//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Polygon4.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.Numerics; namespace StgSharp.Geometries { public class Polygon4 : PlainGeometry { protected static int[] Indices = [0, 1, 2, 0, 2, 3]; internal Polygon4() { } public Polygon4(ICoord coordinate, vec3d topLeft, vec3d topRight, vec3d bottomRight, vec3d bottomLeft ) { this.coordinate = coordinate; this[0] = new vec4d(topLeft.vec); this[1] = new vec4d(topRight.vec); this[2] = new vec4d(bottomRight.vec); this[3] = new vec4d(bottomLeft.vec); Vector4 maxCoord = this[0].vec; Vector4 minCoord = this[0].vec; maxCoord = Vector4.Max(maxCoord, this[1].vec); maxCoord = Vector4.Max(maxCoord, this[2].vec); maxCoord = Vector4.Max(maxCoord, this[3].vec); minCoord = Vector4.Min(minCoord, this[1].vec); minCoord = Vector4.Min(minCoord, this[2].vec); minCoord = Vector4.Min(minCoord, this[3].vec); } public Polygon4( 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 = new vec4d[4]; this[0] = new vec4d(v0x, v0y, v0z, 0); this[1] = new vec4d(v1x, v1y, v1z, 0); this[2] = new vec4d(v2x, v2y, v2z, 0); this[3] = new vec4d(v3x, v3y, v3z, 0); } public override ReadOnlySpan VertexIndices => Indices; } }