//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Polygon4.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.Controlling; using StgSharp.Math; using System; using System.Numerics; namespace StgSharp.Geometries { public class Polygon4 : PlainGeometry { internal readonly Func moveVertex0Operation = GeometryOperation.DefaultMotion; internal readonly Func moveVertex1Operation = GeometryOperation.DefaultMotion; internal readonly Func moveVertex2Operation = GeometryOperation.DefaultMotion; internal readonly Func moveVertex3Operation = GeometryOperation.DefaultMotion; internal Mat4 vertexMat; internal Polygon4() { } public Polygon4(ICoord coordinate, vec2d topLeft, vec2d topRight, vec2d bottomRight, vec2d bottomLeft ) { this.coordinate = coordinate; vertexMat.colum0 = topLeft.vec; vertexMat.colum1 = topRight.vec; vertexMat.colum2 = bottomRight.vec; vertexMat.colum3 = bottomLeft.vec; Vector4 maxCoord = vertexMat.colum0; Vector4 minCoord = vertexMat.colum0; maxCoord = Vector4.Max(maxCoord, vertexMat.colum1); maxCoord = Vector4.Max(maxCoord, vertexMat.colum2); maxCoord = Vector4.Max(maxCoord, vertexMat.colum3); minCoord = Vector4.Min(minCoord, vertexMat.colum1); minCoord = Vector4.Min(minCoord, vertexMat.colum2); minCoord = Vector4.Min(minCoord, vertexMat.colum3); } public Polygon4( float v0x, float v0y, float v0z, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z, float v3x, float v3y, float v3z ) { vertexMat.colum0 = new Vector4(v0x, v0y, v0z, 0); vertexMat.colum1 = new Vector4(v1x, v1y, v1z, 0); vertexMat.colum2 = new Vector4(v2x, v2y, v2z, 0); vertexMat.colum3 = new Vector4(v3x, v3y, v3z, 0); } public Func MovVertex0Operation => moveVertex0Operation; public Func MovVertex1Operation => moveVertex1Operation; public Func MovVertex2Operation => moveVertex2Operation; public Func MovVertex3Operation => moveVertex3Operation; public Point Vertex0 { get => new Point(vertexMat.colum0); set => vertexMat.colum0 = value.position.vec; } public Point Vertex1 { get => new Point(vertexMat.colum1); set => vertexMat.colum1 = value.position.vec; } public Point Vertex2 { get => new Point(vertexMat.colum2); set => vertexMat.colum1 = value.position.vec; } public Mat4 VertexBuffer => vertexMat; internal override sealed int[] Indices => new int[6] { 0, 1, 2, 0, 2, 3 }; internal Point Vertex3 { get => new Point(vertexMat.colum3); set => vertexMat.colum1 = value.position.vec; } public override Line[] GetAllSides() { Line[] sides = [ new Line(Vertex0, Vertex1), new Line(Vertex1, Vertex2), new Line(Vertex2, Vertex3), new Line(Vertex3, Vertex0) ]; return sides; } public override Plain GetPlain() { return new Plain( vertexMat.colum0, vertexMat.colum1, vertexMat.colum2); } public virtual vec3d MoveVertex0(int tick) { return moveVertex0Operation(tick); } public virtual vec3d MoveVertex1(int tick) { return moveVertex1Operation(tick); } public virtual vec3d MoveVertex2(int tick) { return moveVertex2Operation(tick); } public virtual vec3d MoveVertex3(int tick) { return moveVertex3Operation(tick); } internal override void UpdateCoordinate(int tick) { } } }