//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // file="Cordinate.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.Mathematics; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; namespace StgSharp.Geometries { [StructLayout(LayoutKind.Sequential)] public struct PartialPlainCoordinate { /* internal Matrix32 axis; /// /// The _origin of this coordinate. /// public Vec3 origin; public PartialPlainCoordinate( Vec3 origin, Vec3 horiziontial, Vec3 vertical ) { this.origin = origin; axis = new Matrix32(); Unsafe.SkipInit( out axis.mat ); axis.colum0 = horiziontial; axis.colum1 = vertical; } /// /// The horizontial axis of the coordinate. Point to the right direction. /// public Vec3 axis_H => axis.colum0; /// /// The vertical axis of the coordinate. Point to the top direction. /// public Vec3 axis_V => axis.colum1; [MethodImpl( MethodImplOptions.AggressiveInlining )] public Vec3 GetRealLocate( Vec2 raletiveLocation ) { return origin + axis.VerticalVecMultiply( raletiveLocation ); } */ } }