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/*
* 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.Grid.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;
}
}
[Serializable]
public struct Quaternion
{
public double X;
public double Y;
public double Z;
public double R;
public Quaternion(Quaternion Quat)
{
X = (float)Quat.X;
Y = (float)Quat.Y;
Z = (float)Quat.Z;
R = (float)Quat.R;
}
public Quaternion(double x, double y, double z, double r)
{
X = x;
Y = y;
Z = z;
R = r;
}
}
}
}
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