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stgsharp/源代码/StgSharp/Geometries/PlainGeometry/Polygon6.cs
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C#

//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="Polygon6.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 Polygon6 : PlainGeometry
{
internal Point _refOrigin;
internal GetLocationHandler movVertex0Operation;
internal GetLocationHandler movVertex1Operation;
internal GetLocationHandler movVertex2Operation;
internal GetLocationHandler movVertex3Operation;
internal GetLocationHandler movVertex4Operation;
internal GetLocationHandler movVertex5Operation;
internal mat6 vertexMat;
public GetLocationHandler MovVertex0Operation => movVertex0Operation;
public GetLocationHandler MovVertex1Operation => movVertex1Operation;
public GetLocationHandler MovVertex2Operation => movVertex2Operation;
public GetLocationHandler MovVertex3Operation => movVertex3Operation;
public GetLocationHandler MovVertex4Operation => movVertex4Operation;
public GetLocationHandler MovVertex5Operation => movVertex5Operation;
public Point Vertex0
{
get => new Point(vertexMat.vec0);
set => vertexMat.vec0 = value.position.vec;
}
public Point Vertex1
{
get => new Point(vertexMat.vec1);
set => vertexMat.vec1 = value.position.vec;
}
public Point Vertex2
{
get => new Point(vertexMat.vec2);
set => vertexMat.vec2 = value.position.vec;
}
public Point Vertex3
{
get => new Point(vertexMat.vec3);
set => vertexMat.vec3 = value.position.vec;
}
public Point Vertex4
{
get => new Point(vertexMat.vec4);
set => vertexMat.vec4 = value.position.vec;
}
public Point Vertex5
{
get => new Point(vertexMat.vec5);
set => vertexMat.vec5 = value.position.vec;
}
internal override int[] Indices => new int[12] { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 5 };
public override Line[] GetAllSides()
{
return new Line[6]
{
new Line(Vertex0,Vertex1),
new Line(Vertex1,Vertex2),
new Line(Vertex2,Vertex3),
new Line(Vertex3,Vertex4),
new Line(Vertex4,Vertex5),
new Line(Vertex5,Vertex0)
};
}
public override Plain GetPlain()
{
return new Plain(Vertex0, Vertex1, Vertex2);
}
public virtual vec3d movVertex0(int tick)
{
return movVertex0Operation.Invoke(time);
}
public virtual vec3d movVertex1(int tick)
{
return movVertex1Operation.Invoke(time);
}
public virtual vec3d movVertex2(int tick)
{
return movVertex2Operation.Invoke(time);
}
public virtual vec3d movVertex3(int tick)
{
return movVertex3Operation.Invoke(time);
}
public virtual vec3d movVertex4(int tick)
{
return movVertex4Operation.Invoke(time);
}
public virtual vec3d movVertex5(int tick)
{
return movVertex5Operation.Invoke(time);
}
internal override void UpdateCoordinate(int tick)
{
int nowTick = tick - BornTime;
Vector4 origin = coordinate.origin.vec;
vertexMat.vec0 = origin + movVertex0(nowTick).vec;
vertexMat.vec1 = origin + movVertex1(nowTick).vec;
vertexMat.vec2 = origin + movVertex2(nowTick).vec;
vertexMat.vec3 = origin + movVertex3(nowTick).vec;
vertexMat.vec4 = origin + movVertex4(nowTick).vec;
vertexMat.vec5 = origin + movVertex5(nowTick).vec;
}
}
}