)
5563 { 5575 {
5564 m_host.AddScriptLPS(1); 5576 m_host.AddScriptLPS(1);
5577 //Get the slope normal. This gives us the equation of the plane tangent to the slope.
5578 LSL_Vector vsn = llGroundNormal(offset);
5565 5579
5566 Vector3 pos = m_host.AbsolutePosition + new Vector3((float)offset.x, 5580 //Plug the x,y coordinates of the slope normal into the equation of the plane to get
5581 //the height of that point on the plane. The resulting vector gives the slope.
5582 Vector3 vsl = new Vector3();
5583 vsl.X = (float)vsn.x;
5584 vsl.Y = (float)vsn.y;
5585 vsl.Z = (float)(((vsn.x * vsn.x) + (vsn.y * vsn.y)) / (-1 * vsn.z));
5586 vsl.Normalize();
5587 //Normalization might be overkill here
5588
5589 return new LSL_Vector(vsl.X, vsl.Y, vsl.Z);
5590 }
5591
5592 public LSL_Vector llGroundNormal(LSL_Vector offset)
5593 {
5594 m_host.AddScriptLPS(1);
5595 Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x,
5567 (float)offset.y, 5596 (float)offset.y,
5568 (float)offset.z); 5597 (float)offset.z);
5569 5598 // Clamp to valid position
5599 if (pos.X < 0)
5600 pos.X = 0;
5601 else if (pos.X >= World.Heightmap.Width)
5602 pos.X = World.Heightmap.Width - 1;
5603 if (pos.Y < 0)
5604 pos.Y = 0;
5605 else if (pos.Y >= World.Heightmap.Height)
5606 pos.Y = World.Heightmap.Height - 1;
5607
5608 //Find two points in addition to the position to define a plane
5570 Vector3 p0 = new Vector3(pos.X, pos.Y, 5609 Vector3 p0 = new Vector3(pos.X, pos.Y,
5571 (float)llGround( 5610 (float)World.Heightmap[(int)pos.X, (int)pos.Y]);
5572 new LSL_Vector(offset.x, offset.y, offset.z) 5611 Vector3 p1 = new Vector3();
5573 )); 5612 Vector3 p2 = new Vector3();
5574 Vector3 p1 = new Vector3(pos.X + 1, pos.Y, 5613 if ((pos.X + 1.0f) >= World.Heightmap.Width)
5575 (float)llGround( 5614 p1 = new Vector3(pos.X + 1.0f, pos.Y,
5576 new LSL_Vector(offset.x + 1, offset.y, offset.z) 5615 (float)World.Heightmap[(int)pos.X, (int)pos.Y]);
5577 )); 5616 else
5578 Vector3 p2 = new Vector3(pos.X, pos.Y + 1, 5617 p1 = new Vector3(pos.X + 1.0f, pos.Y,
5579 (float)llGround( 5618 (float)World.Heightmap[(int)(pos.X + 1.0f), (int)pos.Y]);
5580 new LSL_Vector(offset.x, offset.y + 1, offset.z) 5619 if ((pos.Y + 1.0f) >= World.Heightmap.Height)
5581 )); 5620 p2 = new Vector3(pos.X, pos.Y + 1.0f,
5621 (float)World.Heightmap[(int)pos.X, (int)pos.Y]);
5622 else
5623 p2 = new Vector3(pos.X, pos.Y + 1.0f,
5624 (float)World.Heightmap[(int)pos.X, (int)(pos.Y + 1.0f)]);
5582 5625
5626 //Find normalized vectors from p0 to p1 and p0 to p2
5583 Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z); 5627 Vector3 v0 = new Vector3(p1.X - p0.X, p1.Y - p0.Y, p1.Z - p0.Z);
5584 Vector3 v1 = new Vector3(p2.X - p1.X, p2.Y - p1.Y, p2.Z - p1.Z); 5628 Vector3 v1 = new Vector3(p2.X - p0.X, p2.Y - p0.Y, p2.Z - p0.Z);
5585
5586 v0.Normalize(); 5629 v0.Normalize();
5587 v1.Normalize(); 5630 v1.Normalize();
5588 5631
5589 Vector3 tv = new Vector3(); 5632 //Find the cross product of the vectors (the slope normal).
5590 tv.X = (v0.Y * v1.Z) - (v0.Z * v1.Y); 5633 Vector3 vsn = new Vector3();
5591 tv.Y = (v0.Z * v1.X) - (v0.X * v1.Z); 5634 vsn.X = (v0.Y * v1.Z) - (v0.Z * v1.Y);
5592 tv.Z = (v0.X * v1.Y) - (v0.Y * v1.X); 5635 vsn.Y = (v0.Z * v1.X) - (v0.X * v1.Z);
5593 if ((tv.X == 0) && (tv.Y == 0)) 5636 vsn.Z = (v0.X * v1.Y) - (v0.Y * v1.X);
5594 tv.Z = 0; 5637 vsn.Normalize();
5638 //I believe the crossproduct of two normalized vectors is a normalized vector so
5639 //this normalization may be overkill
5595 5640
5596 return new LSL_Vector(tv.X, tv.Y, tv.Z); 5641 return new LSL_Vector(vsn.X, vsn.Y, vsn.Z);
5597 }
5598
5599 public LSL_Vector llGroundNormal(LSL_Vector offset)
5600 {
5601 m_host.AddScriptLPS(1);
5602 LSL_Vector x = llGroundSlope(offset);
5603 return new LSL_Vector(x.x, x.y, 1.0);
5604 } 5642 }
5605 5643
5606 public LSL_Vector llGroundContour(LSL_Vector offset) 5644 public LSL_Vector llGroundContour(LSL_Vector offset)