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float2.cs
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1 /* The MIT License
2  *
3  * Copyright (c) 2010 Intel Corporation.
4  * All rights reserved.
5  *
6  * Based on the convexdecomposition library from
7  * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax.
8  *
9  * Permission is hereby granted, free of charge, to any person obtaining a copy
10  * of this software and associated documentation files (the "Software"), to deal
11  * in the Software without restriction, including without limitation the rights
12  * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
13  * copies of the Software, and to permit persons to whom the Software is
14  * furnished to do so, subject to the following conditions:
15  *
16  * The above copyright notice and this permission notice shall be included in
17  * all copies or substantial portions of the Software.
18  *
19  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
20  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
22  * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
23  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
24  * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
25  * THE SOFTWARE.
26  */
27 
28 using System;
29 
30 namespace OpenSim.Region.PhysicsModules.ConvexDecompositionDotNet
31 {
32  public class float2
33  {
34  public float x;
35  public float y;
36 
37  public float2()
38  {
39  }
40 
41  public float2(float _x, float _y)
42  {
43  x = _x;
44  y = _y;
45  }
46 
47  public float this[int i]
48  {
49  get
50  {
51  switch (i)
52  {
53  case 0: return x;
54  case 1: return y;
55  }
56  throw new ArgumentOutOfRangeException();
57  }
58  }
59 
60  public static float2 operator -(float2 a, float2 b)
61  {
62  return new float2(a.x - b.x, a.y - b.y);
63  }
64 
65  public static float2 operator +(float2 a, float2 b)
66  {
67  return new float2(a.x + b.x, a.y + b.y);
68  }
69  }
70 }