//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="Cordinate" // 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 System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace StgSharp.Geometries { [StructLayout(LayoutKind.Sequential)] public struct PartialPlainCoordinate { /* internal Matrix32 axis; /// /// The _origin of this coordinate. /// public Vec3 origin; public PartialPlainCoordinate( Vec3 origin, Vec3 horiziontial, Vec3 vertical ) { this.origin = origin; axis = new Matrix32(); Unsafe.SkipInit( out axis.mat ); axis.colum0 = horiziontial; axis.colum1 = vertical; } /// /// The horizontial axis of the coordinate. Point to the right direction. /// public Vec3 axis_H => axis.colum0; /// /// The vertical axis of the coordinate. Point to the top direction. /// public Vec3 axis_V => axis.colum1; [MethodImpl( MethodImplOptions.AggressiveInlining )] public Vec3 GetRealLocate( Vec2 raletiveLocation ) { return origin + axis.VerticalVecMultiply( raletiveLocation ); } */ } }