OpenSimMirror/addon-modules/ConvexDecompositionDotNet/float4.cs

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2011-05-19 20:36:01 +00:00
/* The MIT License
*
* Copyright (c) 2010 Intel Corporation.
* All rights reserved.
*
* Based on the convexdecomposition library from
* <http://codesuppository.googlecode.com> 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);
}
}
}