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PhysicsVector.cs 3.5 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSim Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. *
  27. */
  28. using System;
  29. namespace OpenSim.Region.Physics.Manager
  30. {
  31. public class PhysicsVector
  32. {
  33. public float X;
  34. public float Y;
  35. public float Z;
  36. public PhysicsVector()
  37. {
  38. }
  39. public PhysicsVector(float x, float y, float z)
  40. {
  41. X = x;
  42. Y = y;
  43. Z = z;
  44. }
  45. public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
  46. public override string ToString()
  47. {
  48. return "<" + X + "," + Y + "," + Z + ">";
  49. }
  50. // Operations
  51. public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
  52. {
  53. return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
  54. }
  55. public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
  56. {
  57. return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
  58. }
  59. public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
  60. {
  61. 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);
  62. }
  63. public float length()
  64. {
  65. return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
  66. }
  67. public static PhysicsVector operator /(PhysicsVector v, float f)
  68. {
  69. return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
  70. }
  71. public static PhysicsVector operator *(PhysicsVector v, float f)
  72. {
  73. return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
  74. }
  75. public static PhysicsVector operator *(float f, PhysicsVector v)
  76. {
  77. return v*f;
  78. }
  79. public virtual bool IsIdentical(PhysicsVector v, float tolerance)
  80. {
  81. PhysicsVector diff = this - v;
  82. float d = diff.length();
  83. if (d < tolerance)
  84. return true;
  85. return false;
  86. }
  87. }
  88. }