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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="IInstancing"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// 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 StgSharp.Mathematics.Graphics;
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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.Numerics;
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using System.Security.Cryptography.X509Certificates;
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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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public interface IInstancing
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{
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public float Rotation { get { return GlobalBuffer.CoordAndRotationList[BufferId].W; } set
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{
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Vec4 temp = GlobalBuffer.CoordAndRotationList[
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BufferId];
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temp.W = value;
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GlobalBuffer.CoordAndRotationList[
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BufferId] = temp;
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} }
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public float Scale { get { return GlobalBuffer.ScalingList[BufferId]; } set { GlobalBuffer.ScalingList[BufferId] = value; } }
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public GeometryMotion Motion { get; set; }
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public IInstancingBuffer GlobalBuffer { get; internal set; }
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public int BufferId { get; internal set; }
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public Vec3 CenterPositionGlobal { get; internal set; }
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public Vec3 Coord { get { return GlobalBuffer.CoordAndRotationList[BufferId].XYZ; } set { GlobalBuffer.CoordAndRotationList[BufferId] = new Vec4(value.reg); } }
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public void Move()
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{
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(Vec3 coord, float rotation) = (Coord, Rotation);
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Motion.RunMotion(ref coord, ref rotation);
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(Coord, Rotation) = (coord, rotation);
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}
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}
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}
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