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Experimental change of PhysicsVector to Vector3. Untested
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@@ -29,24 +29,24 @@ 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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/*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 PhysicsVector()
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public Vector3()
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{
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}
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public PhysicsVector(float x, float y, float z)
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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 PhysicsVector(PhysicsVector pv) : this(pv.X, pv.Y, pv.Z)
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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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@@ -115,17 +115,17 @@ namespace OpenSim.Region.Physics.Manager
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}
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// Operations
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public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
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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 -(PhysicsVector a, PhysicsVector b)
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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(PhysicsVector a, PhysicsVector b)
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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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@@ -135,7 +135,7 @@ namespace OpenSim.Region.Physics.Manager
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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(PhysicsVector a, PhysicsVector b)
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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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@@ -143,22 +143,22 @@ namespace OpenSim.Region.Physics.Manager
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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 /(PhysicsVector v, float f)
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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 *(PhysicsVector v, float f)
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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, PhysicsVector v)
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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(PhysicsVector v)
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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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@@ -172,7 +172,7 @@ namespace OpenSim.Region.Physics.Manager
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return true;
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}
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public virtual bool IsIdentical(PhysicsVector v, float tolerance)
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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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@@ -182,5 +182,5 @@ namespace OpenSim.Region.Physics.Manager
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return false;
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}
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}
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}*/
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}
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