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author | Charles Krinke | 2007-12-15 16:26:32 +0000 |
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committer | Charles Krinke | 2007-12-15 16:26:32 +0000 |
commit | fd360406b9be5ac8d32586e0142cde449ee53ee7 (patch) | |
tree | 5e1593c2a046dd07d5c528ff3230729b2ad3cace /OpenSim/Region/ScriptEngine/Common | |
parent | * some work on not storing the circuitPack (bad thing if we're going to reuse... (diff) | |
download | opensim-SC_OLD-fd360406b9be5ac8d32586e0142cde449ee53ee7.zip opensim-SC_OLD-fd360406b9be5ac8d32586e0142cde449ee53ee7.tar.gz opensim-SC_OLD-fd360406b9be5ac8d32586e0142cde449ee53ee7.tar.bz2 opensim-SC_OLD-fd360406b9be5ac8d32586e0142cde449ee53ee7.tar.xz |
Thanks again to Alondria for adding: math support for
rot * rot, vec / rot, == and != overriders for Rotations and Vectors.
Also: llRotBetween(), llGetRegionTimeDilation(). And fixing:
Error in LSL2CSConverter that botched a variable with a type name in it (ex: rotationCenter)
Fixed: Error in LSL2CSConverter that parsed which() loops incorrectly.
Fixed: Changed definition of Quaternion to <x, y, z, r> from <x, y, z, t> (As per LSL)
Finished: llEuler2Rot()
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | 193 |
1 files changed, 150 insertions, 43 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs index 5618db6..e0cf1e5 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs | |||
@@ -53,59 +53,53 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
53 | y = Y; | 53 | y = Y; |
54 | z = Z; | 54 | z = Z; |
55 | } | 55 | } |
56 | public string ToString() | 56 | |
57 | #region Overriders | ||
58 | |||
59 | public override string ToString() | ||
57 | { | 60 | { |
58 | return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">"; | 61 | return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">"; |
59 | } | 62 | } |
60 | public static Vector3 operator *(Vector3 v, float f) | 63 | public static bool operator ==(Vector3 lhs, Vector3 rhs) |
61 | { | 64 | { |
62 | v.x = v.x * f; | 65 | return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); |
63 | v.y = v.y * f; | ||
64 | v.z = v.z * f; | ||
65 | return v; | ||
66 | } | 66 | } |
67 | public static Vector3 operator /(Vector3 v, float f) | 67 | public static bool operator !=(Vector3 lhs, Vector3 rhs) |
68 | { | 68 | { |
69 | v.x = v.x / f; | 69 | return !(lhs == rhs); |
70 | v.y = v.y / f; | ||
71 | v.z = v.z / f; | ||
72 | return v; | ||
73 | } | 70 | } |
74 | public static Vector3 operator /(float f, Vector3 v) | 71 | public override int GetHashCode() |
75 | { | 72 | { |
76 | v.x = v.x / f; | 73 | return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode()); |
77 | v.y = v.y / f; | ||
78 | v.z = v.z / f; | ||
79 | return v; | ||
80 | } | 74 | } |
81 | public static Vector3 operator *(float f, Vector3 v) | 75 | |
76 | |||
77 | public override bool Equals(object o) | ||
82 | { | 78 | { |
83 | v.x = v.x * f; | 79 | if (!(o is Vector3)) return false; |
84 | v.y = v.y * f; | 80 | |
85 | v.z = v.z * f; | 81 | Vector3 vector = (Vector3)o; |
86 | return v; | 82 | |
83 | return (x == vector.x && x == vector.x && z == vector.z); | ||
87 | } | 84 | } |
88 | public static Vector3 operator *(Vector3 v1, Vector3 v2) | 85 | |
86 | #endregion | ||
87 | |||
88 | #region Vector & Vector Math | ||
89 | // Vector-Vector Math | ||
90 | public static Vector3 operator +(Vector3 lhs, Vector3 rhs) | ||
89 | { | 91 | { |
90 | v1.x = v1.x * v2.x; | 92 | return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z); |
91 | v1.y = v1.y * v2.y; | 93 | } |
92 | v1.z = v1.z * v2.z; | 94 | public static Vector3 operator -(Vector3 lhs, Vector3 rhs) |
93 | return v1; | ||
94 | } | ||
95 | public static Vector3 operator +(Vector3 v1, Vector3 v2) | ||
96 | { | 95 | { |
97 | v1.x = v1.x + v2.x; | 96 | return new Vector3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z); |
98 | v1.y = v1.y + v2.y; | ||
99 | v1.z = v1.z + v2.z; | ||
100 | return v1; | ||
101 | } | 97 | } |
102 | public static Vector3 operator -(Vector3 v1, Vector3 v2) | 98 | public static Vector3 operator *(Vector3 lhs, Vector3 rhs) |
103 | { | 99 | { |
104 | v1.x = v1.x - v2.x; | 100 | return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z); |
105 | v1.y = v1.y - v2.y; | ||
106 | v1.z = v1.z - v2.z; | ||
107 | return v1; | ||
108 | } | 101 | } |
102 | |||
109 | public static Vector3 operator %(Vector3 v1, Vector3 v2) | 103 | public static Vector3 operator %(Vector3 v1, Vector3 v2) |
110 | { | 104 | { |
111 | //Cross product | 105 | //Cross product |
@@ -115,6 +109,79 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
115 | tv.z = (v1.x * v2.y) - (v1.y * v2.x); | 109 | tv.z = (v1.x * v2.y) - (v1.y * v2.x); |
116 | return tv; | 110 | return tv; |
117 | } | 111 | } |
112 | |||
113 | #endregion | ||
114 | |||
115 | #region Vector & Float Math | ||
116 | // Vector-Float and Float-Vector Math | ||
117 | public static Vector3 operator *(Vector3 vec, float val) | ||
