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stgsharp/源代码/StgSharp/Geometries/IInstancing.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="IInstancing.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.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Geometries
{
public interface IInstancing
{
public int BufferId
{
get;
set;
}
public vec3d CenterPositionGlobal
{
get;
set;
}
public vec3d Coord
{
get { return GlobalBuffer.CoordAndRotationList[BufferId].XYZ; }
set { GlobalBuffer.CoordAndRotationList[BufferId] = new vec4d(value.vec); }
}
public IInstancingBuffer GlobalBuffer
{
get;
internal set;
}
public float Rotation
{
get { return GlobalBuffer.CoordAndRotationList[BufferId].W; }
set
{
vec4d temp = GlobalBuffer.CoordAndRotationList[BufferId];
temp.W = value;
GlobalBuffer.CoordAndRotationList[BufferId] = temp;
}
}
public float Scale
{
get { return GlobalBuffer.ScalingList[BufferId]; }
set { GlobalBuffer.ScalingList[BufferId] = value; }
}
public GeometryMotion Motion
{
get; set;
}
public void Move()
{
(vec3d coord, float rotation) = (Coord, Rotation);
Motion.RunMotion(ref coord, ref rotation);
(Coord, Rotation) = (coord, rotation);
}
}
}