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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Globalization;
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using OpenMetaverse;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenSim.Region.PhysicsModules.UbitMeshing;
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public class Vertex : IComparable<Vertex>
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{
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Vector3 vector;
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public float X
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{
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get { return vector.X; }
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set { vector.X = value; }
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}
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public float Y
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{
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get { return vector.Y; }
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set { vector.Y = value; }
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}
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public float Z
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{
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get { return vector.Z; }
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set { vector.Z = value; }
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}
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public Vertex(float x, float y, float z)
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{
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vector.X = x;
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vector.Y = y;
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vector.Z = z;
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}
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public Vertex normalize()
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{
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float tlength = vector.Length();
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if (tlength != 0f)
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{
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float mul = 1.0f / tlength;
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return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
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}
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else
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{
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return new Vertex(0f, 0f, 0f);
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}
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}
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public Vertex cross(Vertex v)
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{
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return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
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}
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// disable warning: mono compiler moans about overloading
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// operators hiding base operator but should not according to C#
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// language spec
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#pragma warning disable 0108
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public static Vertex operator *(Vertex v, Quaternion q)
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{
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// From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
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Vertex v2 = new Vertex(0f, 0f, 0f);
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v2.X = q.W * q.W * v.X +
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2f * q.Y * q.W * v.Z -
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2f * q.Z * q.W * v.Y +
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q.X * q.X * v.X +
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2f * q.Y * q.X * v.Y +
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2f * q.Z * q.X * v.Z -
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q.Z * q.Z * v.X -
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q.Y * q.Y * v.X;
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v2.Y =
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2f * q.X * q.Y * v.X +
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q.Y * q.Y * v.Y +
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2f * q.Z * q.Y * v.Z +
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2f * q.W * q.Z * v.X -
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q.Z * q.Z * v.Y +
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q.W * q.W * v.Y -
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2f * q.X * q.W * v.Z -
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q.X * q.X * v.Y;
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v2.Z =
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2f * q.X * q.Z * v.X +
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2f * q.Y * q.Z * v.Y +
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q.Z * q.Z * v.Z -
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2f * q.W * q.Y * v.X -
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q.Y * q.Y * v.Z +
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2f * q.W * q.X * v.Y -
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q.X * q.X * v.Z +
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q.W * q.W * v.Z;
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return v2;
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}
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public static Vertex operator +(Vertex v1, Vertex v2)
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{
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return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
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}
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public static Vertex operator -(Vertex v1, Vertex v2)
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{
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return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
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}
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public static Vertex operator *(Vertex v1, Vertex v2)
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{
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return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
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}
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public static Vertex operator +(Vertex v1, float am)
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{
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v1.X += am;
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v1.Y += am;
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v1.Z += am;
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return v1;
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}
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public static Vertex operator -(Vertex v1, float am)
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{
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v1.X -= am;
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v1.Y -= am;
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v1.Z -= am;
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return v1;
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}
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public static Vertex operator *(Vertex v1, float am)
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{
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v1.X *= am;
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v1.Y *= am;
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v1.Z *= am;
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return v1;
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}
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public static Vertex operator /(Vertex v1, float am)
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{
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if (am == 0f)
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{
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return new Vertex(0f,0f,0f);
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}
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float mul = 1.0f / am;
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v1.X *= mul;
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v1.Y *= mul;
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v1.Z *= mul;
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return v1;
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}
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#pragma warning restore 0108
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public float dot(Vertex v)
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{
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return X * v.X + Y * v.Y + Z * v.Z;
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}
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public Vertex(Vector3 v)
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{
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vector = v;
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}
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public Vertex Clone()
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{
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return new Vertex(X, Y, Z);
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}
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public static Vertex FromAngle(double angle)
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{
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return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
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}
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public float Length()
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{
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return vector.Length();
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}
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public virtual bool Equals(Vertex v, float tolerance)
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{
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Vertex diff = this - v;
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float d = diff.Length();
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if (d < tolerance)
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return true;
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return false;
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}
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public int CompareTo(Vertex other)
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{
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if (X < other.X)
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return -1;
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if (X > other.X)
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return 1;
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if (Y < other.Y)
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return -1;
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if (Y > other.Y)
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return 1;
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if (Z < other.Z)
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return -1;
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if (Z > other.Z)
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return 1;
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return 0;
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}
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public static bool operator >(Vertex me, Vertex other)
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{
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return me.CompareTo(other) > 0;
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}
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public static bool operator <(Vertex me, Vertex other)
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{
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return me.CompareTo(other) < 0;
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}
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public String ToRaw()
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{
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// Why this stuff with the number formatter?
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// Well, the raw format uses the english/US notation of numbers
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// where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
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// The german notation uses these characters exactly vice versa!
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// The Float.ToString() routine is a localized one, giving different results depending on the country
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// settings your machine works with. Unusable for a machine readable file format :-(
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NumberFormatInfo nfi = new NumberFormatInfo();
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nfi.NumberDecimalSeparator = ".";
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nfi.NumberDecimalDigits = 6;
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String s1 = X.ToString(nfi) + " " + Y.ToString(nfi) + " " + Z.ToString(nfi);
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return s1;
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}
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}
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public class Triangle
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{
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public Vertex v1;
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public Vertex v2;
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public Vertex v3;
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public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
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{
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v1 = _v1;
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v2 = _v2;
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v3 = _v3;
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}
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public Triangle(float _v1x,float _v1y,float _v1z,
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float _v2x,float _v2y,float _v2z,
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float _v3x,float _v3y,float _v3z)
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{
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v1 = new Vertex(_v1x, _v1y, _v1z);
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v2 = new Vertex(_v2x, _v2y, _v2z);
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v3 = new Vertex(_v3x, _v3y, _v3z);
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}
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public override String ToString()
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{
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NumberFormatInfo nfi = new NumberFormatInfo();
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nfi.CurrencyDecimalDigits = 2;
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nfi.CurrencyDecimalSeparator = ".";
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String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
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String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
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String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
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return s1 + ";" + s2 + ";" + s3;
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}
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public Vector3 getNormal()
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{
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// Vertices
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// Vectors for edges
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Vector3 e1;
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Vector3 e2;
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e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
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e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
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// Cross product for normal
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Vector3 n = Vector3.Cross(e1, e2);
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// Length
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float l = n.Length();
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// Normalized "normal"
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n = n/l;
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return n;
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}
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public void invertNormal()
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{
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Vertex vt;
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vt = v1;
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v1 = v2;
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v2 = vt;
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}
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// Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
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// debugging purposes
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public String ToStringRaw()
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{
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String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
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return output;
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}
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}
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