OpenGL rebuild project start!
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using StgSharp.Control;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace StgSharp.Geometries
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{
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public class Polygon4 : IPlainGeometry
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{
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internal Point vertex01;
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internal Point vertex02;
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internal Point vertex03;
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internal Point vertex04;
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internal readonly GetLocationHandler movVertex01Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
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internal readonly GetLocationHandler movVertex02Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
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internal readonly GetLocationHandler movVertex03Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
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internal readonly GetLocationHandler movVertex04Operation = new GetLocationHandler(GeometryOperation.DefualtMotion);
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public override Point RefPoint01 => vertex01;
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public override Point RefPoint02 => vertex02;
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public override Point RefPoint03 => vertex03;
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public GetLocationHandler MovVertex01Operaion { get { return movVertex01Operation; } }
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public GetLocationHandler MovVertex02Operaion { get { return movVertex02Operation; } }
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public GetLocationHandler MovVertex03Operaion { get { return movVertex03Operation; } }
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public GetLocationHandler MovVertex04Operaion { get { return movVertex04Operation; } }
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public override Line[] GetAllSides()
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{
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Line[] sides = new Line[4]
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{
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new Line(vertex01,vertex02),
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new Line(vertex02, vertex03),
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new Line(vertex03, vertex04),
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new Line(vertex04, vertex01)
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};
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sides[0] = new Line(vertex01,vertex02);
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sides[1] = new Line(vertex02,vertex03);
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sides[2] = new Line(vertex03,vertex04);
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sides[3] = new Line(vertex04,vertex01);
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return sides;
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}
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public override Plain GetPlain()
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{
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return new Plain(this.RefPoint01, this.RefPoint02, this.RefPoint03);
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}
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public virtual vec3d MovVertex01(uint tick) => movVertex01Operation.Invoke(tick);
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public virtual vec3d MovVertex02(uint tick) => movVertex01Operation.Invoke(tick);
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public virtual vec3d MovVertex03(uint tick) => movVertex01Operation.Invoke(tick);
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public virtual vec3d MovVertex04(uint tick) => movVertex01Operation.Invoke(tick);
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internal override void OnRender(uint tick)
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{
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uint nowTick = GameTimeLine.tickCounter._value;
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this.vertex01._position = RefOrigin._position + movVertex01Operation(nowTick);
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this.vertex02._position = RefOrigin._position + movVertex02Operation(nowTick);
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this.vertex03._position = RefOrigin._position + movVertex03Operation(nowTick);
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this.vertex04._position = RefOrigin._position + movVertex04Operation(nowTick);
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}
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}
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}
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