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104 lines
3.4 KiB
C#
104 lines
3.4 KiB
C#
/*
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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 OpenSim 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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*/
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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 PhysicsVector()
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{
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}
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public PhysicsVector(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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// Operations
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public static PhysicsVector operator +(PhysicsVector a, PhysicsVector 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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{
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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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{
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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 PhysicsVector operator / (PhysicsVector 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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{
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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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{
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return v * f;
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}
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public virtual bool IsIdentical(PhysicsVector 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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} |