daily update on 20240528 by nitload youmu
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@@ -28,7 +28,8 @@
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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.Graphics;
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using StgSharp.Math;
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using System;
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@@ -41,15 +42,9 @@ namespace StgSharp.Geometries
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public unsafe class Triangle : PlainGeometry
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{
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internal Func<int,vec3d> movVertex01Operation = GeometryOperation.DefaultMotion;
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internal Func<int,vec3d> movVertex02Operation = GeometryOperation.DefaultMotion;
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internal Func<int,vec3d> movVertex03Operation = GeometryOperation.DefaultMotion;
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internal Mat3 vertexMat;
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public Triangle()
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{
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vertexMat = new Mat3();
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vertexMat = new vec4d[3];
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}
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public Triangle(
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@@ -58,9 +53,9 @@ namespace StgSharp.Geometries
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vec3d vertex03
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)
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{
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vertexMat.colum0 = vertex01.vec;
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vertexMat.colum1 = vertex02.vec;
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vertexMat.colum2 = vertex03.vec;
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this[0] = new vec4d( vertex01.vec);
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this[1] = new vec4d( vertex02.vec);
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this[2] = new vec4d( vertex03.vec);
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}
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public Triangle(
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@@ -69,56 +64,14 @@ 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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vertexMat.colum0 = new Vector4(v0x, v0y, v0z, 0);
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vertexMat.colum1 = new Vector4(v1x, v1y, v1z, 0);
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vertexMat.colum2 = new Vector4(v2x, v2y, v2z, 0);
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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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}
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public Func<int,vec3d> MovVertex01Operation => this.movVertex01Operation;
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public Func<int,vec3d> MovVertex02Operation => this.movVertex02Operation;
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public Func<int,vec3d> MovVertex03Operation => this.movVertex03Operation;
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internal static int[] Indices = [ 0, 1, 2 ];
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public Mat3 VertexBuffer => vertexMat;
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internal override sealed int[] Indices => new int[3] { 0, 1, 2 };
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public override Line[] GetAllSides()
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{
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return
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[
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new Line(vertexMat.colum0,vertexMat.colum1),
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new Line(vertexMat.colum1,vertexMat.colum2),
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new Line(vertexMat.colum2,vertexMat.colum0)
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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(this.vertexMat.colum0, this.vertexMat.colum1, this.vertexMat.colum2);
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}
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public virtual vec3d MovVertex01(int tick)
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{
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return movVertex01Operation(tick);
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}
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public virtual vec3d MovVertex02(int tick)
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{
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return movVertex02Operation(tick);
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}
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public virtual vec3d MovVertex03(int tick)
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{
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return movVertex03Operation(tick);
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}
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internal override sealed void UpdateCoordinate(int tick)
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{
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tick = time;
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vertexMat.colum0 = coordinate.Origin.vec + MovVertex01(time).vec;
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vertexMat.colum1 = coordinate.Origin.vec + MovVertex02(time).vec;
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vertexMat.colum2 = coordinate.Origin.vec + MovVertex03(time).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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