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authordan miller2007-11-05 12:25:53 +0000
committerdan miller2007-11-05 12:25:53 +0000
commitfdb57b28b164f239de0f976b967b79dc2ca5f6ae (patch)
treee998ae9c7dd6e248e794e35ca19678e3b6f6fad1 /OpenSim/Region/Physics/Manager/PhysicsVector.cs
parentChanged it so opensim.exe should scan for new application plugins every time ... (diff)
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prim cuts in ODE
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsVector.cs50
1 files changed, 50 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsVector.cs b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
index 7de37e4..ada2297 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsVector.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsVector.cs
@@ -25,6 +25,10 @@
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26* 26*
27*/ 27*/
28
29using System;
30
31
28namespace OpenSim.Region.Physics.Manager 32namespace OpenSim.Region.Physics.Manager
29{ 33{
30 public class PhysicsVector 34 public class PhysicsVector
@@ -50,5 +54,51 @@ namespace OpenSim.Region.Physics.Manager
50 { 54 {
51 return "<" + X + "," + Y + "," + Z + ">"; 55 return "<" + X + "," + Y + "," + Z + ">";
52 } 56 }
57
58 // Operations
59 public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
60 {
61 return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
62 }
63
64 public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
65 {
66 return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
67 }
68
69 public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
70 {
71 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);
72 }
73
74 public float length()
75 {
76 return (float)Math.Sqrt(X*X + Y*Y + Z*Z);
77 }
78
79 public static PhysicsVector operator / (PhysicsVector v, float f)
80 {
81 return new PhysicsVector(v.X / f, v.Y / f, v.Z / f);
82 }
83
84 public static PhysicsVector operator *(PhysicsVector v, float f)
85 {
86 return new PhysicsVector(v.X * f, v.Y * f, v.Z * f);
87 }
88
89 public static PhysicsVector operator *(float f, PhysicsVector v)
90 {
91 return v * f;
92 }
93
94 public virtual bool IsIdentical(PhysicsVector v, float tolerance)
95 {
96 PhysicsVector diff = this - v;
97 float d = diff.length();
98 if (d < tolerance)
99 return true;
100
101 return false;
102 }
53 } 103 }
54} \ No newline at end of file 104} \ No newline at end of file