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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- namespace OpenSim.Region.Physics.Manager
- {
- /*public class PhysicsVector
- {
- public float X;
- public float Y;
- public float Z;
- public Vector3()
- {
- }
- public Vector3(float x, float y, float z)
- {
- X = x;
- Y = y;
- Z = z;
- }
- public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
- {
- }
-
- public void setValues(float x, float y, float z)
- {
- X = x;
- Y = y;
- Z = z;
- }
- public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
- public override string ToString()
- {
- return "<" + X + "," + Y + "," + Z + ">";
- }
- /// <summary>
- /// These routines are the easiest way to store XYZ values in an Vector3 without requiring 3 calls.
- /// </summary>
- /// <returns></returns>
- public byte[] GetBytes()
- {
- byte[] byteArray = new byte[12];
- Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
- Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
- Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
- if (!BitConverter.IsLittleEndian)
- {
- Array.Reverse(byteArray, 0, 4);
- Array.Reverse(byteArray, 4, 4);
- Array.Reverse(byteArray, 8, 4);
- }
- return byteArray;
- }
- public void FromBytes(byte[] byteArray, int pos)
- {
- byte[] conversionBuffer = null;
- if (!BitConverter.IsLittleEndian)
- {
- // Big endian architecture
- if (conversionBuffer == null)
- conversionBuffer = new byte[12];
- Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
- Array.Reverse(conversionBuffer, 0, 4);
- Array.Reverse(conversionBuffer, 4, 4);
- Array.Reverse(conversionBuffer, 8, 4);
- X = BitConverter.ToSingle(conversionBuffer, 0);
- Y = BitConverter.ToSingle(conversionBuffer, 4);
- Z = BitConverter.ToSingle(conversionBuffer, 8);
- }
- else
- {
- // Little endian architecture
- X = BitConverter.ToSingle(byteArray, pos);
- Y = BitConverter.ToSingle(byteArray, pos + 4);
- Z = BitConverter.ToSingle(byteArray, pos + 8);
- }
- }
- // Operations
- public static PhysicsVector operator +(Vector3 a, Vector3 b)
- {
- return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
- }
- public static PhysicsVector operator -(Vector3 a, Vector3 b)
- {
- return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
- }
- public static PhysicsVector cross(Vector3 a, Vector3 b)
- {
- return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X);
- }
- public float length()
- {
- return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
- }
- public static float GetDistanceTo(Vector3 a, Vector3 b)
- {
- float dx = a.X - b.X;
- float dy = a.Y - b.Y;
- float dz = a.Z - b.Z;
- return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
- }
- public static PhysicsVector operator /(Vector3 v, float f)
- {
- return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
- }
- public static PhysicsVector operator *(Vector3 v, float f)
- {
- return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
- }
- public static PhysicsVector operator *(float f, Vector3 v)
- {
- return v*f;
- }
- public static bool isFinite(Vector3 v)
- {
- if (v == null)
- return false;
- if (Single.IsInfinity(v.X) || Single.IsNaN(v.X))
- return false;
- if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y))
- return false;
- if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z))
- return false;
- return true;
- }
- public virtual bool IsIdentical(Vector3 v, float tolerance)
- {
- PhysicsVector diff = this - v;
- float d = diff.length();
- if (d <= tolerance)
- return true;
- return false;
- }
- }*/
- }
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