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authorJohn Hurliman2009-10-25 23:16:12 -0700
committerJohn Hurliman2009-10-26 18:23:43 -0700
commitd199767e6991d6f368661fce9c5a072e564b8a4b (patch)
treed9347b8a424c0164e208f908613aa8fe1511444b /OpenSim/Region/Physics/Meshing/HelperTypes.cs
parent* Double the priority on avatar bake texture requests to get avatars rezzing ... (diff)
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Experimental change of PhysicsVector to Vector3. Untested
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/Meshing/HelperTypes.cs62
1 files changed, 44 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/Meshing/HelperTypes.cs b/OpenSim/Region/Physics/Meshing/HelperTypes.cs
index 232245f..8cd8dcf 100644
--- a/OpenSim/Region/Physics/Meshing/HelperTypes.cs
+++ b/OpenSim/Region/Physics/Meshing/HelperTypes.cs
@@ -33,30 +33,52 @@ using OpenMetaverse;
33using OpenSim.Region.Physics.Manager; 33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing; 34using OpenSim.Region.Physics.Meshing;
35 35
36public class Vertex : PhysicsVector, IComparable<Vertex> 36public class Vertex : IComparable<Vertex>
37{ 37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
38 public Vertex(float x, float y, float z) 58 public Vertex(float x, float y, float z)
39 : base(x, y, z)
40 { 59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
41 } 63 }
42 64
43 public Vertex normalize() 65 public Vertex normalize()
44 { 66 {
45 float tlength = length(); 67 float tlength = vector.Length();
46 if (tlength != 0) 68 if (tlength != 0f)
47 { 69 {
48 float mul = 1.0f / tlength; 70 float mul = 1.0f / tlength;
49 return new Vertex(X * mul, Y * mul, Z * mul); 71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
50 } 72 }
51 else 73 else
52 { 74 {
53 return new Vertex(0, 0, 0); 75 return new Vertex(0f, 0f, 0f);
54 } 76 }
55 } 77 }
56 78
57 public Vertex cross(Vertex v) 79 public Vertex cross(Vertex v)
58 { 80 {
59 return new Vertex(Y * v.Z - Z * v.Y, Z * v.X - X * v.Z, X * v.Y - Y * v.X); 81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
60 } 82 }
61 83
62 // disable warning: mono compiler moans about overloading 84 // disable warning: mono compiler moans about overloading
@@ -160,9 +182,9 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
160 return X * v.X + Y * v.Y + Z * v.Z; 182 return X * v.X + Y * v.Y + Z * v.Z;
161 } 183 }
162 184
163 public Vertex(PhysicsVector v) 185 public Vertex(Vector3 v)
164 : base(v.X, v.Y, v.Z)
165 { 186 {
187 vector = v;
166 } 188 }
167 189
168 public Vertex Clone() 190 public Vertex Clone()
@@ -175,11 +197,15 @@ public class Vertex : PhysicsVector, IComparable<Vertex>
175 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f); 197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
176 } 198 }
177 199
200 public float Length()
201 {
202 return vector.Length();
203 }
178 204
179 public virtual bool Equals(Vertex v, float tolerance) 205 public virtual bool Equals(Vertex v, float tolerance)
180 { 206 {
181 PhysicsVector diff = this - v; 207 Vertex diff = this - v;
182 float d = diff.length(); 208 float d = diff.Length();
183 if (d < tolerance) 209 if (d < tolerance)
184 return true; 210 return true;
185 211
@@ -369,22 +395,22 @@ public class Triangle
369 return s1 + ";" + s2 + ";" + s3; 395 return s1 + ";" + s2 + ";" + s3;
370 } 396 }
371 397
372 public PhysicsVector getNormal() 398 public Vector3 getNormal()
373 { 399 {
374 // Vertices 400 // Vertices
375 401
376 // Vectors for edges 402 // Vectors for edges
377 PhysicsVector e1; 403 Vector3 e1;
378 PhysicsVector e2; 404 Vector3 e2;
379 405
380 e1 = new PhysicsVector(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z); 406 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
381 e2 = new PhysicsVector(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z); 407 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
382 408
383 // Cross product for normal 409 // Cross product for normal
384 PhysicsVector n = PhysicsVector.cross(e1, e2); 410 Vector3 n = Vector3.Cross(e1, e2);
385 411
386 // Length 412 // Length
387 float l = n.length(); 413 float l = n.Length();
388 414
389 // Normalized "normal" 415 // Normalized "normal"
390 n = n/l; 416 n = n/l;