/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
namespace OpenSim.Region.Physics.Manager
{
public class PhysicsVector
{
public float X;
public float Y;
public float Z;
public PhysicsVector()
{
}
public PhysicsVector(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public void setValues(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
public override string ToString()
{
return "<" + X + "," + Y + "," + Z + ">";
}
///
/// These routines are the easiest way to store XYZ values in an Vector3 without requiring 3 calls.
///
///
public byte[] GetBytes()
{
byte[] byteArray = new byte[12];
Buffer.BlockCopy(BitConverter.GetBytes(X), 0, byteArray, 0, 4);
Buffer.BlockCopy(BitConverter.GetBytes(Y), 0, byteArray, 4, 4);
Buffer.BlockCopy(BitConverter.GetBytes(Z), 0, byteArray, 8, 4);
if (!BitConverter.IsLittleEndian)
{
Array.Reverse(byteArray, 0, 4);
Array.Reverse(byteArray, 4, 4);
Array.Reverse(byteArray, 8, 4);
}
return byteArray;
}
public void FromBytes(byte[] byteArray, int pos)
{
byte[] conversionBuffer = null;
if (!BitConverter.IsLittleEndian)
{
// Big endian architecture
if (conversionBuffer == null)
conversionBuffer = new byte[12];
Buffer.BlockCopy(byteArray, pos, conversionBuffer, 0, 12);
Array.Reverse(conversionBuffer, 0, 4);
Array.Reverse(conversionBuffer, 4, 4);
Array.Reverse(conversionBuffer, 8, 4);
X = BitConverter.ToSingle(conversionBuffer, 0);
Y = BitConverter.ToSingle(conversionBuffer, 4);
Z = BitConverter.ToSingle(conversionBuffer, 8);
}
else
{
// Little endian architecture
X = BitConverter.ToSingle(byteArray, pos);
Y = BitConverter.ToSingle(byteArray, pos + 4);
Z = BitConverter.ToSingle(byteArray, pos + 8);
}
}
// Operations
public static PhysicsVector operator +(PhysicsVector a, PhysicsVector b)
{
return new PhysicsVector(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
}
public static PhysicsVector operator -(PhysicsVector a, PhysicsVector b)
{
return new PhysicsVector(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
}
public static PhysicsVector cross(PhysicsVector a, PhysicsVector b)
{
return new PhysicsVector(a.Y*b.Z - a.Z*b.Y, a.Z*b.X - a.X*b.Z, a.X*b.Y - a.Y*b.X);
}
public float length()
{
return (float) Math.Sqrt(X*X + Y*Y + Z*Z);
}
public static float GetDistanceTo(PhysicsVector a, PhysicsVector b)
{
float dx = a.X - b.X;
float dy = a.Y - b.Y;
float dz = a.Z - b.Z;
return (float) Math.Sqrt(dx * dx + dy * dy + dz * dz);
}
public static PhysicsVector operator /(PhysicsVector v, float f)
{
return new PhysicsVector(v.X/f, v.Y/f, v.Z/f);
}
public static PhysicsVector operator *(PhysicsVector v, float f)
{
return new PhysicsVector(v.X*f, v.Y*f, v.Z*f);
}
public static PhysicsVector operator *(float f, PhysicsVector v)
{
return v*f;
}
public static bool isFinite(PhysicsVector v)
{
if (v == null)
return false;
if (Single.IsInfinity(v.X) || Single.IsNaN(v.X))
return false;
if (Single.IsInfinity(v.Y) || Single.IsNaN(v.Y))
return false;
if (Single.IsInfinity(v.Z) || Single.IsNaN(v.Z))
return false;
return true;
}
public virtual bool IsIdentical(PhysicsVector v, float tolerance)
{
PhysicsVector diff = this - v;
float d = diff.length();
if (d <= tolerance)
return true;
return false;
}
}
}