daily update on 20230927 by nitload youmu, all polygon4 display available, optimizing on C/C# interoperation
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@@ -7,15 +7,15 @@ namespace StgSharp.Geometries
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{
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internal Point center;
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public sealed override Point RefPoint01 => center;
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public sealed override Point RefPoint02 => vertex01;
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public sealed override Point RefPoint03 => vertex02;
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public sealed override Point RefPoint0 => center;
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public sealed override Point RefPoint1 => new Point(vertexMat.mat.colum0);
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public sealed override Point RefPoint2 => new Point(vertexMat.mat.colum1);
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internal readonly GetLocationHandler movCenterOperation = new GetLocationHandler(GeometryOperation.DefualtMotion);
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public GetLocationHandler MovCenterOperation { get { return movCenterOperation; } }
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public GetLocationHandler MovVertex01Operation { get { return movVertex01Operation; } }
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public GetLocationHandler MovVertex02Operation { get { return movVertex02Operation; } }
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public GetLocationHandler MovVertex01Operation { get { return moveVertex0Operation; } }
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public GetLocationHandler MovVertex02Operation { get { return moveVertex1Operation; } }
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public virtual Vec3d MovCenter(uint tick)
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{
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@@ -28,7 +28,7 @@ namespace StgSharp.Geometries
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/// <param name="tick">Current time tick</param>
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/// <returns></returns>
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/// <exception cref="UnusedVertexException">Geometry overdefined</exception>
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public sealed override Vec3d MovVertex03(uint tick)
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public sealed override Vec3d MoveVertex2(uint tick)
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{
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throw new UnusedVertexException();
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}
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@@ -39,7 +39,7 @@ namespace StgSharp.Geometries
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/// <param name="tick">Current time tick</param>
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/// <returns></returns>
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/// <exception cref="UnusedVertexException">Geometry overdefined</exception>
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public sealed override Vec3d MovVertex04(uint tick)
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public sealed override Vec3d MoveVertex3(uint tick)
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{
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throw new UnusedVertexException();
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}
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@@ -47,10 +47,10 @@ namespace StgSharp.Geometries
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internal sealed override void OnRender(uint tick)
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{
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uint nowTick = TimeLine.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 = center.Position * 2 - vertex01.Position;
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this.vertex04.Position = center.Position * 2 - vertex02.Position;
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this.vertexMat.Colum0 = RefOrigin.Position + moveVertex0Operation(nowTick);
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this.vertexMat.Colum1 = RefOrigin.Position + moveVertex1Operation(nowTick);
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this.vertexMat.Colum2 = center.Position * 2 - vertexMat.Colum0;
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this.vertexMat.Colum3 = center.Position * 2 - vertexMat.Colum1;
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}
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}
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