Base refactor
This commit is contained in:
@@ -1,14 +0,0 @@
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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CapsuleMesh.cpp
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CubeMesh.cpp
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TriangleMesh.cpp
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QuadMesh.cpp
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SphereMesh.cpp
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)
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@@ -1,97 +0,0 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "CapsuleMesh.hpp"
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#include "util/mathutils.hpp"
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using namespace Dawn;
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void CapsuleMesh::calculateRing(
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const int32_t segments,
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const float_t height,
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const float_t radius,
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const float_t dr,
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const float_t y,
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const float_t dy,
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std::vector<glm::vec3> &positions
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) {
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float_t segIncr = 1.0f / (float_t)(segments - 1);
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for(int32_t s = 0; s < segments; s++ ) {
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float_t x = cosf(MATH_PI * 2 * s * segIncr) * dr;
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float_t z = sinf(MATH_PI * 2 * s * segIncr) * dr;
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positions.emplace_back(glm::vec3(radius * x, radius * y + height * dy, radius * z ));
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}
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}
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void CapsuleMesh::create(
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Mesh &mesh,
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const float_t radius,
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const float_t height
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) {
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std::vector<glm::vec3> positions;
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std::vector<meshindice_t> indices;
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const int32_t slices = 12;
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const int32_t segments = 12;
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const int32_t ringsBody = slices + 1;
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const int32_t ringsTotal = slices + ringsBody;
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positions.reserve(segments * ringsTotal);
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indices.reserve((segments - 1) * (ringsTotal - 1) * 6);
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const float_t bodyIncr = 1.0f / (float_t)(ringsBody - 1);
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const float_t ringIncr = 1.0f / (float_t)(slices - 1);
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for(int32_t r = 0; r < slices / 2; r++) {
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calculateRing(
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segments,
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height,
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radius,
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sinf(MATH_PI * r * ringIncr),
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sinf(MATH_PI * (r * ringIncr - 0.5f)),
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-0.5f,
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positions
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);
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}
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for(int32_t r = 0; r < ringsBody; r++ ) {
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calculateRing(
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segments,
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height,
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radius,
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1.0f,
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0.0f,
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r * bodyIncr - 0.5f,
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positions
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);
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}
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for(int32_t r = slices / 2; r < slices; r++) {
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calculateRing(
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segments,
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height,
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radius,
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sinf(MATH_PI * r * ringIncr),
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sinf(MATH_PI * (r * ringIncr - 0.5f)),
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0.5f,
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positions
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);
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}
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for(int32_t r = 0; r < ringsTotal - 1; r++ ) {
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for(int32_t s = 0; s < segments - 1; s++ ) {
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indices.push_back( (uint32_t)(r * segments + ( s + 1 )) );
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indices.push_back( (uint32_t)(r * segments + ( s + 0 )) );
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indices.push_back( (uint32_t)(( r + 1 ) * segments + ( s + 1 )) );
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indices.push_back( (uint32_t)(( r + 1 ) * segments + ( s + 0 )) );
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indices.push_back( (uint32_t)(( r + 1 ) * segments + ( s + 1 )) );
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indices.push_back( (uint32_t)(r * segments + s) );
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}
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}
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mesh.createBuffers(positions.size(), indices.size());
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mesh.bufferPositions(0, positions.data(), positions.size());
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mesh.bufferIndices(0, indices.data(), indices.size());
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}
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@@ -1,47 +0,0 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/mesh/Mesh.hpp"
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namespace Dawn {
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class CapsuleMesh {
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protected:
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/**
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* Calculates a ring of vertices within a capsule.
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*
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* @param segments Count of segments in the ring.
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* @param height Height of the ring.
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* @param radius Radius of the ring.
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* @param dr The delta radius of the ring.
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* @param y The y position of the ring.
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* @param dy The delta y position of the ring.
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* @param positions The positions vector to push the positions to.
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*/
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static void calculateRing(
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const int32_t segments,
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const float_t height,
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const float_t radius,
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const float_t dr,
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const float_t y,
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const float_t dy,
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std::vector<glm::vec3> &positions
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);
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public:
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/**
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* Creates a capsule mesh.
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*
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* @param mesh Mesh to instanciate.
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* @param radius Radius of the capsule.
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* @param height Height of the capsule.
