91 lines
3.2 KiB
C#
91 lines
3.2 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Polygon4.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Math;
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using System;
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using System.Numerics;
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namespace StgSharp.Geometries
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{
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public class Polygon4 : PlainGeometry
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{
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protected static int[] Indices = [0, 1, 2, 0, 2, 3];
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internal Polygon4()
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{
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}
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public Polygon4(ICoord coordinate,
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vec3d topLeft,
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vec3d topRight,
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vec3d bottomRight,
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vec3d bottomLeft
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)
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{
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this.coordinate = coordinate;
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this[0] = new vec4d(topLeft.vec);
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this[1] = new vec4d(topRight.vec);
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this[2] = new vec4d(bottomRight.vec);
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this[3] = new vec4d(bottomLeft.vec);
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Vector4 maxCoord = this[0].vec;
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Vector4 minCoord = this[0].vec;
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maxCoord = Vector4.Max(maxCoord, this[1].vec);
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maxCoord = Vector4.Max(maxCoord, this[2].vec);
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maxCoord = Vector4.Max(maxCoord, this[3].vec);
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minCoord = Vector4.Min(minCoord, this[1].vec);
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minCoord = Vector4.Min(minCoord, this[2].vec);
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minCoord = Vector4.Min(minCoord, this[3].vec);
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}
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public Polygon4(
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float v0x, float v0y, float v0z,
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float v1x, float v1y, float v1z,
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float v2x, float v2y, float v2z,
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float v3x, float v3y, float v3z
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)
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{
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vertexMat = new vec4d[4];
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this[0] = new vec4d(v0x, v0y, v0z, 0);
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this[1] = new vec4d(v1x, v1y, v1z, 0);
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this[2] = new vec4d(v2x, v2y, v2z, 0);
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this[3] = new vec4d(v3x, v3y, v3z, 0);
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}
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public override ReadOnlySpan<int> VertexIndices => Indices;
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}
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}
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