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authorlbsa712007-12-27 21:41:48 +0000
committerlbsa712007-12-27 21:41:48 +0000
commitefd90b56b761219af6425b1c7a2cdd3b6ffb4de2 (patch)
treebf5b897e1e3c13211e3e2fc61d30508b94c928c0 /OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
parent* removed always true if (diff)
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* Optimized usings
* shortened references * Removed redundant 'this' * Normalized EOF
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common/LSL_Types.cs')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_Types.cs66
1 files changed, 36 insertions, 30 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
index 3a0b8ed..232baf8 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
@@ -80,7 +80,7 @@ namespace OpenSim.Region.ScriptEngine.Common
80 { 80 {
81 if (!(o is Vector3)) return false; 81 if (!(o is Vector3)) return false;
82 82
83 Vector3 vector = (Vector3)o; 83 Vector3 vector = (Vector3) o;
84 84
85 return (x == vector.x && x == vector.x && z == vector.z); 85 return (x == vector.x && x == vector.x && z == vector.z);
86 } 86 }
@@ -88,11 +88,12 @@ namespace OpenSim.Region.ScriptEngine.Common
88 #endregion 88 #endregion
89 89
90 #region Vector & Vector Math 90 #region Vector & Vector Math
91
91 // Vector-Vector Math 92 // Vector-Vector Math
92 public static Vector3 operator +(Vector3 lhs, Vector3 rhs) 93 public static Vector3 operator +(Vector3 lhs, Vector3 rhs)
93 { 94 {
94 return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z); 95 return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
95 } 96 }
96 97
97 public static Vector3 operator -(Vector3 lhs, Vector3 rhs) 98 public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
98 { 99 {
@@ -101,51 +102,53 @@ namespace OpenSim.Region.ScriptEngine.Common
101 102
102 public static Vector3 operator *(Vector3 lhs, Vector3 rhs) 103 public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
103 { 104 {
104 return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z); 105 return new Vector3(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z);
105 } 106 }
106 107
107 public static Vector3 operator %(Vector3 v1, Vector3 v2) 108 public static Vector3 operator %(Vector3 v1, Vector3 v2)
108 { 109 {
109 //Cross product 110 //Cross product
110 Vector3 tv; 111 Vector3 tv;
111 tv.x = (v1.y * v2.z) - (v1.z * v2.y); 112 tv.x = (v1.y*v2.z) - (v1.z*v2.y);
112 tv.y = (v1.z * v2.x) - (v1.x * v2.z); 113 tv.y = (v1.z*v2.x) - (v1.x*v2.z);
113 tv.z = (v1.x * v2.y) - (v1.y * v2.x); 114 tv.z = (v1.x*v2.y) - (v1.y*v2.x);
114 return tv; 115 return tv;
115 } 116 }
116 117
117 #endregion 118 #endregion
118 119
119 #region Vector & Float Math 120 #region Vector & Float Math
121
120 // Vector-Float and Float-Vector Math 122 // Vector-Float and Float-Vector Math
121 public static Vector3 operator *(Vector3 vec, float val) 123 public static Vector3 operator *(Vector3 vec, float val)
122 { 124 {
123 return new Vector3(vec.x * val, vec.y * val, vec.z * val); 125 return new Vector3(vec.x*val, vec.y*val, vec.z*val);
124 } 126 }
125 127
126 public static Vector3 operator *(float val, Vector3 vec) 128 public static Vector3 operator *(float val, Vector3 vec)
127 { 129 {
128 return new Vector3(vec.x * val, vec.y * val, vec.z * val); 130 return new Vector3(vec.x*val, vec.y*val, vec.z*val);
129 } 131 }
130 132
131 public static Vector3 operator /(Vector3 v, float f) 133 public static Vector3 operator /(Vector3 v, float f)
132 { 134 {
133 v.x = v.x / f; 135 v.x = v.x/f;
134 v.y = v.y / f; 136 v.y = v.y/f;
135 v.z = v.z / f; 137 v.z = v.z/f;
136 return v; 138 return v;
137 } 139 }
138 140
139 #endregion 141 #endregion
140 142
141 #region Vector & Rotation Math 143 #region Vector & Rotation Math
144
142 // Vector-Rotation Math 145 // Vector-Rotation Math
143 public static Vector3 operator *(Vector3 v, Quaternion r) 146 public static Vector3 operator *(Vector3 v, Quaternion r)
144 { 147 {
145 Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); 148 Quaternion vq = new Quaternion(v.x, v.y, v.z, 0);
146 Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); 149 Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s);
147 150
148 Quaternion result = (r * vq) * nq; 151 Quaternion result = (r*vq)*nq;
149 152
