//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Bullet.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. All rights reserved. // // Permission is hereby granted, free of charge, to any person // obtaining a copy of this software and associated documentation // files (the ¡°Software¡±), to deal in the Software without restriction, // including without limitation the rights to use, copy, modify, merge, // publish, distribute, sublicense, and/or sell copies of the Software, // and to permit persons to whom the Software is furnished to do so, // subject to the following conditions: // // The above copyright notice and // this permission notice shall be included in all copies // or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED ¡°AS IS¡±, // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, // INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. // IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH // THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. // //----------------------------------------------------------------------- //----------------------------------------------------------------------- using StgSharp.Geometries; using StgSharp.Math; using System; namespace StgSharp.Gaming { public abstract class Bullet : IInstancing, IPlainEntity { protected Bullet( PlainInstancingBuffer buffer, GeometryMotion movement, Vec2 beginPosition, float angle, float scale ) { if( buffer == null ) { throw new ArgumentNullException( nameof( buffer ) ); } GlobalBuffer = buffer; BufferId = buffer.CreateInstanceID(); ( ( IInstancing )this ).Scale = scale; ( ( IInstancing )this ).Coord = new Vec3( beginPosition, 0 ); ( ( IInstancing )this ).Rotation = angle; Motion = movement; } public GeometryMotion Motion { get; set; } public IInstancingBuffer GlobalBuffer { get; set; } public int BufferId { get; set; } public Vec2 CenterPosition { get; set; } public bool CollideWith( IPlainEntity entity ) { throw new System.NotImplementedException(); } Vec3 IInstancing.CenterPositionGlobal { get; set; } } }