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*/
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static void create(
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Mesh &mesh,
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const float_t radius,
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const float_t height
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);
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};
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}
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@@ -1,70 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "CubeMesh.hpp"
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using namespace Dawn;
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void CubeMesh::buffer(
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Mesh &mesh,
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const glm::vec3 pos,
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const glm::vec3 size,
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const int32_t verticeStart,
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const int32_t indiceStart
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) {
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glm::vec3 positions[CUBE_VERTICE_COUNT] = {
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pos,
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glm::vec3(pos.x+size.x, pos.y, pos.z),
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glm::vec3(pos.x, pos.y+size.y, pos.z),
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glm::vec3(pos.x+size.x, pos.y+size.y, pos.z),
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glm::vec3(pos.x, pos.y, pos.z+size.z),
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glm::vec3(pos.x+size.x, pos.y, pos.z+size.z),
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glm::vec3(pos.x, pos.y+size.y, pos.z+size.z),
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pos + size
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};
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glm::vec2 coordinates[CUBE_VERTICE_COUNT] = {
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glm::vec2(0, 0),
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glm::vec2(1, 0),
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glm::vec2(0, 1),
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glm::vec2(1, 1),
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glm::vec2(0, 0),
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glm::vec2(1, 0),
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glm::vec2(0, 1),
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glm::vec2(1, 1)
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};
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meshindice_t indices[CUBE_INDICE_COUNT] = {
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// Back
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verticeStart, verticeStart + 1, verticeStart + 3,
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verticeStart, verticeStart + 2, verticeStart + 3,
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// Right
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verticeStart + 1, verticeStart + 5, verticeStart + 7,
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verticeStart + 1, verticeStart + 3, verticeStart + 7,
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// Left
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verticeStart + 4, verticeStart, verticeStart + 2,
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verticeStart + 4, verticeStart + 6, verticeStart + 2,
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// Front
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verticeStart + 5, verticeStart + 4, verticeStart + 6,
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verticeStart + 5, verticeStart + 7, verticeStart + 6,
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// Top
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verticeStart + 7, verticeStart + 2, verticeStart + 6,
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verticeStart + 7, verticeStart + 3, verticeStart + 2,
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// Bottom
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verticeStart + 1, verticeStart, verticeStart + 4,
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verticeStart + 1, verticeStart + 4, verticeStart + 5
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};
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mesh.bufferPositions(verticeStart, positions, CUBE_VERTICE_COUNT);
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mesh.bufferCoordinates(verticeStart, coordinates, CUBE_VERTICE_COUNT);
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mesh.bufferIndices(indiceStart, indices, CUBE_INDICE_COUNT);
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}
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@@ -1,32 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/mesh/Mesh.hpp"
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#define CUBE_VERTICE_COUNT 8
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#define CUBE_INDICE_COUNT 36
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namespace Dawn {
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class CubeMesh {
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public:
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/**
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* Buffers cube mesh vertices onto a mesh.
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*
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* @param mesh Mesh to buffer onto.
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* @param pos Position of the cube.
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* @param size Size of the cube.
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* @param verticeStart Starting vertice index.
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* @param indiceStart Starting indice index.
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*/
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static void buffer(
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Mesh &mesh,
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const glm::vec3 pos,
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const glm::vec3 size,
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const int32_t verticeStart,
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const int32_t indiceStart
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);
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};
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}
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@@ -1,92 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "QuadMesh.hpp"
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using namespace Dawn;
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void QuadMesh::bufferQuadMeshWithZ(
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Mesh &mesh,
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const glm::vec2 xy0,
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const glm::vec2 uv0,
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const glm::vec2 xy1,
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const glm::vec2 uv1,
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const float_t z,
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const int32_t verticeStart,
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const int32_t indiceStart
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) {
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glm::vec3 positions[QUAD_VERTICE_COUNT] = {
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glm::vec3(xy0, z),
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glm::vec3(xy1.x, xy0.y, z),
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glm::vec3(xy0.x, xy1.y, z),
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glm::vec3(xy1, z)
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};
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glm::vec2 coordinates[QUAD_VERTICE_COUNT] = {
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uv0, glm::vec2(uv1.x, uv0.y),
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glm::vec2(uv0.x, uv1.y), uv1
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};
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meshindice_t indices[QUAD_INDICE_COUNT] = {
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verticeStart, verticeStart + 1, verticeStart + 2,
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verticeStart + 1, verticeStart + 2, verticeStart + 3
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};
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mesh.bufferPositions(verticeStart, positions, QUAD_VERTICE_COUNT);
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mesh.bufferCoordinates(verticeStart, coordinates, QUAD_VERTICE_COUNT);
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mesh.bufferIndices(indiceStart, indices, QUAD_INDICE_COUNT);
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}
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void QuadMesh::bufferQuadMesh(
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Mesh &mesh,
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const glm::vec2 xy0,
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const glm::vec2 uv0,
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const glm::vec2 xy1,
