Files
stgsharp/源代码/StgSharp/Geometries/PlainGeometry/Polygon4.cs
T

152 lines
4.8 KiB
C#

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 Matrix2x4 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 { get { return moveVertex0Operation; } }
public GetLocationHandler MovVertex1Operaion { get { return moveVertex1Operation; } }
public GetLocationHandler MovVertex2Operaion { get { return moveVertex2Operation; } }
public GetLocationHandler MovVertex3Operaion { get { return moveVertex3Operation; } }
internal sealed override int[] Indices
{
get
{
return new int[6] {
0,1,2,
0,2,3};
}
}
public Mat4 VertexBuffer
{
get { return vertexMat.mat; }
}
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; }
}
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(uint tick)
=> moveVertex0Operation(tick);
public virtual vec3d MoveVertex1(uint tick)
=> moveVertex1Operation(tick);
public virtual vec3d MoveVertex2(uint tick)
=> moveVertex2Operation(tick);
public virtual vec3d MoveVertex3(uint tick)
=> moveVertex3Operation(tick);
internal override void UpdateCoordinate(uint tick)
{
}
}
}