From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Thu, 3 Nov 2016 21:44:39 +1000 Subject: Initial update to OpenSim 0.8.2.1 source code. --- .../ConvexDecompositionDotNet/float4.cs | 170 +++++++++++++++++++++ 1 file changed, 170 insertions(+) create mode 100644 OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs (limited to 'OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs') diff --git a/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs new file mode 100644 index 0000000..b2b6fd3 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/float4.cs @@ -0,0 +1,170 @@ +/* The MIT License + * + * Copyright (c) 2010 Intel Corporation. + * All rights reserved. + * + * Based on the convexdecomposition library from + * by John W. Ratcliff and Stan Melax. + * + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + * THE SOFTWARE. + */ + +using System; + +namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet +{ + public class float4 + { + public float x; + public float y; + public float z; + public float w; + + public float4() + { + x = 0; + y = 0; + z = 0; + w = 0; + } + + public float4(float _x, float _y, float _z, float _w) + { + x = _x; + y = _y; + z = _z; + w = _w; + } + + public float4(float3 v, float _w) + { + x = v.x; + y = v.y; + z = v.z; + w = _w; + } + + public float4(float4 f) + { + x = f.x; + y = f.y; + z = f.z; + w = f.w; + } + + public float this[int i] + { + get + { + switch (i) + { + case 0: return x; + case 1: return y; + case 2: return z; + case 3: return w; + } + throw new ArgumentOutOfRangeException(); + } + } + + public float3 xyz() + { + return new float3(x, y, z); + } + + public void setxyz(float3 xyz) + { + x = xyz.x; + y = xyz.y; + z = xyz.z; + } + + public override int GetHashCode() + { + return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); + } + + public override bool Equals(object obj) + { + float4 f = obj as float4; + if (f == null) + return false; + + return this == f; + } + + public static float4 Homogenize(float3 v3) + { + return Homogenize(v3, 1.0f); + } + + //C++ TO C# CONVERTER NOTE: C# does not allow default values for parameters. Overloaded methods are inserted above. + //ORIGINAL LINE: float4 Homogenize(const float3 &v3, const float &w =1.0f) + public static float4 Homogenize(float3 v3, float w) + { + return new float4(v3.x, v3.y, v3.z, w); + } + + public static float4 cmul(float4 a, float4 b) + { + return new float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); + } + + public static float4 operator +(float4 a, float4 b) + { + return new float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); + } + public static float4 operator -(float4 a, float4 b) + { + return new float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); + } + + public static float4 operator *(float4 v, float4x4 m) + { + return v.x * m.x + v.y * m.y + v.z * m.z + v.w * m.w; // yes this actually works + } + + public static bool operator ==(float4 a, float4 b) + { + // If both are null, or both are same instance, return true. + if (System.Object.ReferenceEquals(a, b)) + return true; + // If one is null, but not both, return false. + if (((object)a == null) || ((object)b == null)) + return false; + + return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w); + } + + public static bool operator !=(float4 a, float4 b) + { + return !(a == b); + } + + public static float4 operator *(float4 v, float s) + { + return new float4(v.x * s, v.y * s, v.z * s, v.w * s); + } + + public static float4 operator *(float s, float4 v) + { + return new float4(v.x * s, v.y * s, v.z * s, v.w * s); + } + } +} -- cgit v1.1