daily update on 20241002 by nitload youmu, intrinsic function rebuild, syntax style arrange
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@@ -45,9 +45,7 @@ namespace StgSharp.Geometries
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private CoordinationBase localCoordination;
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private Matrix44 coordMat;
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public CoordinationBase(
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CoordinationBase localCoordination)
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public CoordinationBase( CoordinationBase localCoordination )
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{
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this.localCoordination = localCoordination;
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coordMat = new Matrix44();
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@@ -55,23 +53,23 @@ namespace StgSharp.Geometries
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public virtual Point LocalOrigin
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{
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get => new Point(coordMat.colum3.XYZ);
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get => new Point( coordMat.colum3.XYZ );
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internal set => coordMat.colum3.XYZ = value.Coord;
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}
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public virtual vec3d LocalX
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public virtual Vec3 LocalX
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{
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get => coordMat.colum0.XYZ;
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internal set => coordMat.colum0.XYZ = value;
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}
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public virtual vec3d LocalY
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public virtual Vec3 LocalY
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{
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get => coordMat.colum1.XYZ;
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internal set => coordMat.colum1.XYZ = value;
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}
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public virtual vec3d LocalZ
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public virtual Vec3 LocalZ
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{
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get => coordMat.colum2.XYZ;
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set => coordMat.colum2.XYZ = value;
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@@ -41,23 +41,22 @@ namespace StgSharp.Geometries
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{
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private static PlainCoordinate statndardPlainCoordination = new PlainCoordinate(
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null, new Point(0, 0, 0),
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new vec3d(1, 0, 0),
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new vec3d(0, 1, 0)
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);
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null, new Point( 0, 0, 0 ), new Vec3( 1, 0, 0 ),
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new Vec3( 0, 1, 0 ) );
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public PlainCoordinate(
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CoordinationBase local,
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Point origin,
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vec3d xAxis,
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vec3d yAxis
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) : base(local)
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Vec3 xAxis,
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Vec3 yAxis )
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: base( local )
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{
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CoordMat = Matrix44.Unit;
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CoordMat.colum0 = new vec4d(xAxis, 0);
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CoordMat.colum1 = new vec4d(yAxis, 0);
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CoordMat.colum2 = new vec4d(Linear.Normalize(Vec3d.Cross(xAxis, yAxis)), 0);
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CoordMat.colum0 = new Vec4( xAxis, 0 );
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CoordMat.colum1 = new Vec4( yAxis, 0 );
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CoordMat.colum2 = new Vec4(
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Linear.Normalize( Vec3.Cross( xAxis, yAxis ) ), 0 );
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LocalOrigin = origin;
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}
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@@ -40,11 +40,12 @@ namespace StgSharp.Geometries
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{
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public SpaceCoordinate(
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CoordinationBase localCoordination, Point origin,
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vec3d xAxis, vec3d yAxis, vec3d zAxis
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) : base(localCoordination)
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{
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}
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CoordinationBase localCoordination,
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Point origin,
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Vec3 xAxis,
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Vec3 yAxis,
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Vec3 zAxis )
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: base( localCoordination ) { }
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}
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}
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