add from giga-device, new branch added
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Cordinate.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Mathematics;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Geometries
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{
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[StructLayout( LayoutKind.Sequential )]
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public struct PartialPlainCoordinate
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{
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internal Matrix32 axis;
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/// <summary>
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/// The _origin of this coordinate.
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/// </summary>
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public Vec3 origin;
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public PartialPlainCoordinate( Vec3 origin, Vec3 horiziontial, Vec3 vertical )
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{
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this.origin = origin;
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axis = new Matrix32();
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#if NET5_0_OR_GREATER
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Unsafe.SkipInit( out axis.mat );
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#endif
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axis.colum0 = horiziontial;
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axis.colum1 = vertical;
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}
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/// <summary>
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/// The horizontial axis of the coordinate. Point to the right direction.
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/// </summary>
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public Vec3 axis_H => axis.colum0;
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/// <summary>
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/// The vertical axis of the coordinate. Point to the top direction.
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/// </summary>
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public Vec3 axis_V => axis.colum1;
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public Vec3 GetRealLocate( Vec2 raletiveLocation )
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{
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return origin + axis.VerticalVecMultiply( raletiveLocation );
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}
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}
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}
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