//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Triangle.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.Graphics; using StgSharp.Math; using System; using System.Numerics; namespace StgSharp.Geometries { public unsafe class Triangle : PlainGeometry { public Triangle():base(PlainCoordinate.StandardPlainCoordination) { vertexMat = new vec4d[3]; } public Triangle( Point vertex01, Point vertex02, Point vertex03 ) : base(PlainCoordinate.StandardPlainCoordination) { this[0] = vertex01; this[1] = vertex02; this[2] = vertex03; } public Triangle( float v0x, float v0y, float v1x, float v1y, float v2x, float v2y ) : base(PlainCoordinate.StandardPlainCoordination) { this[0] = new Point(v0x, v0y, 0); this[1] = new Point(v1x, v1y, 0); this[2] = new Point(v2x, v2y, 0); } public Triangle(PlainCoordinate coordination, Point vertex01, Point vertex02, Point vertex03 ) : base(coordination) { this[0] = vertex01; this[1] = vertex02; this[2] = vertex03; } public Triangle(PlainCoordinate coordination, float v0x, float v0y, float v1x, float v1y, float v2x, float v2y ) : base(coordination) { this[0] = new Point(v0x, v0y, 0); this[1] = new Point(v1x, v1y, 0); this[2] = new Point(v2x, v2y, 0); } internal static int[] Indices = [ 0, 1, 2 ]; public override ReadOnlySpan VertexIndices => Indices; } }