118 | { | ||
119 | return new Vector3(vec.x * val, vec.y * val, vec.z * val); | ||
120 | } | ||
121 | |||
122 | public static Vector3 operator *(float val, Vector3 vec) | ||
123 | { | ||
124 | return new Vector3(vec.x * val, vec.y * val, vec.z * val); | ||
125 | } | ||
126 | |||
127 | public static Vector3 operator /(Vector3 v, float f) | ||
128 | { | ||
129 | v.x = v.x / f; | ||
130 | v.y = v.y / f; | ||
131 | v.z = v.z / f; | ||
132 | return v; | ||
133 | } | ||
134 | |||
135 | #endregion | ||
136 | |||
137 | #region Vector & Rotation Math | ||
138 | // Vector-Rotation Math | ||
139 | public static Vector3 operator *(Vector3 v, Quaternion r) | ||
140 | { | ||
141 | Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); | ||
142 | Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); | ||
143 | |||
144 | Quaternion result = (r * vq) * nq; | ||
145 | |||
146 | return new Vector3(result.x, result.y, result.z); | ||
147 | } | ||
148 | // I *think* this is how it works.... | ||
149 | public static Vector3 operator /(Vector3 vec, Quaternion quat) | ||
150 | { | ||
151 | quat.s = -quat.s; | ||
152 | Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0); | ||
153 | Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s); | ||
154 | |||
155 | Quaternion result = (quat * vq) * nq; | ||
156 | |||
157 | return new Vector3(result.x, result.y, result.z); | ||
158 | } | ||
159 | #endregion | ||
160 | |||
161 | #region Static Helper Functions | ||
162 | public static double Dot(Vector3 v1, Vector3 v2) | ||
163 | { | ||
164 | return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); | ||
165 | } | ||
166 | public static Vector3 Cross(Vector3 v1, Vector3 v2) | ||
167 | { | ||
168 | return new Vector3 | ||
169 | ( | ||
170 | v1.y * v2.z - v1.z * v2.y, | ||
171 | v1.z * v2.x - v1.x * v2.z, | ||
172 | v1.x * v2.y - v1.y * v2.x | ||
173 | ); | ||
174 | } | ||
175 | public static float Mag(Vector3 v) | ||
176 | { | ||
177 | return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z); | ||
178 | } | ||
179 | public static Vector3 Norm(Vector3 vector) | ||
180 | { | ||
181 | float mag = Mag(vector); | ||
182 | return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag); | ||
183 | } | ||
184 | #endregion | ||
118 | } | 185 | } |
119 | 186 | ||
120 | [Serializable] | 187 | [Serializable] |
@@ -123,26 +190,66 @@ namespace OpenSim.Region.ScriptEngine.Common | |||
123 | public double x; | 190 | public double x; |
124 | public double y; | 191 | public double y; |
125 | public double z; | 192 | public double z; |
126 | public double r; | 193 | public double s; |
127 | 194 | ||
128 | public Quaternion(Quaternion Quat) | 195 | public Quaternion(Quaternion Quat) |
129 | { | 196 | { |
130 | x = (float) Quat.x; | 197 | x = (float) Quat.x; |
131 | y = (float) Quat.y; | 198 | y = (float) Quat.y; |
132 | z = (float) Quat.z; | 199 | z = (float) Quat.z; |
133 | r = (float) Quat.r; | 200 | s = (float) Quat.s; |
134 | } | 201 | } |
135 | 202 | ||
136 | public Quaternion(double X, double Y, double Z, double R) | 203 | public Quaternion(double X, double Y, double Z, double S) |
137 | { | 204 | { |
138 | x = X; | 205 | x = X; |
139 | y = Y; | 206 | y = Y; |
140 | z = Z; | 207 | z = Z; |
141 | r = R; | 208 | s = S; |
142 | } | 209 | } |
143 | public string ToString() | 210 | |
211 | #region Overriders | ||
212 | |||
213 | public override int GetHashCode() | ||
214 | { | ||
215 | return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ s.GetHashCode()); | ||
216 | } | ||
217 | |||
218 | |||
219 | public override bool Equals(object o) | ||
220 | { | ||
221 | if (!(o is Quaternion)) return false; | ||
222 | |||
223 | Quaternion quaternion = (Quaternion)o; | ||
224 | |||
225 | return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s; | ||
226 | } | ||
227 | public override string ToString() | ||
228 | { | ||
229 | return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + s.ToString() + ">"; | ||
230 | } | ||
231 | |||
232 | public static bool operator ==(Quaternion lhs, Quaternion rhs) | ||
233 | { | ||
234 | // Return true if the fields match: | ||
235 | return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.s == rhs.s; | ||
236 | } | ||
237 | |||
238 | public static bool operator !=(Quaternion lhs, Quaternion rhs) | ||
239 | { | ||
240 | return !(lhs == rhs); | ||
241 | } | ||
242 | |||
243 | #endregion | ||
244 | |||
245 | public static Quaternion operator *(Quaternion a, Quaternion b) | ||
144 | { | 246 | { |
145 | return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">"; | 247 | Quaternion c; |
248 | c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; | ||
249 | c.y = a.s * b.y + a.y * b.s + a.z * b.x - a.x * b.z; | ||
250 | c.z = a.s * b.z + a.z * b.s + a.x * b.y - a.y * b.x; | ||
251 | c.s = a.s * b.s - a.x * b.x - a.y * b.y - a.z * b.z; | ||
252 | return c; | ||
146 | } | 253 | } |
147 | } | 254 | } |
148 | } | 255 | } |