//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="IInstancing.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. 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.Math; 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 int BufferId { get; set; } public vec3d CenterPositionGlobal { get; set; } public vec3d Coord { get { return GlobalBuffer.CoordAndRotationList[BufferId].XYZ; } set { GlobalBuffer.CoordAndRotationList[BufferId] = new vec4d(value.vec); } } public IInstancingBuffer GlobalBuffer { get; internal set; } public float Rotation { get { return GlobalBuffer.CoordAndRotationList[BufferId].W; } set { vec4d 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 void Move() { (vec3d coord, float rotation) = (Coord, Rotation); Motion.RunMotion(ref coord, ref rotation); (Coord, Rotation) = (coord, rotation); } } }