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authorCharles Krinke2007-12-12 17:18:15 +0000
committerCharles Krinke2007-12-12 17:18:15 +0000
commit47b091f6630a4db2df72b4b2a0bc877287a751f1 (patch)
treed3990f3015be184330c9ac8dc50b4527e71c9dd1 /OpenSim/Region/ScriptEngine/Common
parentcouple of small fixes. (diff)
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Thanks to Alondria for: Adding vector->string and rotation->string,
float * vector, vector * float, vector / float, vector + vector, vector - vector, vector * vector, vector % vector and changing x, y, z, (and r) parts of vector and rotation to be lower case (similar to LL's LSL vectors/rots). With these changes we should expect to run kan-ed#1, kan-ed#2 and most of kan-ed#3.
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Common')
-rw-r--r--OpenSim/Region/ScriptEngine/Common/LSL_Types.cs114
1 files changed, 90 insertions, 24 deletions
diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
index df3d752..5618db6 100644
--- a/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
+++ b/OpenSim/Region/ScriptEngine/Common/LSL_Types.cs
@@ -36,48 +36,114 @@ namespace OpenSim.Region.ScriptEngine.Common
36 [Serializable] 36 [Serializable]
37 public struct Vector3 37 public struct Vector3
38 { 38 {
39 public double X; 39 public double x;
40 public double Y; 40 public double y;
41 public double Z; 41 public double z;
42 42
43 public Vector3(Vector3 vector) 43 public Vector3(Vector3 vector)
44 { 44 {
45 X = (float) vector.X; 45 x = (float) vector.x;
46 Y = (float) vector.Y; 46 y = (float) vector.y;
47 Z = (float) vector.Z; 47 z = (float) vector.z;
48 } 48 }
49 49
50 public Vector3(double x, double y, double z) 50 public Vector3(double X, double Y, double Z)
51 { 51 {
52 X = x; 52 x = X;
53 Y = y; 53 y = Y;
54 Z = z; 54 z = Z;
55 }
56 public string ToString()
57 {
58 return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
59 }
60 public static Vector3 operator *(Vector3 v, float f)
61 {
62 v.x = v.x * f;
63 v.y = v.y * f;
64 v.z = v.z * f;
65 return v;
66 }
67 public static Vector3 operator /(Vector3 v, float f)
68 {
69 v.x = v.x / f;
70 v.y = v.y / f;
71 v.z = v.z / f;
72 return v;
73 }
74 public static Vector3 operator /(float f, Vector3 v)
75 {
76 v.x = v.x / f;
77 v.y = v.y / f;
78 v.z = v.z / f;
79 return v;
80 }
81 public static Vector3 operator *(float f, Vector3 v)
82 {
83 v.x = v.x * f;
84 v.y = v.y * f;
85 v.z = v.z * f;
86 return v;
87 }
88 public static Vector3 operator *(Vector3 v1, Vector3 v2)
89 {
90 v1.x = v1.x * v2.x;
91 v1.y = v1.y * v2.y;
92 v1.z = v1.z * v2.z;
93 return v1;
94 }
95 public static Vector3 operator +(Vector3 v1, Vector3 v2)
96 {
97 v1.x = v1.x + v2.x;
98 v1.y = v1.y + v2.y;
99 v1.z = v1.z + v2.z;
100 return v1;
101 }
102 public static Vector3 operator -(Vector3 v1, Vector3 v2)
103 {
104 v1.x = v1.x - v2.x;
105 v1.y = v1.y - v2.y;
106 v1.z = v1.z - v2.z;
107 return v1;
108 }
109 public static Vector3 operator %(Vector3 v1, Vector3 v2)
110 {
111 //Cross product
112 Vector3 tv;
113 tv.x = (v1.y * v2.z) - (v1.z * v2.y);
114 tv.y = (v1.z * v2.x) - (v1.x * v2.z);
115 tv.z = (v1.x * v2.y) - (v1.y * v2.x);
116 return tv;
55 } 117 }
56 } 118 }
57 119
58 [Serializable] 120 [Serializable]
59 public struct Quaternion 121 public struct Quaternion
60 { 122 {
61 public double X; 123 public double x;
62 public double Y; 124 public double y;
63 public double Z; 125 public double z;
64 public double R; 126 public double r;
65 127
66 public Quaternion(Quaternion Quat) 128 public Quaternion(Quaternion Quat)
67 { 129 {
68 X = (float) Quat.X; 130 x = (float) Quat.x;
69 Y = (float) Quat.Y; 131 y = (float) Quat.y;
70 Z = (float) Quat.Z; 132 z = (float) Quat.z;
71 R = (float) Quat.R; 133 r = (float) Quat.r;
72 } 134 }
73 135
74 public Quaternion(double x, double y, double z, double r) 136 public Quaternion(double X, double Y, double Z, double R)
137 {
138 x = X;
139 y = Y;
140 z = Z;
141 r = R;
142 }
143 public string ToString()
75 { 144 {
76 X = x; 145 return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + r.ToString() + ">";
77 Y = y;
78 Z = z;
79 R = r;
80 } 146 }
81 } 147 }
82 } 148 }
83} \ No newline at end of file 149}