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stgsharp/源代码/StgSharp/Geometries/PlainGeometry/Polygon4.cs
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Polygon4.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.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 Matrix24 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 => moveVertex0Operation;
public GetLocationHandler MovVertex1Operaion => moveVertex1Operation;
public GetLocationHandler MovVertex2Operaion => moveVertex2Operation;
public GetLocationHandler MovVertex3Operaion => moveVertex3Operation;
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;
}
public Mat4 VertexBuffer => vertexMat.mat;
internal override sealed int[] Indices => new int[6] { 0, 1, 2, 0, 2, 3 };
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(int tick)
{
return moveVertex0Operation(tick);
}
public virtual vec3d MoveVertex1(int tick)
{
return moveVertex1Operation(tick);
}
public virtual vec3d MoveVertex2(int tick)
{
return moveVertex2Operation(tick);
}
public virtual vec3d MoveVertex3(int tick)
{
return moveVertex3Operation(tick);
}
internal override void UpdateCoordinate(int tick)
{
}
}
}