using StgSharp.Controlling; using StgSharp.Math; using System.Numerics; namespace StgSharp.Geometries { public class Polygon4 : PlainGeometry { internal readonly GetLocationHandler moveVertex0Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex1Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex2Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal readonly GetLocationHandler moveVertex3Operation = new GetLocationHandler(GeometryOperation.DefualtMotion); internal Matrix2x4 vertexMat; internal Polygon4() { } public Polygon4(PartialPlainCoordinate coordinate, Vec2d topLeft, Vec2d topRight, Vec2d bottomRight, Vec2d bottomLeft, bool Orth ) { this.coordinate = coordinate; vertexMat.Colum0 = topLeft; vertexMat.Colum1 = topRight; vertexMat.Colum2 = bottomRight; vertexMat.Colum3 = bottomLeft; Vector4 maxCoord = vertexMat.mat.colum0; Vector4 minCoord = vertexMat.mat.colum0; maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum1); maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum2); maxCoord = Vector4.Max(maxCoord, vertexMat.mat.colum3); minCoord = Vector4.Min(minCoord, vertexMat.mat.colum1); minCoord = Vector4.Min(minCoord, vertexMat.mat.colum2); minCoord = Vector4.Min(minCoord, vertexMat.mat.colum3); textureFrame.mat.colum1 = maxCoord; textureFrame.mat.colum3 = minCoord; textureFrame.Colum0 = new Vec2d(minCoord.X, maxCoord.Y); textureFrame.Colum2 = new Vec2d(maxCoord.X, minCoord.Y); } 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.mat.colum0 = new Vector4(v0x, v0y, v0z, 0); vertexMat.mat.colum1 = new Vector4(v1x, v1y, v1z, 0); vertexMat.mat.colum2 = new Vector4(v2x, v2y, v2z, 0); vertexMat.mat.colum3 = new Vector4(v3x, v3y, v3z, 0); } public GetLocationHandler MovVertex0Operaion { get { return moveVertex0Operation; } } public GetLocationHandler MovVertex1Operaion { get { return moveVertex1Operation; } } public GetLocationHandler MovVertex2Operaion { get { return moveVertex2Operation; } } public GetLocationHandler MovVertex3Operaion { get { return moveVertex3Operation; } } internal sealed override int[] Indices { get { return new int[6] { 0,1,2, 0,2,3}; } } public Mat4 VertexBuffer { get { return vertexMat.mat; } } public Point Vertex0 { get => new Point(vertexMat.mat.colum0); set { vertexMat.mat.colum0 = value.position.vec; } } public Point Vertex1 { get => new Point(vertexMat.mat.colum1); set { vertexMat.mat.colum1 = value.position.vec; } } public Point Vertex2 { get => new Point(vertexMat.mat.colum2); set { vertexMat.mat.colum1 = value.position.vec; } } internal Point Vertex3 { get => new Point(vertexMat.mat.colum3); set { vertexMat.mat.colum1 = value.position.vec; } } public override Line[] GetAllSides() { Line[] sides = new Line[4] { new Line(Vertex0, Vertex1), new Line(Vertex1, Vertex2), new Line(Vertex2, Vertex3), new Line(Vertex3, Vertex0) }; return sides; } public override Plain GetPlain() { vertexMat.InternalTranspose(); return new Plain( vertexMat.mat.colum0, vertexMat.mat.colum1, vertexMat.mat.colum2); } public virtual vec3d MoveVertex0(uint tick) => moveVertex0Operation(tick); public virtual vec3d MoveVertex1(uint tick) => moveVertex1Operation(tick); public virtual vec3d MoveVertex2(uint tick) => moveVertex2Operation(tick); public virtual vec3d MoveVertex3(uint tick) => moveVertex3Operation(tick); internal override void UpdateCoordinate(uint tick) { } } }