using StgSharp.Controlling; using StgSharp.Math; namespace StgSharp.Geometries { public class Parallelogram : Polygon4 { internal Point center; public sealed override Point RefPoint0 => center; public sealed override Point RefPoint1 => new Point(vertexMat.mat.colum0); public sealed override Point RefPoint2 => new Point(vertexMat.mat.colum1); internal readonly GetLocationHandler movCenterOperation = new GetLocationHandler(GeometryOperation.DefualtMotion); public GetLocationHandler MovCenterOperation { get { return movCenterOperation; } } public GetLocationHandler MovVertex01Operation { get { return moveVertex0Operation; } } public GetLocationHandler MovVertex02Operation { get { return moveVertex1Operation; } } public Parallelogram( float v0x, float v0y, float v0z, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z, float v3x, float v3y, float v3z ) : base( v0x, v0y, v0z, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v2y, v3z ) { if ( vertexMat.Colum0 + vertexMat.Colum2 != vertexMat.Colum1 + vertexMat.Colum3 ) { internalIO.InternalWriteLog("Init of geometry item failed, because four vertices cannot form a rectangle.", LogType.Warning); } } public virtual vec3d MovCenter(uint tick) { return movCenterOperation.Invoke(tick); } /// /// Move the third vertix. this is a useless method for Parallelograms. /// /// Current time tick /// /// Geometry overdefined public sealed override vec3d MoveVertex2(uint tick) { throw new UnusedVertexException(); } /// /// Move the third vertix. This method is useless for Parallelograms. /// /// Current time tick /// /// Geometry overdefined public sealed override vec3d MoveVertex3(uint tick) { throw new UnusedVertexException(); } internal sealed override void OnRender(uint tick) { uint nowTick = TimeLine.tickCounter._value; this.vertexMat.Colum0 = RefOrigin.Position + moveVertex0Operation(nowTick); this.vertexMat.Colum1 = RefOrigin.Position + moveVertex1Operation(nowTick); this.vertexMat.Colum2 = center.Position * 2 - vertexMat.Colum0; this.vertexMat.Colum3 = center.Position * 2 - vertexMat.Colum1; } } }