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Diffstat (limited to 'OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs')
-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs new file mode 100644 index 0000000..fa60876 --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/float4.cs | |||
@@ -0,0 +1,170 @@ | |||
1 | /* The MIT License | ||
2 | * | ||
3 | * Copyright (c) 2010 Intel Corporation. | ||
4 | * All rights reserved. | ||
5 | * | ||
6 | * Based on the convexdecomposition library from | ||
7 | * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax. | ||
8 | * | ||
9 | * Permission is hereby granted, free of charge, to any person obtaining a copy | ||
10 | * of this software and associated documentation files (the "Software"), to deal | ||
11 | * in the Software without restriction, including without limitation the rights | ||
12 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
13 | * copies of the Software, and to permit persons to whom the Software is | ||
14 | * furnished to do so, subject to the following conditions: | ||
15 | * | ||
16 | * The above copyright notice and this permission notice shall be included in | ||
17 | * all copies or substantial portions of the Software. | ||
18 | * | ||
19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
20 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
22 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
23 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
24 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
25 | * THE SOFTWARE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | |||
30 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
31 | { | ||
32 | public class float4 | ||
33 | { | ||
34 | public float x; | ||
35 | public float y; | ||
36 | public float z; | ||
37 | public float w; | ||
38 | |||
39 | public float4() | ||
40 | { | ||
41 | x = 0; | ||
42 | y = 0; | ||
43 | z = 0; | ||
44 | w = 0; | ||
45 | } | ||
46 | |||
47 | public float4(float _x, float _y, float _z, float _w) | ||
48 | { | ||
49 | x = _x; | ||
50 | y = _y; | ||
51 | z = _z; | ||
52 | w = _w; | ||
53 | } | ||
54 | |||
55 | public float4(float3 v, float _w) | ||
56 | { | ||
57 | x = v.x; | ||
58 | y = v.y; | ||
59 | z = v.z; | ||
60 | w = _w; | ||
61 | } | ||
62 | |||
63 | public float4(float4 f) | ||
64 | { | ||
65 | x = f.x; | ||
66 | y = f.y; | ||
67 | z = f.z; | ||
68 | w = f.w; | ||
69 | } | ||
70 | |||
71 | public float this[int i] | ||
72 | { | ||
73 | get | ||
74 | { | ||
75 | switch (i) | ||
76 | { | ||
77 | case 0: return x; | ||
78 | case 1: return y; | ||
79 | case 2: return z; | ||
80 | case 3: return w; | ||
81 | } | ||
82 | throw new ArgumentOutOfRangeException(); | ||
83 | } | ||
84 | } | ||
85 | |||
86 | public float3 xyz() | ||
87 | { | ||
88 | return new float3(x, y, z); | ||
89 | } | ||
90 | |||
91 | public void setxyz(float3 xyz) | ||
92 | { | ||
93 | x = xyz.x; | ||
94 | y = xyz.y; | ||
95 | z = xyz.z; | ||
96 | } | ||
97 | |||
98 | public override int GetHashCode() | ||
99 | { | ||
100 | return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); | ||
101 | } | ||
102 | |||
103 | public override bool Equals(object obj) | ||
104 | { | ||
105 | float4 f = obj as float4; | ||
106 | if (f == null) | ||
107 | return false; | ||
108 | |||
109 | return this == f; | ||
110 | } | ||
111 | |||
112 | public static float4 Homogenize(float3 v3) | ||
113 | { | ||
114 | return Homogenize(v3, 1.0f); | ||
115 | } | ||
116 | |||
117 | //C++ TO C# CONVERTER NOTE: C# does not allow default values for parameters. Overloaded methods are inserted above. | ||
118 | //ORIGINAL LINE: float4 Homogenize(const float3 &v3, const float &w =1.0f) | ||
119 | public static float4 Homogenize(float3 v3, float w) | ||
120 | { | ||
121 | return new float4(v3.x, v3.y, v3.z, w); | ||
122 | } | ||
123 | |||
124 | public static float4 cmul(float4 a, float4 b) | ||
125 | { | ||
126 | return new float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); | ||
127 | } | ||
128 | |||
129 | public static float4 operator +(float4 a, float4 b) | ||
130 | { | ||
131 | return new float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); | ||
132 | } | ||
133 | public static float4 operator -(float4 a, float4 b) | ||
134 | { | ||
135 | return new float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); | ||
136 | } | ||
137 | |||
138 | public static float4 operator *(float4 v, float4x4 m) | ||
139 | { | ||
140 | return v.x * m.x + v.y * m.y + v.z * m.z + v.w * m.w; // yes this actually works | ||
141 | } | ||
142 | |||
143 | public static bool operator ==(float4 a, float4 b) | ||
144 | { | ||
145 | // If both are null, or both are same instance, return true. | ||
146 | if (System.Object.ReferenceEquals(a, b)) | ||
147 | return true; | ||
148 | // If one is null, but not both, return false. | ||
149 | if (((object)a == null) || ((object)b == null)) | ||
150 | return false; | ||
151 | |||
152 | return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w); | ||
153 | } | ||
154 | |||
155 | public static bool operator !=(float4 a, float4 b) | ||
156 | { | ||
157 | return !(a == b); | ||
158 | } | ||
159 | |||
160 | public static float4 operator *(float4 v, float s) | ||
161 | { | ||
162 | return new float4(v.x * s, v.y * s, v.z * s, v.w * s); | ||
163 | } | ||
164 | |||
165 | public static float4 operator *(float s, float4 v) | ||
166 | { | ||
167 | return new float4(v.x * s, v.y * s, v.z * s, v.w * s); | ||
168 | } | ||
169 | } | ||
170 | } | ||