/* * Copyright (c) 2006-2014, openmetaverse.org * All rights reserved. * * - Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * - Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * - Neither the name of the openmetaverse.org nor the names * of its contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Text; namespace OpenMetaverse { public static partial class Utils { /// /// Operating system /// public enum Platform { /// Unknown Unknown, /// Microsoft Windows Windows, /// Microsoft Windows CE WindowsCE, /// Linux Linux, /// Apple OSX OSX } /// /// Runtime platform /// public enum Runtime { /// .NET runtime Windows, /// Mono runtime: http://www.mono-project.com/ Mono } public const float E = (float)Math.E; public const float LOG10E = 0.4342945f; public const float LOG2E = 1.442695f; public const float PI = (float)Math.PI; public const float TWO_PI = (float)(Math.PI * 2.0d); public const float PI_OVER_TWO = (float)(Math.PI / 2.0d); public const float PI_OVER_FOUR = (float)(Math.PI / 4.0d); /// Used for converting degrees to radians public const float DEG_TO_RAD = (float)(Math.PI / 180.0d); /// Used for converting radians to degrees public const float RAD_TO_DEG = (float)(180.0d / Math.PI); /// Provide a single instance of the CultureInfo class to /// help parsing in situations where the grid assumes an en-us /// culture public static readonly System.Globalization.CultureInfo EnUsCulture = new System.Globalization.CultureInfo("en-us"); /// UNIX epoch in DateTime format public static readonly DateTime Epoch = new DateTime(1970, 1, 1); public static readonly byte[] EmptyBytes = new byte[0]; /// Provide a single instance of the MD5 class to avoid making /// duplicate copies and handle thread safety private static readonly System.Security.Cryptography.MD5 MD5Builder = new System.Security.Cryptography.MD5CryptoServiceProvider(); /// Provide a single instance of the SHA-1 class to avoid /// making duplicate copies and handle thread safety private static readonly System.Security.Cryptography.SHA1 SHA1Builder = new System.Security.Cryptography.SHA1CryptoServiceProvider(); private static readonly System.Security.Cryptography.SHA256 SHA256Builder = new System.Security.Cryptography.SHA256Managed(); /// Provide a single instance of a random number generator /// to avoid making duplicate copies and handle thread safety private static readonly Random RNG = new Random(); #region Math /// /// Clamp a given value between a range /// /// Value to clamp /// Minimum allowable value /// Maximum allowable value /// A value inclusively between lower and upper public static float Clamp(float value, float min, float max) { // First we check to see if we're greater than the max value = (value > max) ? max : value; // Then we check to see if we're less than the min. value = (value < min) ? min : value; // There's no check to see if min > max. return value; } /// /// Clamp a given value between a range /// /// Value to clamp /// Minimum allowable value /// Maximum allowable value /// A value inclusively between lower and upper public static double Clamp(double value, double min, double max) { // First we check to see if we're greater than the max value = (value > max) ? max : value; // Then we check to see if we're less than the min. value = (value < min) ? min : value; // There's no check to see if min > max. return value; } /// /// Clamp a given value between a range /// /// Value to clamp /// Minimum allowable value /// Maximum allowable value /// A value inclusively between lower and upper public static int Clamp(int value, int min, int max) { // First we check to see if we're greater than the max value = (value > max) ? max : value; // Then we check to see if we're less than the min. value = (value < min) ? min : value; // There's no check to see if min > max. return value; } /// /// Round a floating-point value to the nearest integer /// /// Floating point number to round /// Integer public static int Round(float val) { return (int)Math.Floor(val + 0.5f); } /// /// Test if a single precision float is a finite number /// public static bool IsFinite(float value) { return !(Single.IsNaN(value) || Single.IsInfinity(value)); } /// /// Test if a double precision float is a finite number /// public static bool IsFinite(double value) { return !(Double.IsNaN(value) || Double.IsInfinity(value)); } /// /// Get the distance between two floating-point values /// /// First value /// Second value /// The distance between the two values public static float Distance(float value1, float value2) { return Math.Abs(value1 - value2); } public static float Hermite(float value1, float tangent1, float value2, float tangent2, float amount) { // All transformed to double not to lose precission // Otherwise, for high numbers of param:amount the result is NaN instead of Infinity double v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result; double sCubed = s * s * s; double sSquared = s * s; if (amount == 0f) result = value1; else if (amount == 1f) result = value2; else result = (2d * v1 - 2d * v2 + t2 + t1) * sCubed + (3d * v2 - 3d * v1 - 2d * t1 - t2) * sSquared + t1 * s + v1; return (float)result; } public static double Hermite(double value1, double tangent1, double value2, double tangent2, double amount) { // All transformed to double not to lose precission // Otherwise, for high numbers of param:amount the result is NaN instead of Infinity double v1 = value1, v2 = value2, t1 = tangent1, t2 = tangent2, s = amount, result; double sCubed = s * s * s; double sSquared = s * s; if (amount == 0d) result = value1; else if (amount == 1f) result = value2; else result = (2d * v1 - 2d * v2 + t2 + t1) * sCubed + (3d * v2 - 3d * v1 - 2d * t1 - t2) * sSquared + t1 * s + v1; return result; } public static float Lerp(float value1, float value2, float amount) { return value1 + (value2 - value1) * amount; } public static double Lerp(double value1, double value2, double amount) { return value1 + (value2 - value1) * amount; } public static float SmoothStep(float value1, float value2, float amount) { // It is expected that 0 < amount < 1 // If amount < 0, return value1 // If amount > 1, return value2 float result = Utils.Clamp(amount, 0f, 1f); return Utils.Hermite(value1, 0f, value2, 0f, result); } public static double SmoothStep(double value1, double value2, double amount) { // It is expected that 0 < amount < 1 // If amount < 0, return value1 // If amount > 1, return value2 double result = Utils.Clamp(amount, 0f, 1f); return Utils.Hermite(value1, 0f, value2, 0f, result); } public static float ToDegrees(float radians) { // This method uses double precission internally, // though it returns single float // Factor = 180 / pi return (float)(radians * 57.295779513082320876798154814105); } public static float ToRadians(float degrees) { // This method uses double precission internally, // though it returns single float // Factor = pi / 180 return (float)(degrees * 0.017453292519943295769236907684886); } /// /// Compute the MD5 hash for a byte array /// /// Byte array to compute the hash for /// MD5 hash of the input data public static byte[] MD5(byte[] data) { lock (MD5Builder) return MD5Builder.ComputeHash(data); } /// /// Compute the SHA1 hash for a byte array /// /// Byte array to compute the hash for /// SHA1 hash of the input data public static byte[] SHA1(byte[] data) { lock (SHA1Builder) return SHA1Builder.ComputeHash(data); } /// /// Calculate the SHA1 hash of a given string /// /// The string to hash /// The SHA1 hash as a string public static string SHA1String(string value) { StringBuilder digest = new StringBuilder(40); byte[] hash = SHA1(Encoding.UTF8.GetBytes(value)); // Convert the hash to a hex string foreach (byte b in hash) digest.AppendFormat(Utils.EnUsCulture, "{0:x2}", b); return digest.ToString(); } /// /// Compute the SHA256 hash for a byte array /// /// Byte array to compute the hash for /// SHA256 hash of the input data public static byte[] SHA256(byte[] data) { lock (SHA256Builder) return SHA256Builder.ComputeHash(data); } /// /// Calculate the SHA256 hash of a given string /// /// The string to hash /// The SHA256 hash as a string public static string SHA256String(string value) { StringBuilder digest = new StringBuilder(64); byte[] hash = SHA256(Encoding.UTF8.GetBytes(value)); // Convert the hash to a hex string foreach (byte b in hash) digest.AppendFormat(Utils.EnUsCulture, "{0:x2}", b); return digest.ToString(); } /// /// Calculate the MD5 hash of a given string /// /// The password to hash /// An MD5 hash in string format, with $1$ prepended public static string MD5(string password) { StringBuilder digest = new StringBuilder(32); byte[] hash = MD5(ASCIIEncoding.Default.GetBytes(password)); // Convert the hash to a hex string foreach (byte b in hash) digest.AppendFormat(Utils.EnUsCulture, "{0:x2}", b); return "$1$" + digest.ToString(); } /// /// Calculate the MD5 hash of a given string /// /// The string to hash /// The MD5 hash as a string public static string MD5String(string value) { StringBuilder digest = new StringBuilder(32); byte[] hash = MD5(Encoding.UTF8.GetBytes(value)); // Convert the hash to a hex string foreach (byte b in hash) digest.AppendFormat(Utils.EnUsCulture, "{0:x2}", b); return digest.ToString(); } /// /// Generate a random double precision floating point value /// /// Random value of type double public static double RandomDouble() { lock (RNG) return RNG.NextDouble(); } #endregion Math #region Platform /// /// Get the current running platform /// /// Enumeration of the current platform we are running on public static Platform GetRunningPlatform() { const string OSX_CHECK_FILE = "/Library/Extensions.kextcache"; if (Environment.OSVersion.Platform == PlatformID.WinCE) { return Platform.WindowsCE; } else { int plat = (int)Environment.OSVersion.Platform; if ((plat != 4) && (plat != 128)) { return Platform.Windows; } else { if (System.IO.File.Exists(OSX_CHECK_FILE)) return Platform.OSX; else return Platform.Linux; } } } /// /// Get the current running runtime /// /// Enumeration of the current runtime we are running on public static Runtime GetRunningRuntime() { Type t = Type.GetType("Mono.Runtime"); if (t != null) return Runtime.Mono; else return Runtime.Windows; } #endregion Platform } }