171 lines
4.9 KiB
C#
171 lines
4.9 KiB
C#
|
/* 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);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|