daily update on 20240528 by nitload youmu
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@@ -28,7 +28,7 @@
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Controlling;
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using StgSharp.Math;
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using System;
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@@ -39,16 +39,9 @@ namespace StgSharp.Geometries
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public unsafe class Polygon5 : PlainGeometry
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{
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internal Point _refOrigin;
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internal Func<int,vec3d> movP01Operation = default;
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internal Func<int,vec3d> movP02Operation = default;
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internal Func<int,vec3d> movP03Operation = default;
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internal Func<int,vec3d> movP04Operation = default;
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internal Func<int,vec3d> movP05Operation = default;
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internal mat5 vertexMat;
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public unsafe Polygon5()
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{
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vertexMat = new vec4d[5];
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}
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public Polygon5(
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@@ -59,106 +52,16 @@ namespace StgSharp.Geometries
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float v4x, float v4y, float v4z
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)
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{
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vertexMat.vec0 = new Vector4(v0x, v0y, v0z, 0);
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vertexMat.vec1 = new Vector4(v1x, v1y, v1z, 0);
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vertexMat.vec2 = new Vector4(v2x, v2y, v2z, 0);
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vertexMat.vec3 = new Vector4(v3x, v3y, v3z, 0);
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vertexMat.vec4 = new Vector4(v4x, v4y, v4z, 0);
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vertexMat = new vec4d[5];
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this[0] = new vec4d(v0x, v0y, v0z, 0);
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this[1] = new vec4d(v1x, v1y, v1z, 0);
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this[2] = new vec4d(v2x, v2y, v2z, 0);
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this[3] = new vec4d(v3x, v3y, v3z, 0);
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this[4] = new vec4d(v4x, v4y, v4z, 0);
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}
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internal static int[] Indices = [ 0, 1, 2, 0, 2, 3, 0, 3, 4 ];
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public Func<int,vec3d> MovP01Operation => movP01Operation;
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public Func<int,vec3d> MovP02Operation => movP02Operation;
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public Func<int,vec3d> MovP03Operation => movP03Operation;
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public Func<int,vec3d> MovP04Operation => movP04Operation;
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public Func<int,vec3d> MovP05Operation => movP05Operation;
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public Point Vertex0
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{
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get => new Point(vertexMat.vec0);
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set => vertexMat.vec0 = value.position.vec;
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}
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public Point Vertex1
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{
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get => new Point(vertexMat.vec1);
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set => vertexMat.vec1 = value.position.vec;
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}
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public Point Vertex2
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{
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get => new Point(vertexMat.vec2);
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set => vertexMat.vec2 = value.position.vec;
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}
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public Point Vertex3
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{
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get => new Point(vertexMat.vec3);
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set => vertexMat.vec3 = value.position.vec;
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}
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public Point Vertex4
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{
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get => new Point(vertexMat.vec4);
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set => vertexMat.vec4 = value.position.vec;
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}
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public mat5 VertexBuffer => vertexMat;
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internal override int[] Indices => new int[9] { 0, 1, 2, 0, 2, 3, 0, 3, 4 };
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public override Line[] GetAllSides()
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{
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return new Line[5]
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{
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new Line(Vertex0,Vertex1),
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new Line(Vertex1,Vertex2),
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new Line(Vertex2,Vertex3),
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new Line(Vertex3,Vertex4),
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new Line(Vertex4,Vertex0)
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};
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}
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public override Plain GetPlain()
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{
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return new Plain(Vertex0, Vertex1, Vertex2);
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}
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public virtual vec3d movVertex01(int tick)
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{
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return movP01Operation.Invoke(time);
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}
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public virtual vec3d movVertex02(int tick)
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{
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return movP02Operation.Invoke(time);
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}
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public virtual vec3d movVertex03(int tick)
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{
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return movP03Operation.Invoke(time);
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}
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public virtual vec3d movVertex04(int tick)
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{
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return movP04Operation.Invoke(time);
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}
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public virtual vec3d movVertex05(int tick)
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{
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return movP05Operation.Invoke(time);
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}
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internal override void UpdateCoordinate(int tick)
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{
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int nowTick = tick - BornTime;
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vertexMat.vec0 = (coordinate.Origin + movVertex01(nowTick)).vec;
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vertexMat.vec1 = (coordinate.Origin + movVertex02(nowTick)).vec;
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vertexMat.vec2 = (coordinate.Origin + movVertex03(nowTick)).vec;
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vertexMat.vec3 = (coordinate.Origin + movVertex04(nowTick)).vec;
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vertexMat.vec4 = (coordinate.Origin + movVertex05(nowTick)).vec;
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}
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public override ReadOnlySpan<int> VertexIndices => Indices;
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}
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}
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