* Converted all timers to System.Threading timers to fix problems running in services and the CF * UDPBase now uses our own ReaderWriterLock that is more efficient, and CF compatible * Login uses a hand-created LoginProxy object instead of dynamically building the class with reflection .Emit() * Replaced ParameterizedThreadStart calls with class-wide variables for CF compat. * Removed transfer timeout code (irrelevant now that uploads go through CAPS) * Added several new Helpers methods to wrap desktop and CF conditional code * Replaced Monitor calls with AutoResetEvent in BlockingQueue * InventoryNodeDictionary uses generics now * Removed final lingering piece of XML serialization * Added CookComputing.XmlRpc.CF.dll for the CF git-svn-id: http://libopenmetaverse.googlecode.com/svn/trunk@1479 52acb1d6-8a22-11de-b505-999d5b087335
284 lines
9.4 KiB
C#
284 lines
9.4 KiB
C#
/*
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* Copyright (c) 2007, Second Life Reverse Engineering Team
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* All rights reserved.
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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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*
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* - Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* - Neither the name of the Second Life Reverse Engineering Team nor the names
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* of its contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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namespace libsecondlife
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{
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public class CoordinateFrame
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{
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public static readonly LLVector3 X_AXIS = new LLVector3(1f, 0f, 0f);
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public static readonly LLVector3 Y_AXIS = new LLVector3(0f, 1f, 0f);
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public static readonly LLVector3 Z_AXIS = new LLVector3(0f, 0f, 1f);
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/// <summary>Origin position of this coordinate frame</summary>
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public LLVector3 Origin
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{
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get { return origin; }
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set
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{
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if (!value.IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame.Origin assignment");
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origin = value;
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}
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}
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/// <summary>X axis of this coordinate frame, or Forward/At in Second Life terms</summary>
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public LLVector3 XAxis
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{
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get { return xAxis; }
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set
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{
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if (!value.IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame.XAxis assignment");
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xAxis = value;
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}
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}
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/// <summary>Y axis of this coordinate frame, or Left in Second Life terms</summary>
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public LLVector3 YAxis
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{
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get { return yAxis; }
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set
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{
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if (!value.IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame.YAxis assignment");
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yAxis = value;
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}
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}
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/// <summary>Z axis of this coordinate frame, or Up in Second Life terms</summary>
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public LLVector3 ZAxis
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{
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get { return zAxis; }
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set
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{
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if (!value.IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame.ZAxis assignment");
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zAxis = value;
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}
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}
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protected LLVector3 origin;
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protected LLVector3 xAxis;
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protected LLVector3 yAxis;
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protected LLVector3 zAxis;
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#region Constructors
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public CoordinateFrame(LLVector3 origin)
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{
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this.origin = origin;
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xAxis = X_AXIS;
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yAxis = Y_AXIS;
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zAxis = Z_AXIS;
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if (!this.origin.IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame constructor");
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}
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public CoordinateFrame(LLVector3 origin, LLVector3 direction)
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{
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this.origin = origin;
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LookDirection(direction);
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if (!IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame constructor");
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}
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public CoordinateFrame(LLVector3 origin, LLVector3 xAxis, LLVector3 yAxis, LLVector3 zAxis)
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{
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this.origin = origin;
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this.xAxis = xAxis;
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this.yAxis = yAxis;
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this.zAxis = zAxis;
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if (!IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame constructor");
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}
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public CoordinateFrame(LLVector3 origin, LLMatrix3 rotation)
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{
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this.origin = origin;
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xAxis = rotation[0];
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yAxis = rotation[1];
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zAxis = rotation[2];
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if (!IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame constructor");
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}
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public CoordinateFrame(LLVector3 origin, LLQuaternion rotation)
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{
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LLMatrix3 m = new LLMatrix3(rotation);
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this.origin = origin;
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xAxis = m[0];
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yAxis = m[1];
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zAxis = m[2];
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if (!IsFinite())
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throw new ArgumentException("Non-finite in CoordinateFrame constructor");
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}