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const glm::vec2 uv1,
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const int32_t verticeStart,
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const int32_t indiceStart
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) {
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QuadMesh::bufferQuadMeshWithZ(
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mesh, xy0, uv0, xy1, uv1, 0, verticeStart, indiceStart
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);
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}
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void QuadMesh::bufferCoordinates(
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Mesh &mesh,
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const glm::vec2 uv0,
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const glm::vec2 uv1,
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const int32_t verticeStart
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) {
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glm::vec2 coordinates[QUAD_VERTICE_COUNT] = {
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uv0, glm::vec2(uv1.x, uv0.y),
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glm::vec2(uv0.x, uv1.y), uv1
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};
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mesh.bufferCoordinates(verticeStart, coordinates, QUAD_VERTICE_COUNT);
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}
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void QuadMesh::bufferPositions(
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Mesh &mesh,
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const glm::vec2 xy0,
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const glm::vec2 xy1,
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const int32_t verticeStart
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) {
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glm::vec3 positions[QUAD_VERTICE_COUNT] = {
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glm::vec3(xy0, 0),
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glm::vec3(xy1.x, xy0.y, 0),
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glm::vec3(xy0.x, xy1.y, 0),
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glm::vec3(xy1, 0)
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};
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mesh.bufferPositions(verticeStart, positions, QUAD_VERTICE_COUNT);
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}
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void QuadMesh::initQuadMesh(
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Mesh &mesh,
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const glm::vec2 xy0,
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const glm::vec2 uv0,
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const glm::vec2 xy1,
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const glm::vec2 uv1,
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const float_t z
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) {
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mesh.createBuffers(QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT);
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QuadMesh::bufferQuadMeshWithZ(mesh, xy0, uv0, xy1, uv1, z, 0, 0);
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}
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@@ -1,109 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
|
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/mesh/Mesh.hpp"
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#define QUAD_VERTICE_COUNT 4
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#define QUAD_INDICE_COUNT 6
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#define QUAD_INDICE_PER_QUAD 2
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namespace Dawn {
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class QuadMesh {
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public:
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/**
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* Buffers the vertices of a quad onto a primitive.
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*
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* @param mesh The primitive to buffer to.
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* @param xy0 The lower X and Y coordinate.
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* @param uv0 The lower Xand Y texture coordinate.
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* @param xy1 The higher X and Y coordinate.
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* @param uv1 The higher X and Y texture coordinate.
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* @param z The Z position of the coordinates.
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* @param verticeStart Start vertice to buffer to.
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* @param indiceStart Start indice to buffer to.
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*/
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static void bufferQuadMeshWithZ(
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Mesh &mesh,
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const glm::vec2 xy0,
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const glm::vec2 uv0,
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const glm::vec2 xy1,
|
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const glm::vec2 uv1,
|
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const float_t z,
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const int32_t verticeStart,
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const int32_t indiceStart
|
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);
|
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|
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/**
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* Buffers the vertices of a quad onto a primitive.
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*
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* @param mesh The primitive to buffer to.
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* @param xy0 The lower X and Y coordinate.
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* @param uv0 The lower Xand Y texture coordinate.
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* @param xy1 The higher X and Y coordinate.
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* @param uv1 The higher X and Y texture coordinate.
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* @param verticeStart Start vertice to buffer to.
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* @param indiceStart Start indice to buffer to.
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*/
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static void bufferQuadMesh(
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Mesh &mesh,
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const glm::vec2 xy0,
|
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const glm::vec2 uv0,
|
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const glm::vec2 xy1,
|
||||
const glm::vec2 uv1,
|
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const int32_t verticeStart,
|
||||
const int32_t indiceStart
|
||||
);
|
||||
|
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/**
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* Buffers texture coordinates on to an already initialized quad mesh.
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*
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* @param mesh Mesh to buffer the texture coordinates on to.
|
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* @param uv0 Lower X and Y coordinates.
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* @param uv1 Upper X and Y coordinates.
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* @param verticeStart Start vertice to buffer in to.
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*/
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static void bufferCoordinates(
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Mesh &mesh,
|
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const glm::vec2 uv0,
|
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const glm::vec2 uv1,
|
||||
const int32_t verticeStart
|
||||
);
|
||||
|
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/**
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* Buffers the positions of a quad onto a primitive.
|
||||
*
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* @param mesh The primitive to buffer to.
|
||||
* @param xy0 The lower X and Y coordinate.
|
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* @param xy1 The higher X and Y coordinate.
|
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* @param verticeStart Start vertice to buffer to.
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*/
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static void bufferPositions(
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Mesh &mesh,
|
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const glm::vec2 xy0,
|
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const glm::vec2 xy1,
|
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const int32_t verticeStart
|
||||
);
|
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|
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/**
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* Initializes a mesh to be a single quad.
