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