//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="IInstancing" // Project: StgSharp // AuthorGroup: Nitload // Copyright (c) Nitload. 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.Mathematics; using StgSharp.Mathematics.Graphic; using System; using System.Collections.Generic; using System.Linq; using System.Numerics; using System.Security.Cryptography.X509Certificates; using System.Text; using System.Threading.Tasks; namespace StgSharp.Geometries { public interface IInstancing { public float Rotation { get { return GlobalBuffer.CoordAndRotationList[BufferId].W; } set { Vec4 temp = GlobalBuffer.CoordAndRotationList[ BufferId]; temp.W = value; GlobalBuffer.CoordAndRotationList[ BufferId] = temp; } } public float Scale { get { return GlobalBuffer.ScalingList[BufferId]; } set { GlobalBuffer.ScalingList[BufferId] = value; } } public GeometryMotion Motion { get; set; } public IInstancingBuffer GlobalBuffer { get; internal set; } public int BufferId { get; internal set; } public Vec3 CenterPositionGlobal { get; internal set; } public Vec3 Coord { get { return GlobalBuffer.CoordAndRotationList[BufferId].XYZ; } set { GlobalBuffer.CoordAndRotationList[BufferId] = new Vec4(value.reg); } } public void Move() { (Vec3 coord, float rotation) = (Coord, Rotation); Motion.RunMotion(ref coord, ref rotation); (Coord, Rotation) = (coord, rotation); } } }