Files
opensim/OpenSim/Region/Physics/Manager/PhysicsVector.cs
dan miller fdb57b28b1 prim cuts in ODE
Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
2007-11-05 12:25:53 +00:00

104 lines
3.4 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
using System;
namespace OpenSim.Region.Physics.Manager
{
public class PhysicsVector
{
public float X;
public float Y;
public float Z;
public PhysicsVector()
{
}
public PhysicsVector(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
public override string ToString()
{
return "<" + X + "," + Y + "," + Z + ">";
}
// Operations
public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
{
return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
}
public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
{
return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
}
public static PhysicsVector cross(PhysicsVector a, PhysicsVector 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);
}
public float length()
{
return (float)Math.Sqrt(X*X + Y*Y + Z*Z);
}
public static PhysicsVector operator / (PhysicsVector v, float f)
{
return new PhysicsVector(v.X / f, v.Y / f, v.Z / f);
}
public static PhysicsVector operator *(PhysicsVector v, float f)
{
return new PhysicsVector(v.X * f, v.Y * f, v.Z * f);
}
public static PhysicsVector operator *(float f, PhysicsVector v)
{
return v * f;
}
public virtual bool IsIdentical(PhysicsVector v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
if (d < tolerance)
return true;
return false;
}
}
}