//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Controlling; using StgSharp.Math; using System; using System.Numerics; namespace StgSharp.Geometries { public unsafe class Triangle : PlainGeometry { internal Func movVertex01Operation = GeometryOperation.DefaultMotion; internal Func movVertex02Operation = GeometryOperation.DefaultMotion; internal Func movVertex03Operation = GeometryOperation.DefaultMotion; internal Mat3 vertexMat; public Triangle() { vertexMat = new Mat3(); } public Triangle( vec3d vertex01, vec3d vertex02, vec3d vertex03 ) { vertexMat.colum0 = vertex01.vec; vertexMat.colum1 = vertex02.vec; vertexMat.colum2 = vertex03.vec; } public Triangle( float v0x, float v0y, float v0z, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z ) { vertexMat.colum0 = new Vector4(v0x, v0y, v0z, 0); vertexMat.colum1 = new Vector4(v1x, v1y, v1z, 0); vertexMat.colum2 = new Vector4(v2x, v2y, v2z, 0); } public Func MovVertex01Operation => this.movVertex01Operation; public Func MovVertex02Operation => this.movVertex02Operation; public Func MovVertex03Operation => this.movVertex03Operation; public Mat3 VertexBuffer => vertexMat; internal override sealed int[] Indices => new int[3] { 0, 1, 2 }; public override Line[] GetAllSides() { return [ new Line(vertexMat.colum0,vertexMat.colum1), new Line(vertexMat.colum1,vertexMat.colum2), new Line(vertexMat.colum2,vertexMat.colum0) ]; } public override Plain GetPlain() { return new Plain(this.vertexMat.colum0, this.vertexMat.colum1, this.vertexMat.colum2); } public virtual vec3d MovVertex01(int tick) { return movVertex01Operation(tick); } public virtual vec3d MovVertex02(int tick) { return movVertex02Operation(tick); } public virtual vec3d MovVertex03(int tick) { return movVertex03Operation(tick); } internal override sealed void UpdateCoordinate(int tick) { tick = time; vertexMat.colum0 = coordinate.Origin.vec + MovVertex01(time).vec; vertexMat.colum1 = coordinate.Origin.vec + MovVertex02(time).vec; vertexMat.colum2 = coordinate.Origin.vec + MovVertex03(time).vec; } } }