using StgSharp.Controlling; using StgSharp.Math; namespace StgSharp.Geometries { public class Polygon4 : IPlainGeometry { internal Matrix3x4 vertexMat; internal Point vertex0 { get; set; } internal Point vertex1 { get; set; } internal Point vertex2 { get; set; } internal Point vertex3 { get; set; } internal readonly GetLocationHandler moveVertex0Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex1Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex2Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex3Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); public override Point RefPoint0 { get { return new Point(vertexMat.transpose.colum0); } } public override Point RefPoint1 { get { return new Point(vertexMat.transpose.colum1); } } public override Point RefPoint2 { get { return new Point(vertexMat.transpose.colum2); } } public GetLocationHandler MovVertex01Operaion { get { return moveVertex0Operation; } } public GetLocationHandler MovVertex02Operaion { get { return moveVertex1Operation; } } public GetLocationHandler MovVertex03Operaion { get { return moveVertex2Operation; } } public GetLocationHandler MovVertex04Operaion { get { return moveVertex3Operation; } } public unsafe Polygon4() { } public override Line[] GetAllSides() { Line[] sides = new Line[4] { new Line(vertex0,vertex1), new Line(vertex1, vertex2), new Line(vertex2, vertex3), new Line(vertex3, vertex0) }; return sides; } public override Plain GetPlain() { vertexMat.InternalTranspose(); return new Plain( vertexMat.mat.colum0, vertexMat.mat.colum1, vertexMat.mat.colum2); } public virtual Vec3d MoveVertex0(uint tick) => moveVertex0Operation.Invoke(tick); public virtual Vec3d MoveVertex1(uint tick) => moveVertex1Operation.Invoke(tick); public virtual Vec3d MoveVertex2(uint tick) => moveVertex2Operation.Invoke(tick); public virtual Vec3d MoveVertex3(uint tick) => moveVertex3Operation.Invoke(tick); internal override void OnRender(uint tick) { uint nowTick = TimeLine.tickCounter._value; this.vertexMat.Colum0 = RefOrigin.position + moveVertex1Operation(nowTick); this.vertexMat.Colum1 = RefOrigin.position + moveVertex1Operation(nowTick); this.vertexMat.Colum2 = RefOrigin.position + moveVertex2Operation(nowTick); this.vertexMat.Colum3 = RefOrigin.position + moveVertex3Operation(nowTick); } } }