clockwerk-opensim-stable – Blame information for rev 1

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1 vero 1 /*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27  
28 using System;
29  
30 namespace OpenSim.Region.Physics.Manager
31 {
32 /*public class PhysicsVector
33 {
34 public float X;
35 public float Y;
36 public float Z;
37  
38 public Vector3()
39 {
40 }
41  
42 public Vector3(float x, float y, float z)
43 {
44 X = x;
45 Y = y;
46 Z = z;
47 }
48  
49 public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z)
50 {
51 }
52  
53 public void setValues(float x, float y, float z)
54 {
55 X = x;
56 Y = y;
57 Z = z;
58 }
59  
60 public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
61  
62 public override string ToString()
63 {
64 return "<" + X + "," + Y + "," + Z + ">";
65 }
66  
67 /// <summary>
68 /// These routines are the easiest way to store XYZ values in an Vector3 without requiring 3 calls.
69 /// </summary>
70 /// <returns></returns>
71 public byte[] GetBytes()
72 {
73 byte[] byteArray = new byte[12];
74  
75 Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
76 Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
77 Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
78  
79 if (!BitConverter.IsLittleEndian)
80 {
81 Array.Reverse(byteArray, 0, 4);
82 Array.Reverse(byteArray, 4, 4);
83 Array.Reverse(byteArray, 8, 4);
84 }
85  
86 return byteArray;
87 }
88  
89 public void FromBytes(byte[] byteArray, int pos)
90 {
91 byte[] conversionBuffer = null;
92 if (!BitConverter.IsLittleEndian)
93 {
94 // Big endian architecture
95 if (conversionBuffer == null)
96 conversionBuffer = new byte[12];
97  
98 Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
99  
100 Array.Reverse(conversionBuffer, 0, 4);
101 Array.Reverse(conversionBuffer, 4, 4);
102 Array.Reverse(conversionBuffer, 8, 4);
103  
104 X = BitConverter.ToSingle(conversionBuffer, 0);
105 Y = BitConverter.ToSingle(conversionBuffer, 4);
106 Z = BitConverter.ToSingle(conversionBuffer, 8);
107 }
108 else
109 {
110 // Little endian architecture
111 X = BitConverter.ToSingle(byteArray, pos);
112 Y = BitConverter.ToSingle(byteArray, pos + 4);
113 Z = BitConverter.ToSingle(byteArray, pos + 8);
114 }
115 }
116  
117 // Operations
118 public static PhysicsVector operator +(Vector3 a, Vector3 b)
119 {
120 return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
121 }
122  
123 public static PhysicsVector operator -(Vector3 a, Vector3 b)
124 {
125 return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
126 }
127  
128 public static PhysicsVector cross(Vector3 a, Vector3 b)
129 {
130 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);
131 }
132  
133 public float length()
134 {
135 return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
136 }
137  
138 public static float GetDistanceTo(Vector3 a, Vector3 b)
139 {
140 float dx = a.X - b.X;
141 float dy = a.Y - b.Y;
142 float dz = a.Z - b.Z;
143 return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
144 }
145  
146 public static PhysicsVector operator /(Vector3 v, float f)
147 {
148 return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
149 }
150  
151 public static PhysicsVector operator *(Vector3 v, float f)
152 {
153 return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
154 }
155  
156 public static PhysicsVector operator *(float f, Vector3 v)
157 {
158 return v*f;
159 }
160  
161 public static bool isFinite(Vector3 v)
162 {
163 if (v == null)
164 return false;
165 if (Single.IsInfinity(v.X) || Single.IsNaN(v.X))
166 return false;
167 if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y))
168 return false;
169 if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z))
170 return false;
171  
172 return true;
173 }
174  
175 public virtual bool IsIdentical(Vector3 v, float tolerance)
176 {
177 PhysicsVector diff = this - v;
178 float d = diff.length();
179 if (d <= tolerance)
180 return true;
181  
182 return false;
183 }
184  
185 }*/
186 }