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Major renaming of Physics dlls / folders. No functional changes, just renames.
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186
OpenSim/Region/PhysicsModules/SharedBase/PhysicsVector.cs
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186
OpenSim/Region/PhysicsModules/SharedBase/PhysicsVector.cs
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace OpenSim.Region.Physics.Manager
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{
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/*public class PhysicsVector
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{
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public float X;
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public float Y;
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public float Z;
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public Vector3()
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{
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}
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public Vector3(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
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{
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}
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public void setValues(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
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public override string ToString()
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{
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return "<" + X + "," + Y + "," + Z + ">";
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}
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/// <summary>
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/// These routines are the easiest way to store XYZ values in an Vector3 without requiring 3 calls.
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/// </summary>
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/// <returns></returns>
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public byte[] GetBytes()
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{
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byte[] byteArray = new byte[12];
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Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
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Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
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if (!BitConverter.IsLittleEndian)
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{
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Array.Reverse(byteArray, 0, 4);
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Array.Reverse(byteArray, 4, 4);
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Array.Reverse(byteArray, 8, 4);
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}
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return byteArray;
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}
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public void FromBytes(byte[] byteArray, int pos)
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{
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byte[] conversionBuffer = null;
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if (!BitConverter.IsLittleEndian)
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{
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// Big endian architecture
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if (conversionBuffer == null)
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conversionBuffer = new byte[12];
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Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
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Array.Reverse(conversionBuffer, 0, 4);
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Array.Reverse(conversionBuffer, 4, 4);
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Array.Reverse(conversionBuffer, 8, 4);
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X = BitConverter.ToSingle(conversionBuffer, 0);
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Y = BitConverter.ToSingle(conversionBuffer, 4);
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Z = BitConverter.ToSingle(conversionBuffer, 8);
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}
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else
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{
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// Little endian architecture
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X = BitConverter.ToSingle(byteArray, pos);
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Y = BitConverter.ToSingle(byteArray, pos + 4);
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Z = BitConverter.ToSingle(byteArray, pos + 8);
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}
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}
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// Operations
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public static PhysicsVector operator +(Vector3 a, Vector3 b)
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{
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return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
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}
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public static PhysicsVector operator -(Vector3 a, Vector3 b)
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{
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return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
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}
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public static PhysicsVector cross(Vector3 a, Vector3 b)
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{
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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);
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}
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public float length()
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{
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return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
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}
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public static float GetDistanceTo(Vector3 a, Vector3 b)
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{
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float dx = a.X - b.X;
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float dy = a.Y - b.Y;
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float dz = a.Z - b.Z;
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return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
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}
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public static PhysicsVector operator /(Vector3 v, float f)
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{
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return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
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}
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public static PhysicsVector operator *(Vector3 v, float f)
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{
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return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
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}
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public static PhysicsVector operator *(float f, Vector3 v)
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{
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return v*f;
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}
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public static bool isFinite(Vector3 v)
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{
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if (v == null)
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return false;
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if (Single.IsInfinity(v.X) || Single.IsNaN(v.X))
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return false;
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if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y))
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return false;
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if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z))
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return false;
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return true;
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}
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public virtual bool IsIdentical(Vector3 v, float tolerance)
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{
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PhysicsVector diff = this - v;
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float d = diff.length();
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if (d <= tolerance)
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return true;
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return false;
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}
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}*/
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}
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