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#endregion Constructors
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#region Public Methods
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public void ResetAxes()
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{
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xAxis = X_AXIS;
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yAxis = Y_AXIS;
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zAxis = Z_AXIS;
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}
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public void Rotate(float angle, LLVector3 rotationAxis)
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{
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LLQuaternion q = new LLQuaternion(angle, rotationAxis);
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Rotate(q);
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}
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public void Rotate(LLQuaternion q)
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{
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LLMatrix3 m = new LLMatrix3(q);
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Rotate(m);
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}
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public void Rotate(LLMatrix3 m)
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{
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xAxis = LLVector3.Rot(xAxis, m);
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yAxis = LLVector3.Rot(yAxis, m);
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Orthonormalize();
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if (!IsFinite())
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throw new Exception("Non-finite in CoordinateFrame.Rotate()");
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}
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public void Roll(float angle)
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{
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LLQuaternion q = new LLQuaternion(angle, xAxis);
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LLMatrix3 m = new LLMatrix3(q);
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Rotate(m);
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if (!yAxis.IsFinite() || !zAxis.IsFinite())
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throw new Exception("Non-finite in CoordinateFrame.Roll()");
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}
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public void Pitch(float angle)
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{
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LLQuaternion q = new LLQuaternion(angle, yAxis);
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LLMatrix3 m = new LLMatrix3(q);
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Rotate(m);
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if (!xAxis.IsFinite() || !zAxis.IsFinite())
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throw new Exception("Non-finite in CoordinateFrame.Pitch()");
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}
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public void Yaw(float angle)
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{
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LLQuaternion q = new LLQuaternion(angle, zAxis);
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LLMatrix3 m = new LLMatrix3(q);
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Rotate(m);
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if (!xAxis.IsFinite() || !yAxis.IsFinite())
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throw new Exception("Non-finite in CoordinateFrame.Yaw()");
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}
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public void LookDirection(LLVector3 at)
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{
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LookDirection(at, Z_AXIS);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="at">Looking direction, must be a normalized vector</param>
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/// <param name="upDirection">Up direction, must be a normalized vector</param>
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public void LookDirection(LLVector3 at, LLVector3 upDirection)
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{
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// The two parameters cannot be parallel
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LLVector3 left = LLVector3.Cross(upDirection, at);
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if (left == LLVector3.Zero)
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{
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// Prevent left from being zero
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at.X += 0.01f;
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at = LLVector3.Norm(at);
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left = LLVector3.Cross(upDirection, at);
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}
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left = LLVector3.Norm(left);
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xAxis = at;
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yAxis = left;
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zAxis = LLVector3.Cross(at, left);
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}
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/// <summary>
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/// Align the coordinate frame X and Y axis with a given rotation
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/// around the Z axis in radians
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/// </summary>
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/// <param name="heading">Absolute rotation around the Z axis in
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/// radians</param>
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public void LookDirection(double heading)
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{
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yAxis.X = (float)Math.Cos(heading);
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yAxis.Y = (float)Math.Sin(heading);
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xAxis.X = (float)-Math.Sin(heading);
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xAxis.Y = (float)Math.Cos(heading);
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}
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public void LookAt(LLVector3 origin, LLVector3 target)
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{
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LookAt(origin, target, new LLVector3(0f, 0f, 1f));
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}
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public void LookAt(LLVector3 origin, LLVector3 target, LLVector3 upDirection)
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{
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this.origin = origin;
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LLVector3 at = new LLVector3(target - origin);
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at = LLVector3.Norm(at);
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LookDirection(at, upDirection);
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}
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#endregion Public Methods
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protected bool IsFinite()
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{
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if (xAxis.IsFinite() && yAxis.IsFinite() && zAxis.IsFinite())
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return true;
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else
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return false;
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}
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protected void Orthonormalize()
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{
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// Make sure the axis are orthagonal and normalized
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xAxis = LLVector3.Norm(xAxis);
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yAxis -= xAxis * (xAxis * yAxis);
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yAxis = LLVector3.Norm(yAxis);
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zAxis = LLVector3.Cross(xAxis, yAxis);
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}
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}
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}
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