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stgsharp/StgSharp.Common/Geometries/IInstancing.cs
T

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3.7 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="IInstancing.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.Mathematics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Security.Cryptography.X509Certificates;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Geometries
{
public interface IInstancing
{
public float Rotation { get { return GlobalBuffer.CoordAndRotationList[BufferId].W; } set
{
Vec4 temp = GlobalBuffer.CoordAndRotationList[
BufferId];
temp.W = value;
GlobalBuffer.CoordAndRotationList[
BufferId] = temp;
} }
public float Scale { get { return GlobalBuffer.ScalingList[BufferId]; } set { GlobalBuffer.ScalingList[
BufferId] = value; } }
public GeometryMotion Motion { get; set; }
public IInstancingBuffer GlobalBuffer { get; internal set; }
public int BufferId { get; internal set; }
public Vec3 CenterPositionGlobal { get; internal set; }
public Vec3 Coord { get { return GlobalBuffer.CoordAndRotationList[BufferId].XYZ; } set { GlobalBuffer.CoordAndRotationList[
BufferId] = new Vec4(
value.reg); } }
public void Move()
{
(Vec3 coord, float rotation) = (Coord, Rotation);
Motion.RunMotion(ref coord, ref rotation);
(Coord, Rotation) = (coord, rotation);
}
}
}