using StgSharp.Math; using System.Numerics; namespace StgSharp.Geometries { public class Rectangle : Polygon4 { internal Point center; public sealed override Point RefPoint0 => center; public sealed override Point RefPoint1 => new Point(vertexMat.transpose.colum0); public sealed override Point RefPoint2 => new Point(vertexMat.transpose.colum1); public Rectangle( 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.mat.colum0 = new Vector4(v0x, v0y, v0z, 0); vertexMat.mat.colum1 = new Vector4(v1x, v1y, v1z, 0); vertexMat.mat.colum2 = new Vector4(v2x, v2y, v2z, 0); vertexMat.mat.colum3 = new Vector4(v3x, v3y, v3z, 0); } /// /// 计算中心点相对于参考原点的位移 /// /// 当前游戏刻 /// public virtual Vec3d MovCenter(uint tick) => default(Vec3d); public sealed override Vec3d MoveVertex2(uint tick) { return new Vec3d(this.center.position.vec * 2 - vertexMat.mat.colum0); } public sealed override Vec3d MoveVertex3(uint tick) { return new Vec3d(this.center.position.vec * 2 - vertexMat.mat.colum1); } internal sealed override void OnRender(uint tick) { tick -= bornTick; this.MovCenter(tick); } } }