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*
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* @param mesh The primitive to buffer to.
|
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* @param xy0 The lower X and Y coordinate.
|
||||
* @param uv0 The lower Xand Y texture coordinate.
|
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* @param xy1 The higher X and Y coordinate.
|
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* @param uv1 The higher X and Y texture coordinate.
|
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* @param z The Z position of the coordinates.
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*/
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static void initQuadMesh(
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Mesh &mesh,
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const glm::vec2 xy0,
|
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const glm::vec2 uv0,
|
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const glm::vec2 xy1,
|
||||
const glm::vec2 uv1,
|
||||
const float_t z
|
||||
);
|
||||
};
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "SphereMesh.hpp"
|
||||
#include "util/mathutils.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void SphereMesh::createSphere(
|
||||
Mesh &mesh,
|
||||
const float_t radius,
|
||||
const int32_t slices,
|
||||
const int32_t stacks
|
||||
) {
|
||||
std::vector<glm::vec3> positions;
|
||||
|
||||
// Create vertices
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||||
int32_t c = 0;
|
||||
for (int32_t i = 0; i <= stacks; i++) {
|
||||
float_t phi = MATH_PI * i / stacks;
|
||||
float_t cosPhi = cos(phi);
|
||||
float_t sinPhi = sin(phi);
|
||||
|
||||
for (int32_t j = 0; j <= slices; j++) {
|
||||
float_t theta = 2 * MATH_PI * j / slices;
|
||||
float_t cosTheta = cos(theta);
|
||||
float_t sinTheta = sin(theta);
|
||||
|
||||
glm::vec3 v;
|
||||
v.x = radius * sinPhi * cosTheta;
|
||||
v.y = radius * sinPhi * sinTheta;
|
||||
v.z = radius * cosPhi;
|
||||
|
||||
positions.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
// Create indices
|
||||
std::vector<meshindice_t> indices;
|
||||
for (int32_t i = 0; i < stacks; i++) {
|
||||
for (int32_t j = 0; j < slices; j++) {
|
||||
meshindice_t p1 = i * (slices + 1) + j;
|
||||
meshindice_t p2 = p1 + slices + 1;
|
||||
|
||||
indices.push_back(p1);
|
||||
indices.push_back(p2);
|
||||
indices.push_back(p1 + 1);
|
||||
|
||||
indices.push_back(p1 + 1);
|
||||
indices.push_back(p2);
|
||||
indices.push_back(p2 + 1);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.createBuffers(positions.size(), indices.size());
|
||||
mesh.bufferPositions(0, positions.data(), positions.size());
|
||||
mesh.bufferIndices(0, indices.data(), indices.size());
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
// Copyright (c) 2023 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/Mesh.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class SphereMesh {
|
||||
public:
|
||||
/**
|
||||
* Creates a sphere mesh.
|
||||
*
|
||||
* @param mesh Mesh to instanciate.
|
||||
* @param radius Radius of the sphere.
|
||||
* @param slices How many horizontal slices to make.
|
||||
* @param stacks How many vertical stacks to make.
|
||||
*/
|
||||
static void createSphere(
|
||||
Mesh &mesh,
|
||||
const float_t radius,
|
||||
const int32_t slices,
|
||||
const int32_t stacks
|
||||
);
|
||||
};
|
||||
}
|
||||
@@ -1,31 +0,0 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "display/mesh/TriangleMesh.hpp"
|
||||
|
||||
using namespace Dawn;
|
||||
|
||||
void TriangleMesh::createTriangleMesh(Mesh &mesh) {
|
||||
glm::vec3 positions[3] = {
|
||||
glm::vec3(-0.5f, -0.5f, 0),
|
||||
glm::vec3(0.5f, -0.5f, 0),
|
||||
glm::vec3(0, 0.5f, 0)
|
||||
};
|
||||
|
||||
glm::vec2 coordinates[3] = {
|
||||
glm::vec2(0, 0),
|
||||
glm::vec2(0, 1),
|
||||
glm::vec2(1, 0)
|
||||
};
|
||||
|
||||
meshindice_t indices[3] = {
|
||||
0, 1, 2
|
||||
};
|
||||
|
||||
mesh.createBuffers(3, 3);
|
||||
mesh.bufferPositions(0, positions, 3);
|
||||
mesh.bufferCoordinates(0, coordinates, 3);
|
||||
mesh.bufferIndices(0, indices, 3);
|
||||
}
|
||||
@@ -1,19 +0,0 @@
|
||||
// Copyright (c) 2022 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/Mesh.hpp"
|
||||
|
||||
namespace Dawn {
|
||||
class TriangleMesh {
|
||||
public:
|
||||
/**
|
||||
* Initializes a mesh to hold a single triangle.
|
||||
*
|
||||
* @param mesh Mesh to initialize as a triangle.
|
||||
*/
|
||||
static void createTriangleMesh(Mesh &mesh);
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user