171 lines
4.9 KiB
C#
171 lines
4.9 KiB
C#
/* The MIT License
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*
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* Copyright (c) 2010 Intel Corporation.
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* All rights reserved.
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*
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* Based on the convexdecomposition library from
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* <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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using System;
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namespace OpenSim.Region.Physics.ConvexDecompositionDotNet
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{
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public class float4
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{
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public float x;
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public float y;
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public float z;
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public float w;
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public float4()
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{
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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}
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public float4(float _x, float _y, float _z, float _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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public float4(float3 v, float _w)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = _w;
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}
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public float4(float4 f)
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{
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x = f.x;
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y = f.y;
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z = f.z;
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w = f.w;
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}
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public float this[int i]
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{
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get
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{
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switch (i)
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{
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case 0: return x;
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case 1: return y;
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case 2: return z;
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case 3: return w;
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}
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throw new ArgumentOutOfRangeException();
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}
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}
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public float3 xyz()
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{
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return new float3(x, y, z);
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}
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public void setxyz(float3 xyz)
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{
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x = xyz.x;
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y = xyz.y;
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z = xyz.z;
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}
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public override int GetHashCode()
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{
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return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
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}
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public override bool Equals(object obj)
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{
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float4 f = obj as float4;
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if (f == null)
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return false;
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return this == f;
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}
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public static float4 Homogenize(float3 v3)
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{
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return Homogenize(v3, 1.0f);
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}
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//C++ TO C# CONVERTER NOTE: C# does not allow default values for parameters. Overloaded methods are inserted above.
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//ORIGINAL LINE: float4 Homogenize(const float3 &v3, const float &w =1.0f)
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public static float4 Homogenize(float3 v3, float w)
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{
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return new float4(v3.x, v3.y, v3.z, w);
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}
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public static float4 cmul(float4 a, float4 b)
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{
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return new float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
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}
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public static float4 operator +(float4 a, float4 b)
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{
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return new float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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public static float4 operator -(float4 a, float4 b)
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{
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return new float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
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}
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public static float4 operator *(float4 v, float4x4 m)
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{
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return v.x * m.x + v.y * m.y + v.z * m.z + v.w * m.w; // yes this actually works
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}
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public static bool operator ==(float4 a, float4 b)
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{
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// If both are null, or both are same instance, return true.
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if (System.Object.ReferenceEquals(a, b))
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return true;
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// If one is null, but not both, return false.
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if (((object)a == null) || ((object)b == null))
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return false;
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return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w);
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}
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public static bool operator !=(float4 a, float4 b)
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{
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return !(a == b);
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}
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public static float4 operator *(float4 v, float s)
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{
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return new float4(v.x * s, v.y * s, v.z * s, v.w * s);
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}
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public static float4 operator *(float s, float4 v)
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{
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return new float4(v.x * s, v.y * s, v.z * s, v.w * s);
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}
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}
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}
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