Experimental change of PhysicsVector to Vector3. Untested

This commit is contained in:
John Hurliman
2009-10-25 23:16:12 -07:00
parent b6651ce790
commit d199767e69
32 changed files with 867 additions and 879 deletions

View File

@@ -29,24 +29,24 @@ using System;
namespace OpenSim.Region.Physics.Manager
{
public class PhysicsVector
/*public class PhysicsVector
{
public float X;
public float Y;
public float Z;
public PhysicsVector()
public Vector3()
{
}
public PhysicsVector(float x, float y, float z)
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public PhysicsVector(PhysicsVector pv) : this(pv.X, pv.Y, pv.Z)
public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
{
}
@@ -115,17 +115,17 @@ namespace OpenSim.Region.Physics.Manager
}
// Operations
public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
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 -(PhysicsVector a, PhysicsVector b)
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(PhysicsVector a, PhysicsVector b)
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);
}
@@ -135,7 +135,7 @@ namespace OpenSim.Region.Physics.Manager
return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
}
public static float GetDistanceTo(PhysicsVector a, PhysicsVector b)
public static float GetDistanceTo(Vector3 a, Vector3 b)
{
float dx = a.X - b.X;
float dy = a.Y - b.Y;
@@ -143,22 +143,22 @@ namespace OpenSim.Region.Physics.Manager
return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public static PhysicsVector operator /(PhysicsVector v, float 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 *(PhysicsVector v, float 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, PhysicsVector v)
public static PhysicsVector operator *(float f, Vector3 v)
{
return v*f;
}
public static bool isFinite(PhysicsVector v)
public static bool isFinite(Vector3 v)
{
if (v == null)
return false;
@@ -172,7 +172,7 @@ namespace OpenSim.Region.Physics.Manager
return true;
}
public virtual bool IsIdentical(PhysicsVector v, float tolerance)
public virtual bool IsIdentical(Vector3 v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
@@ -182,5 +182,5 @@ namespace OpenSim.Region.Physics.Manager
return false;
}
}
}*/
}