using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 缝合边
///
public class DataSutureSide {
/// 关联的边
public readonly DataSide side;
/// 关联的缝合数据
public readonly DataSuture suture;
/// 缝合边
public DataSutureSide(DataSide side, DataSuture suture) {
this.side = side;
this.suture = suture;
}
#region 核心数据
/// 是否反转
public bool isReversal;
#endregion
#region 次要数据
/// 边最大长度
public float MaxLength => side.length;
/// 边缘顶点数据
public DataVertex[] Vertices => side.vertices;
/// 设计视图板片位置
public Vector3 PlateDesignPosition => side.plate.designPosition;
/// 烘焙视图板片位置
public Vector3 PlateBakingPosition => side.plate.bakingPosition;
/// 烘焙视图板片位置
public Vector3 PlateBakingEulerAngles => side.plate.bakingEulerAngles;
/// 设计视图顶点位置
public Vector3[] designPositions;
/// 设计视图A点位置
public Vector3 DesignPosintA => designPositions[0];
/// 设计视图B点位置
public Vector3 DesignPosintB => designPositions[designPositions.Length - 1];
/// 烘焙视图顶点位置
public Vector3[] bakingPositions;
/// 烘焙视图A点位置
public Vector3 BakingPosintA => bakingPositions[0];
/// 烘焙视图B点位置
public Vector3 BakingPosintB => bakingPositions[bakingPositions.Length - 1];
#endregion
#region 可视化数据
/// 可视化对象
public ModulePrefab design;
/// 可视化对象
public ModulePrefab baking;
#endregion
}