Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="MarkingLable.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Controls;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Math;
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using StgSharp.Timing;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Text;
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namespace StgSharp.Controls
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{
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public class MarkingLabel : ControllingItem
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{
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private PlainGeometryMesh marker;
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private TimeFunction _movement;
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private Vec2 _currentPosition, _movementVec;
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public MarkingLabel( PlainGeometryMesh marker, TimeFunction movement )
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{
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this.marker = marker;
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_movement = movement;
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}
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public bool IsEntity => true;
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public ReadOnlySpan<Vec4> TextureBox
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{
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get => marker.TextureCoord;
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}
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public Rectangle BoundingBox
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{
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get;
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set;
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}
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public Vec2 Position
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{
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get;
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set;
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}
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public IEnumerator<PlainGeometryMesh> GetEnumerator()
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{
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yield return marker;
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}
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public void Move( Vec2 movement )
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{
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if( !_movement.IsComplete ) {
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Position = _currentPosition + ( _movement.Calculate() * _movementVec );
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}
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}
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public void MoveTo( Vec2 target )
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{
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Move( target - Position );
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}
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}
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}
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