daily update on 20240508 by nitload youmu, partical added

This commit is contained in:
YoumuLiu
2024-05-09 04:14:36 +08:00
parent fc19ab3298
commit 56459deec5
58 changed files with 1507 additions and 431 deletions
@@ -31,6 +31,7 @@
using StgSharp.Controlling;
using StgSharp.Math;
using System;
using System.Numerics;
namespace StgSharp.Geometries
@@ -40,15 +41,15 @@ namespace StgSharp.Geometries
public unsafe class Triangle : PlainGeometry
{
internal GetLocationHandler movVertex01Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal GetLocationHandler movVertex02Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal GetLocationHandler movVertex03Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
internal Func<int,vec3d> movVertex01Operation = GeometryOperation.DefaultMotion;
internal Func<int,vec3d> movVertex02Operation = GeometryOperation.DefaultMotion;
internal Func<int,vec3d> movVertex03Operation = GeometryOperation.DefaultMotion;
internal Matrix33 vertexMat;
internal Mat3 vertexMat;
public Triangle()
{
vertexMat = new Matrix33();
vertexMat = new Mat3();
}
public Triangle(
@@ -57,9 +58,9 @@ namespace StgSharp.Geometries
vec3d vertex03
)
{
vertexMat.mat.colum0 = vertex01.vec;
vertexMat.mat.colum1 = vertex02.vec;
vertexMat.mat.colum2 = vertex03.vec;
vertexMat.colum0 = vertex01.vec;
vertexMat.colum1 = vertex02.vec;
vertexMat.colum2 = vertex03.vec;
}
public Triangle(
@@ -68,57 +69,55 @@ namespace StgSharp.Geometries
float v2x, float v2y, float v2z
)
{
vertexMat.mat.colum0 = new Vector4(v0x, v0y, v0z, 0);
vertexMat.mat.colum1 = new Vector4(v1x, v1y, v1z, 0);
vertexMat.mat.colum2 = new Vector4(v2x, v2y, v2z, 0);
vertexMat.colum0 = new Vector4(v0x, v0y, v0z, 0);
vertexMat.colum1 = new Vector4(v1x, v1y, v1z, 0);
vertexMat.colum2 = new Vector4(v2x, v2y, v2z, 0);
}
public GetLocationHandler MovVertex01Operation => this.movVertex01Opearion;
public GetLocationHandler MovVertex02Operation => this.movVertex02Opearion;
public GetLocationHandler MovVertex03Operation => this.movVertex03Opearion;
public Func<int,vec3d> MovVertex01Operation => this.movVertex01Operation;
public Func<int,vec3d> MovVertex02Operation => this.movVertex02Operation;
public Func<int,vec3d> MovVertex03Operation => this.movVertex03Operation;
public Mat3 VertexBuffer => vertexMat.mat;
public Mat3 VertexBuffer => vertexMat;
internal override sealed int[] Indices => new int[3] { 0, 1, 2 };
public override Line[] GetAllSides()
{
Line[] sides = new Line[3]
{
new Line(vertexMat.mat.colum0,vertexMat.mat.colum1),
new Line(vertexMat.mat.colum1,vertexMat.mat.colum2),
new Line(vertexMat.mat.colum2,vertexMat.mat.colum0)
};
return sides;
return
[
new Line(vertexMat.colum0,vertexMat.colum1),
new Line(vertexMat.colum1,vertexMat.colum2),
new Line(vertexMat.colum2,vertexMat.colum0)
];
}
public override Plain GetPlain()
{
return new Plain(this.vertexMat.mat.colum0, this.vertexMat.mat.colum1, this.vertexMat.mat.colum2);
return new Plain(this.vertexMat.colum0, this.vertexMat.colum1, this.vertexMat.colum2);
}
public virtual vec3d MovVertex01(int tick)
{
return movVertex01Opearion.Invoke(tick);
return movVertex01Operation(tick);
}
public virtual vec3d MovVertex02(int tick)
{
return movVertex02Opearion.Invoke(tick);
return movVertex02Operation(tick);
}
public virtual vec3d MovVertex03(int tick)
{
return movVertex03Opearion.Invoke(tick);
return movVertex03Operation(tick);
}
internal override sealed void UpdateCoordinate(int tick)
{
tick = time;
vertexMat.mat.colum0 = coordinate.Origin.vec + MovVertex01(time).vec;
vertexMat.mat.colum1 = coordinate.Origin.vec + MovVertex02(time).vec;
vertexMat.mat.colum2 = coordinate.Origin.vec + MovVertex03(time).vec;
vertexMat.colum0 = coordinate.Origin.vec + MovVertex01(time).vec;
vertexMat.colum1 = coordinate.Origin.vec + MovVertex02(time).vec;
vertexMat.colum2 = coordinate.Origin.vec + MovVertex03(time).vec;
}
}