daily update on 20231016 by nitload youmu, vao,vbo,ebo struct added
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@@ -6,43 +6,29 @@ namespace StgSharp.Geometries
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{
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public unsafe class Triangle : IPlainGeometry
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public unsafe class Triangle : PlainGeometry
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{
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internal Matrix3x3 vertexMap;
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internal GetLocationHandler movVertex01Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
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internal GetLocationHandler movVertex02Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
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internal GetLocationHandler movVertex03Opearion = new GetLocationHandler(GeometryOperation.DefualtMotion);
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public sealed override Point RefPoint0 => new Point(vertexMap.mat.colum0);
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public sealed override Point RefPoint1 => new Point(vertexMap.mat.colum1);
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public sealed override Point RefPoint2 => new Point(vertexMap.mat.colum2);
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public GetLocationHandler MovVertex01Operation => this.movVertex01Opearion;
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public GetLocationHandler MovVertex02Operation => this.movVertex02Opearion;
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public GetLocationHandler MovVertex03Operation => this.movVertex03Opearion;
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public virtual Vec3d MovVertex01(uint tick) => movVertex01Opearion.Invoke(tick);
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public virtual Vec3d MovVertex02(uint tick) => movVertex02Opearion.Invoke(tick);
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public virtual Vec3d MovVertex03(uint tick) => movVertex03Opearion.Invoke(tick);
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internal Matrix3x3 vertexMat;
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public Triangle()
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{
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vertexMap = new Matrix3x3();
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vertexMat = new Matrix3x3();
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}
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public Triangle(
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Vec3d vertex01,
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Vec3d vertex02,
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Vec3d vertex03
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vec3d vertex01,
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vec3d vertex02,
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vec3d vertex03
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)
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{
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vertexMap.mat.colum0 = vertex01.vec;
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vertexMap.mat.colum1 = vertex02.vec;
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vertexMap.mat.colum2 = vertex03.vec;
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vertexMat.mat.colum0 = vertex01.vec;
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vertexMat.mat.colum1 = vertex02.vec;
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vertexMat.mat.colum2 = vertex03.vec;
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}
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public Triangle(
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@@ -51,26 +37,35 @@ namespace StgSharp.Geometries
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float v2x, float v2y, float v2z
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)
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{
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vertexMap.mat.colum0 = new Vector4(v0x, v0y, v0z, 0);
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vertexMap.mat.colum1 = new Vector4(v1x, v1y, v1z, 0);
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vertexMap.mat.colum2 = new Vector4(v2x, v2y, v2z, 0);
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vertexMat.mat.colum0 = new Vector4(v0x, v0y, v0z, 0);
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vertexMat.mat.colum1 = new Vector4(v1x, v1y, v1z, 0);
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vertexMat.mat.colum2 = new Vector4(v2x, v2y, v2z, 0);
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}
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internal sealed override void OnRender(uint tick)
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public GetLocationHandler MovVertex01Operation => this.movVertex01Opearion;
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public GetLocationHandler MovVertex02Operation => this.movVertex02Opearion;
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public GetLocationHandler MovVertex03Operation => this.movVertex03Opearion;
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public sealed override Point RefPoint0 => new Point(vertexMat.mat.colum0);
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public sealed override Point RefPoint1 => new Point(vertexMat.mat.colum1);
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public sealed override Point RefPoint2 => new Point(vertexMat.mat.colum2);
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public Mat3 VertexBuffer
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{
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tick -= this.bornTick;
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vertexMap.mat.colum0 = RefOrigin.Position.vec + MovVertex01(tick).vec;
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vertexMap.mat.colum1 = RefOrigin.Position.vec + MovVertex02(tick).vec;
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vertexMap.mat.colum2 = RefOrigin.Position.vec + MovVertex03(tick).vec;
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get { return vertexMat.mat; }
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}
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internal sealed override int[] Indices
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{
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get { return new int[3] { 0, 1, 2 }; }
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}
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public override Line[] GetAllSides()
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{
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Line[] sides = new Line[3]
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{
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new Line(vertexMap.mat.colum0,vertexMap.mat.colum1),
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new Line(vertexMap.mat.colum1,vertexMap.mat.colum2),
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new Line(vertexMap.mat.colum2,vertexMap.mat.colum0)
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new Line(vertexMat.mat.colum0,vertexMat.mat.colum1),
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new Line(vertexMat.mat.colum1,vertexMat.mat.colum2),
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new Line(vertexMat.mat.colum2,vertexMat.mat.colum0)
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};
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return sides;
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@@ -78,8 +73,20 @@ namespace StgSharp.Geometries
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public override Plain GetPlain()
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{
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return new Plain(this.vertexMap.mat.colum0, this.vertexMap.mat.colum1, this.vertexMap.mat.colum2);
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return new Plain(this.vertexMat.mat.colum0, this.vertexMat.mat.colum1, this.vertexMat.mat.colum2);
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}
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public virtual vec3d MovVertex01(uint tick) => movVertex01Opearion.Invoke(tick);
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public virtual vec3d MovVertex02(uint tick) => movVertex02Opearion.Invoke(tick);
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public virtual vec3d MovVertex03(uint tick) => movVertex03Opearion.Invoke(tick);
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internal sealed override void OnRender(uint tick)
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{
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tick -= this.bornTick;
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vertexMat.mat.colum0 = RefOrigin.Position.vec + MovVertex01(tick).vec;
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vertexMat.mat.colum1 = RefOrigin.Position.vec + MovVertex02(tick).vec;
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vertexMat.mat.colum2 = RefOrigin.Position.vec + MovVertex03(tick).vec;
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}
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}
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}
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