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stgsharp/源代码/StgSharp/Geometries/PlainGeometry/Triangle.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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.Graphics;
using StgSharp.Math;
using System;
using System.Numerics;
namespace StgSharp.Geometries
{
public unsafe class Triangle : PlainGeometry
{
public Triangle()
{
vertexMat = new vec4d[3];
}
public Triangle(
vec3d vertex01,
vec3d vertex02,
vec3d vertex03
)
{
this[0] = new vec4d( vertex01.vec);
this[1] = new vec4d( vertex02.vec);
this[2] = new vec4d( vertex03.vec);
}
public Triangle(
float v0x, float v0y, float v0z,
float v1x, float v1y, float v1z,
float v2x, float v2y, float v2z
)
{
this[0] = new vec4d(v0x, v0y, v0z, 0);
this[1] = new vec4d(v1x, v1y, v1z, 0);
this[2] = new vec4d(v2x, v2y, v2z, 0);
}
internal static int[] Indices = [ 0, 1, 2 ];
public override ReadOnlySpan<int> VertexIndices => Indices;
}
}