/* * 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: * * Redistributions of source code must retain the above copyright * 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 OpenSimulator 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; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; namespace OpenSim.Region.Physics.Manager { /*public class PhysicsVector { public float X; public float Y; public float Z; public Vector3() { } public Vector3(float x, float y, float z) { X = x; Y = y; Z = z; } public Vector3(Vector3 pv) : this(pv.X, pv.Y, pv.Z) { } public void setValues(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 + ">"; } /// <summary> /// These routines are the easiest way to store XYZ values in an Vector3 without requiring 3 calls. /// </summary> /// <returns></returns> public byte[] GetBytes() { byte[] byteArray = new byte[12]; Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4); Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4); Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4); if (!BitConverter.IsLittleEndian) { Array.Reverse(byteArray, 0, 4); Array.Reverse(byteArray, 4, 4); Array.Reverse(byteArray, 8, 4); } return byteArray; } public void FromBytes(byte[] byteArray, int pos) { byte[] conversionBuffer = null; if (!BitConverter.IsLittleEndian) { // Big endian architecture if (conversionBuffer == null) conversionBuffer = new byte[12]; Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12); Array.Reverse(conversionBuffer, 0, 4); Array.Reverse(conversionBuffer, 4, 4); Array.Reverse(conversionBuffer, 8, 4); X = BitConverter.ToSingle(conversionBuffer, 0); Y = BitConverter.ToSingle(conversionBuffer, 4); Z = BitConverter.ToSingle(conversionBuffer, 8); } else { // Little endian architecture X = BitConverter.ToSingle(byteArray, pos); Y = BitConverter.ToSingle(byteArray, pos + 4); Z = BitConverter.ToSingle(byteArray, pos + 8); } } // Operations public static PhysicsVector operator +(Vector3 a, Vector3 b) { return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z); } public static PhysicsVector operator -(Vector3 a, Vector3 b) { return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z); } public static PhysicsVector cross(Vector3 a, Vector3 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 float GetDistanceTo(Vector3 a, Vector3 b) { float dx = a.X - b.X; float dy = a.Y - b.Y; float dz = a.Z - b.Z; return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz); } public static PhysicsVector operator /(Vector3 v, float f) { return new PhysicsVector(v.X/f, v.Y/f, v.Z/f); } public static PhysicsVector operator *(Vector3 v, float f) { return new PhysicsVector(v.X*f, v.Y*f, v.Z*f); } public static PhysicsVector operator *(float f, Vector3 v) { return v*f; } public static bool isFinite(Vector3 v) { if (v == null) return false; if (Single.IsInfinity(v.X) || Single.IsNaN(v.X)) return false; if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y)) return false; if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z)) return false; return true; } public virtual bool IsIdentical(Vector3 v, float tolerance) { PhysicsVector diff = this - v; float d = diff.length(); if (d <= tolerance) return true; return false; } }*/ }