Aurora.ScriptEngine.AuroraDotNetEngine.APIs.LSL_Api.llGroundNormal C# (CSharp) Метод

llGroundNormal() публичный Метод

public llGroundNormal ( Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3 offset ) : Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3
offset Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3
Результат Aurora.ScriptEngine.AuroraDotNetEngine.LSL_Types.Vector3
        public LSL_Vector llGroundNormal(LSL_Vector offset)
        {
            if (!ScriptProtection.CheckThreatLevel(ThreatLevel.None, "LSL", m_host, "LSL", m_itemID)) return new LSL_Vector();

            Vector3 pos = m_host.GetWorldPosition() + new Vector3((float)offset.x,
                                                                (float)offset.y,
                                                                (float)offset.z);
            ITerrainChannel heightmap = World.RequestModuleInterface<ITerrainChannel>();
            // Clamp to valid position
            if (pos.X < 0)
                pos.X = 0;
            else if (pos.X >= heightmap.Width)
                pos.X = heightmap.Width - 1;
            if (pos.Y < 0)
                pos.Y = 0;
            else if (pos.Y >= heightmap.Height)
                pos.Y = heightmap.Height - 1;

            //Find two points in addition to the position to define a plane
            Vector3 p0 = new Vector3(pos.X, pos.Y,
                                     heightmap[(int)pos.X, (int)pos.Y]);
            Vector3 p1 = new Vector3();
            Vector3 p2 = new Vector3();
            if ((pos.X + 1.0f) >= heightmap.Width)
                p1 = new Vector3(pos.X + 1.0f, pos.Y,
                            heightmap[(int)pos.X, (int)pos.Y]);
            else
                p1 = new Vector3(pos.X + 1.0f, pos.Y,
                            heightmap[(int)(pos.X + 1.0f), (int)pos.Y]);
            if ((pos.Y + 1.0f) >= heightmap.Height)
                p2 = new Vector3(pos.X, pos.Y + 1.0f,
                            heightmap[(int)pos.X, (int)pos.Y]);
            else
                p2 = new Vector3(pos.X, pos.Y + 1.0f,
                            heightmap[(int)pos.X, (int)(pos.Y + 1.0f)]);

            //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)
                              };
            vsn.Normalize();
            //I believe the crossproduct of two normalized vectors is a normalized vector so
            //this normalization may be overkill
            // then don't normalize them just the result

            return new LSL_Vector(vsn.X, vsn.Y, vsn.Z);
        }
LSL_Api