opensim – Blame information for rev 1
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1 | eva | 1 | /* The MIT License |
2 | * |
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3 | * Copyright (c) 2010 Intel Corporation. |
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4 | * All rights reserved. |
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5 | * |
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6 | * Based on the convexdecomposition library from |
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7 | * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax. |
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8 | * |
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9 | * Permission is hereby granted, free of charge, to any person obtaining a copy |
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10 | * of this software and associated documentation files (the "Software"), to deal |
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11 | * in the Software without restriction, including without limitation the rights |
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12 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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13 | * copies of the Software, and to permit persons to whom the Software is |
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14 | * furnished to do so, subject to the following conditions: |
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15 | * |
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16 | * The above copyright notice and this permission notice shall be included in |
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17 | * all copies or substantial portions of the Software. |
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18 | * |
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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20 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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22 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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23 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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24 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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25 | * THE SOFTWARE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | |||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet |
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31 | { |
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32 | public class float4 |
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33 | { |
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34 | public float x; |
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35 | public float y; |
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36 | public float z; |
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37 | public float w; |
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38 | |||
39 | public float4() |
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40 | { |
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41 | x = 0; |
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42 | y = 0; |
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43 | z = 0; |
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44 | w = 0; |
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45 | } |
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46 | |||
47 | public float4(float _x, float _y, float _z, float _w) |
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48 | { |
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49 | x = _x; |
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50 | y = _y; |
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51 | z = _z; |
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52 | w = _w; |
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53 | } |
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54 | |||
55 | public float4(float3 v, float _w) |
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56 | { |
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57 | x = v.x; |
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58 | y = v.y; |
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59 | z = v.z; |
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60 | w = _w; |
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61 | } |
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62 | |||
63 | public float4(float4 f) |
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64 | { |
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65 | x = f.x; |
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66 | y = f.y; |
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67 | z = f.z; |
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68 | w = f.w; |
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69 | } |
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70 | |||
71 | public float this[int i] |
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72 | { |
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73 | get |
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74 | { |
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75 | switch (i) |
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76 | { |
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77 | case 0: return x; |
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78 | case 1: return y; |
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79 | case 2: return z; |
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80 | case 3: return w; |
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81 | } |
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82 | throw new ArgumentOutOfRangeException(); |
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83 | } |
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84 | } |
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85 | |||
86 | public float3 xyz() |
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87 | { |
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88 | return new float3(x, y, z); |
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89 | } |
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90 | |||
91 | public void setxyz(float3 xyz) |
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92 | { |
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93 | x = xyz.x; |
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94 | y = xyz.y; |
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95 | z = xyz.z; |
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96 | } |
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97 | |||
98 | public override int GetHashCode() |
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99 | { |
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100 | return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); |
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101 | } |
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102 | |||
103 | public override bool Equals(object obj) |
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104 | { |
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105 | float4 f = obj as float4; |
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106 | if (f == null) |
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107 | return false; |
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108 | |||
109 | return this == f; |
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110 | } |
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111 | |||
112 | public static float4 Homogenize(float3 v3) |
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113 | { |
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114 | return Homogenize(v3, 1.0f); |
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115 | } |
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116 | |||
117 | //C++ TO C# CONVERTER NOTE: C# does not allow default values for parameters. Overloaded methods are inserted above. |
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118 | //ORIGINAL LINE: float4 Homogenize(const float3 &v3, const float &w =1.0f) |
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119 | public static float4 Homogenize(float3 v3, float w) |
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120 | { |
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121 | return new float4(v3.x, v3.y, v3.z, w); |
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122 | } |
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123 | |||
124 | public static float4 cmul(float4 a, float4 b) |
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125 | { |
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126 | return new float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); |
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127 | } |
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128 | |||
129 | public static float4 operator +(float4 a, float4 b) |
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130 | { |
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131 | return new float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); |
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132 | } |
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133 | public static float4 operator -(float4 a, float4 b) |
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134 | { |
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135 | return new float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); |
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136 | } |
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137 | |||
138 | public static float4 operator *(float4 v, float4x4 m) |
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139 | { |
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140 | return v.x * m.x + v.y * m.y + v.z * m.z + v.w * m.w; // yes this actually works |
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141 | } |
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142 | |||
143 | public static bool operator ==(float4 a, float4 b) |
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144 | { |
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145 | // If both are null, or both are same instance, return true. |
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146 | if (System.Object.ReferenceEquals(a, b)) |
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147 | return true; |
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148 | // If one is null, but not both, return false. |
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149 | if (((object)a == null) || ((object)b == null)) |
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150 | return false; |
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151 | |||
152 | return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w); |
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153 | } |
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154 | |||
155 | public static bool operator !=(float4 a, float4 b) |
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156 | { |
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157 | return !(a == b); |
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158 | } |
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159 | |||
160 | public static float4 operator *(float4 v, float s) |
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161 | { |
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162 | return new float4(v.x * s, v.y * s, v.z * s, v.w * s); |
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163 | } |
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164 | |||
165 | public static float4 operator *(float s, float4 v) |
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166 | { |
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167 | return new float4(v.x * s, v.y * s, v.z * s, v.w * s); |
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168 | } |
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169 | } |
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170 | } |