/* * 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 OpenSim 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.ScriptEngine.Common { [Serializable] public class LSL_Types { [Serializable] public struct Vector3 { public double x; public double y; public double z; public Vector3(Vector3 vector) { x = (float) vector.x; y = (float) vector.y; z = (float) vector.z; } public Vector3(double X, double Y, double Z) { x = X; y = Y; z = Z; } #region Overriders public override string ToString() { return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">"; } public static bool operator ==(Vector3 lhs, Vector3 rhs) { return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z); } public static bool operator !=(Vector3 lhs, Vector3 rhs) { return !(lhs == rhs); } public override int GetHashCode() { return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode()); } public override bool Equals(object o) { if (!(o is Vector3)) return false; Vector3 vector = (Vector3)o; return (x == vector.x && x == vector.x && z == vector.z); } #endregion #region Vector & Vector Math // Vector-Vector Math public static Vector3 operator +(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z); } public static Vector3 operator -(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z); } public static Vector3 operator *(Vector3 lhs, Vector3 rhs) { return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z); } public static Vector3 operator %(Vector3 v1, Vector3 v2) { //Cross product Vector3 tv; tv.x = (v1.y * v2.z) - (v1.z * v2.y); tv.y = (v1.z * v2.x) - (v1.x * v2.z); tv.z = (v1.x * v2.y) - (v1.y * v2.x); return tv; } #endregion #region Vector & Float Math // Vector-Float and Float-Vector Math public static Vector3 operator *(Vector3 vec, float val) { return new Vector3(vec.x * val, vec.y * val, vec.z * val); } public static Vector3 operator *(float val, Vector3 vec) { return new Vector3(vec.x * val, vec.y * val, vec.z * val); } public static Vector3 operator /(Vector3 v, float f) { v.x = v.x / f; v.y = v.y / f; v.z = v.z / f; return v; } #endregion #region Vector & Rotation Math // Vector-Rotation Math public static Vector3 operator *(Vector3 v, Quaternion r) { Quaternion vq = new Quaternion(v.x, v.y, v.z, 0); Quaternion nq = new Quaternion(-r.x, -r.y, -r.z, r.s); Quaternion result = (r * vq) * nq; return new Vector3(result.x, result.y, result.z); } // I *think* this is how it works.... public static Vector3 operator /(Vector3 vec, Quaternion quat) { quat.s = -quat.s; Quaternion vq = new Quaternion(vec.x, vec.y, vec.z, 0); Quaternion nq = new Quaternion(-quat.x, -quat.y, -quat.z, quat.s); Quaternion result = (quat * vq) * nq; return new Vector3(result.x, result.y, result.z); } #endregion #region Static Helper Functions public static double Dot(Vector3 v1, Vector3 v2) { return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z); } public static Vector3 Cross(Vector3 v1, Vector3 v2) { return new Vector3 ( v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x ); } public static float Mag(Vector3 v) { return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z); } public static Vector3 Norm(Vector3 vector) { float mag = Mag(vector); return new Vector3(vector.x / mag, vector.y / mag, vector.z / mag); } #endregion } [Serializable] public struct Quaternion { public double x; public double y; public double z; public double s; public Quaternion(Quaternion Quat) { x = (float) Quat.x; y = (float) Quat.y; z = (float) Quat.z; s = (float) Quat.s; } public Quaternion(double X, double Y, double Z, double S) { x = X; y = Y; z = Z; s = S; } #region Overriders public override int GetHashCode() { return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ s.GetHashCode()); } public override bool Equals(object o) { if (!(o is Quaternion)) return false; Quaternion quaternion = (Quaternion)o; return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s; } public override string ToString() { return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + s.ToString() + ">"; } public static bool operator ==(Quaternion lhs, Quaternion rhs) { // Return true if the fields match: return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.s == rhs.s; } public static bool operator !=(Quaternion lhs, Quaternion rhs) { return !(lhs == rhs); } #endregion public static Quaternion operator *(Quaternion a, Quaternion b) { Quaternion c; c.x = a.s * b.x + a.x * b.s + a.y * b.z - a.z * b.y; c.y = a.s * b.y + a.y * b.s + a.z * b.x - a.x * b.z; c.z = a.s * b.z + a.z * b.s + a.x * b.y - a.y * b.x; c.s = a.s * b.s - a.x * b.x - a.y * b.y - a.z * b.z; return c; } } [Serializable] public class list { private object[] m_data; public list(params object[] args) { m_data = new object[args.Length]; m_data = args; } public int Length { get { return m_data.Length; } } public object[] Data { get { return m_data; } } public static list operator +(list a, list b) { object[] tmp; tmp = new object[a.Length + b.Length]; a.Data.CopyTo(tmp, 0); b.Data.CopyTo(tmp, a.Length); return new list(tmp); } public list GetSublist(int start, int end) { Console.WriteLine("GetSublist(" + start.ToString() + "," + end.ToString() + ")"); object[] ret; // Take care of neg start or end's if (start < 0) { start = m_data.Length + start; } if (end < 0) { end = m_data.Length + end; } // Case start < end if (start <= end) { if (start >= m_data.Length) { return new list(); } if (end >= m_data.Length) { end = m_data.Length - 1; } ret = new object[end - start + 1]; Array.Copy(m_data, start, ret, 0, end - start + 1); return new list(ret); } else { if (start >= m_data.Length) { return this.GetSublist(0, end); } if (end >= m_data.Length) { return new list(); } // end < start //ret = new object[m_data.Length - Math.Abs(end - start + 1)]; //Array.Copy(m_data, 0, ret, m_data.Length - start, end + 1); //Array.Copy(m_data, start, ret, 0, m_data.Length - start); return this.GetSublist(0, end) + this.GetSublist(start, this.Data.Length - 1); //return new list(ret); } } public string ToPrettyString() { string output; if (m_data.Length == 0) { return "[]"; } output = "["; foreach (object o in m_data) { if (o.GetType().ToString() == "System.String") { output = output + "\"" + o + "\", "; } else { output = output + o.ToString() + ", "; } } output = output.Substring(0, output.Length - 2); output = output + "]"; return output; } public override string ToString() { string output; output = ""; if (m_data.Length == 0) { return ""; } foreach (object o in m_data) { output = output + o.ToString(); } return output; } } } }