Daily update 2 on 20240228 by nitload youmu
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="IInstancing.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.Math;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Security.Cryptography.X509Certificates;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Geometries
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{
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public interface IInstancing
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{
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public float Rotation
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{
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get { return GlobalBuffer.CoordAndRotationList[ BufferId ].W; }
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set
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{
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Vec4 temp = GlobalBuffer.CoordAndRotationList[ BufferId ];
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temp.W = value;
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GlobalBuffer.CoordAndRotationList[ BufferId ] = temp;
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}
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}
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public float Scale
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{
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get { return GlobalBuffer.ScalingList[ BufferId ]; }
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set { GlobalBuffer.ScalingList[ BufferId ] = value; }
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}
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public GeometryMotion Motion
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{
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get;
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set;
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}
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public IInstancingBuffer GlobalBuffer
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{
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get;
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internal set;
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}
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public int BufferId
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{
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get;
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internal set;
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}
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public Vec3 CenterPositionGlobal
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{
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get;
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internal set;
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}
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public Vec3 Coord
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{
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get { return GlobalBuffer.CoordAndRotationList[ BufferId ].XYZ; }
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set { GlobalBuffer.CoordAndRotationList[ BufferId ] = new Vec4(
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value.vec ); }
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}
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public void Move()
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{
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(Vec3 coord, float rotation) = (Coord, Rotation);
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Motion.RunMotion( ref coord, ref rotation );
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(Coord, Rotation) = (coord, rotation);
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}
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}
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}
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