150 return new Vector3(result.x, result.y, result.z); 153 return new Vector3(result.x, result.y, result.z);
151 } 154 }
@@ -157,38 +160,41 @@ namespace OpenSim.Region.ScriptEngine.Common
157 Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0); 160 Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0);
158 Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s); 161 Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s);
159 162
160 Quaternion result = (quat * vq) * nq; 163 Quaternion result = (quat*vq)*nq;
161 164
162 return new Vector3(result.x, result.y, result.z); 165 return new Vector3(result.x, result.y, result.z);
163 } 166 }
167
164 #endregion 168 #endregion
165 169
166 #region Static Helper Functions 170 #region Static Helper Functions
171
167 public static double Dot(Vector3 v1, Vector3 v2) 172 public static double Dot(Vector3 v1, Vector3 v2)
168 { 173 {
169 return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); 174 return (v1.x*v2.x) + (v1.y*v2.y) + (v1.z*v2.z);
170 } 175 }
171 176
172 public static Vector3 Cross(Vector3 v1, Vector3 v2) 177 public static Vector3 Cross(Vector3 v1, Vector3 v2)
173 { 178 {
174 return new Vector3 179 return new Vector3
175 ( 180 (
176 v1.y * v2.z - v1.z * v2.y, 181 v1.y*v2.z - v1.z*v2.y,
177 v1.z * v2.x - v1.x * v2.z, 182 v1.z*v2.x - v1.x*v2.z,
178 v1.x * v2.y - v1.y * v2.x 183 v1.x*v2.y - v1.y*v2.x
179 ); 184 );
180 } 185 }
181 186
182 public static float Mag(Vector3 v) 187 public static float Mag(Vector3 v)
183 { 188 {
184 return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z); 189 return (float) Math.Sqrt(v.x*v.y + v.y*v.y + v.z*v.z);
185 } 190 }
186 191
187 public static Vector3 Norm(Vector3 vector) 192 public static Vector3 Norm(Vector3 vector)
188 { 193 {
189 float mag = Mag(vector); 194 float mag = Mag(vector);
190 return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag); 195 return new Vector3(vector.x/mag, vector.y/mag, vector.z/mag);
191 } 196 }
197
192 #endregion 198 #endregion
193 } 199 }
194 200
@@ -227,7 +233,7 @@ namespace OpenSim.Region.ScriptEngine.Common
227 { 233 {
228 if (!(o is Quaternion)) return false; 234 if (!(o is Quaternion)) return false;
229 235
230 Quaternion quaternion = (Quaternion)o; 236 Quaternion quaternion = (Quaternion) o;
231 237
232 return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s; 238 return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s;
233 } 239 }
@@ -253,10 +259,10 @@ namespace OpenSim.Region.ScriptEngine.Common
253 public static Quaternion operator *(Quaternion a, Quaternion b) 259 public static Quaternion operator *(Quaternion a, Quaternion b)
254 { 260 {
255 Quaternion c; 261 Quaternion c;
256 c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; 262 c.x = a.s*b.x + a.x*b.s + a.y*b.z - a.z*b.y;
257 c.y = a.s * b.y + a.y * b.s + a.z * b.x - a.x * b.z; 263 c.y = a.s*b.y + a.y*b.s + a.z*b.x - a.x*b.z;
258 c.z = a.s * b.z + a.z * b.s + a.x * b.y - a.y * b.x; 264 c.z = a.s*b.z + a.z*b.s + a.x*b.y - a.y*b.x;
259 c.s = a.s * b.s - a.x * b.x - a.y * b.y - a.z * b.z; 265 c.s = a.s*b.s - a.x*b.x - a.y*b.y - a.z*b.z;
260 return c; 266 return c;
261 } 267 }
262 } 268 }
@@ -324,7 +330,7 @@ namespace OpenSim.Region.ScriptEngine.Common
324 { 330 {
325 if (start >= m_data.Length) 331 if (start >= m_data.Length)
326 { 332 {
327 return this.GetSublist(0, end); 333 return GetSublist(0, end);
328 } 334 }
329 if (end >= m_data.Length) 335 if (end >= m_data.Length)
330 { 336 {
@@ -334,7 +340,7 @@ namespace OpenSim.Region.ScriptEngine.Common
334 //ret = new object[m_data.Length - Math.Abs(end - start + 1)]; 340 //ret = new object[m_data.Length - Math.Abs(end - start + 1)];
335 //Array.Copy(m_data, 0, ret, m_data.Length - start, end + 1); 341 //Array.Copy(m_data, 0, ret, m_data.Length - start, end + 1);
336 //Array.Copy(m_data, start, ret, 0, m_data.Length - start); 342 //Array.Copy(m_data, start, ret, 0, m_data.Length - start);
337 return this.GetSublist(0, end) + this.GetSublist(start, this.Data.Length - 1); 343 return GetSublist(0, end) + GetSublist(start, Data.Length - 1);
338 //return new list(ret); 344 //return new list(ret);
339 } 345 }
340 } 346 }
@@ -379,4 +385,4 @@ namespace OpenSim.Region.ScriptEngine.Common
379 } 385 }
380 } 386 }
381 } 387 }
382} 388} \ No newline at end of file