/* 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.Physics.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); } } }