Better L4 and array storage design
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@@ -25,7 +25,6 @@
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphics;
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@@ -49,7 +48,11 @@ namespace StgSharp.Geometries
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vertexMat = new Vec4[3];
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}
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public Triangle(Point vertex01, Point vertex02, Point vertex03)
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public Triangle(
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Point vertex01,
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Point vertex02,
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Point vertex03
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)
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: base(PlainCoordinate.StandardPlainCoordination)
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{
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this[0] = vertex01;
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@@ -57,7 +60,12 @@ namespace StgSharp.Geometries
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this[2] = vertex03;
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}
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public Triangle(PlainCoordinate coordination, Point vertex01, Point vertex02, Point vertex03)
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public Triangle(
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PlainCoordinate coordination,
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Point vertex01,
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Point vertex02,
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Point vertex03
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)
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: base(coordination)
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{
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this[0] = vertex01;
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@@ -65,7 +73,14 @@ namespace StgSharp.Geometries
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this[2] = vertex03;
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}
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public Triangle(float v0x, float v0y, float v1x, float v1y, float v2x, float v2y)
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public Triangle(
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float v0x,
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float v0y,
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float v1x,
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float v1y,
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float v2x,
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float v2y
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)
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: base(PlainCoordinate.StandardPlainCoordination)
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{
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this[0] = new Point(v0x, v0y, 0);
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@@ -73,7 +88,15 @@ namespace StgSharp.Geometries
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this[2] = new Point(v2x, v2y, 0);
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}
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public Triangle(PlainCoordinate coordination, float v0x, float v0y, float v1x, float v1y, float v2x, float v2y)
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public Triangle(
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PlainCoordinate coordination,
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float v0x,
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float v0y,
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float v1x,
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float v1y,
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float v2x,
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float v2y
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)
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: base(coordination)
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{
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this[0] = new Point(v0x, v0y, 0);
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