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Major renaming of Physics dlls / folders. No functional changes, just renames.
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/* The MIT License
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*
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* Copyright (c) 2010 Intel Corporation.
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* All rights reserved.
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*
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* Based on the convexdecomposition library from
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* <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace OpenSim.Region.Physics.ConvexDecompositionDotNet
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{
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public class float3x3
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{
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public float3 x = new float3();
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public float3 y = new float3();
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public float3 z = new float3();
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public float3x3()
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{
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}
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public float3x3(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
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{
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x = new float3(xx, xy, xz);
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y = new float3(yx, yy, yz);
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z = new float3(zx, zy, zz);
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}
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public float3x3(float3 _x, float3 _y, float3 _z)
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{
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x = new float3(_x);
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y = new float3(_y);
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z = new float3(_z);
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}
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public float3 this[int i]
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{
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get
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{
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switch (i)
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{
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case 0: return x;
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case 1: return y;
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case 2: return z;
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}
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throw new ArgumentOutOfRangeException();
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}
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}
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public float this[int i, int j]
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{
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get
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{
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switch (i)
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{
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case 0:
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switch (j)
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{
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case 0: return x.x;
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case 1: return x.y;
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case 2: return x.z;
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}
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break;
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case 1:
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switch (j)
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{
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case 0: return y.x;
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case 1: return y.y;
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case 2: return y.z;
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}
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break;
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case 2:
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switch (j)
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{
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case 0: return z.x;
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case 1: return z.y;
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case 2: return z.z;
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}
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break;
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}
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throw new ArgumentOutOfRangeException();
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}
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set
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{
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switch (i)
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{
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case 0:
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switch (j)
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{
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case 0: x.x = value; return;
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case 1: x.y = value; return;
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case 2: x.z = value; return;
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}
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break;
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case 1:
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switch (j)
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{
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case 0: y.x = value; return;
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case 1: y.y = value; return;
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case 2: y.z = value; return;
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}
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break;
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case 2:
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switch (j)
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{
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case 0: z.x = value; return;
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case 1: z.y = value; return;
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case 2: z.z = value; return;
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}
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break;
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}
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throw new ArgumentOutOfRangeException();
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}
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}
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public static float3x3 Transpose(float3x3 m)
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{
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return new float3x3(new float3(m.x.x, m.y.x, m.z.x), new float3(m.x.y, m.y.y, m.z.y), new float3(m.x.z, m.y.z, m.z.z));
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}
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public static float3x3 operator *(float3x3 a, float3x3 b)
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{
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return new float3x3(a.x * b, a.y * b, a.z * b);
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}
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public static float3x3 operator *(float3x3 a, float s)
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{
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return new float3x3(a.x * s, a.y * s, a.z * s);
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}
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public static float3x3 operator /(float3x3 a, float s)
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{
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float t = 1f / s;
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return new float3x3(a.x * t, a.y * t, a.z * t);
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}
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public static float3x3 operator +(float3x3 a, float3x3 b)
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{
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return new float3x3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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public static float3x3 operator -(float3x3 a, float3x3 b)
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{
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return new float3x3(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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public static float Determinant(float3x3 m)
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{
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return m.x.x * m.y.y * m.z.z + m.y.x * m.z.y * m.x.z + m.z.x * m.x.y * m.y.z - m.x.x * m.z.y * m.y.z - m.y.x * m.x.y * m.z.z - m.z.x * m.y.y * m.x.z;
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}
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public static float3x3 Inverse(float3x3 a)
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{
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float3x3 b = new float3x3();
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float d = Determinant(a);
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Debug.Assert(d != 0);
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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{
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int i1 = (i + 1) % 3;
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int i2 = (i + 2) % 3;
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int j1 = (j + 1) % 3;
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int j2 = (j + 2) % 3;
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// reverse indexs i&j to take transpose
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b[i, j] = (a[i1][j1] * a[i2][j2] - a[i1][j2] * a[i2][j1]) / d;
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}
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}
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return b;
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}
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}
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}
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