Starting basic physics, nothing fancy
This commit is contained in:
@ -1,12 +1,13 @@
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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(${DAWN_TARGET_NAME}
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PRIVATE
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CubeMesh.cpp
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TriangleMesh.cpp
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QuadMesh.cpp
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# Copyright (c) 2022 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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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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@ -13,8 +13,8 @@ void CubeMesh::buffer(
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int32_t verticeStart, int32_t indiceStart
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) {
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assertNotNull(mesh);
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mesh->bufferPositions(verticeStart, std::array<glm::vec3, CUBE_VERTICE_COUNT>{{
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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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@ -24,9 +24,9 @@ void CubeMesh::buffer(
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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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};
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mesh->bufferCoordinates(verticeStart,std::array<glm::vec2,CUBE_VERTICE_COUNT>{{
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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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@ -36,9 +36,9 @@ void CubeMesh::buffer(
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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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};
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mesh->bufferIndices(indiceStart, std::array<meshindice_t, CUBE_INDICE_COUNT>{{
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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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@ -62,5 +62,9 @@ void CubeMesh::buffer(
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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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};
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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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@ -15,28 +15,24 @@ void QuadMesh::bufferQuadMeshWithZ(
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) {
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assertNotNull(mesh);
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mesh->bufferPositions(
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verticeStart, std::array<glm::vec3, 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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);
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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->bufferCoordinates(
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verticeStart, std::array<glm::vec2, 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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);
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mesh->bufferIndices(
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indiceStart, std::array<meshindice_t, 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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);
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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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@ -56,10 +52,11 @@ void QuadMesh::bufferCoordinates(
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int32_t verticeStart
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) {
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assertNotNull(mesh);
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mesh->bufferCoordinates(verticeStart, std::array<glm::vec2, QUAD_VERTICE_COUNT>{{
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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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};
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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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@ -67,14 +64,14 @@ void QuadMesh::bufferPositions(
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glm::vec2 xy0, glm::vec2 xy1,
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int32_t verticeStart
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) {
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mesh->bufferPositions(
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verticeStart, std::array<glm::vec3, 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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);
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assertNotNull(mesh);
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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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59
src/dawn/display/mesh/SphereMesh.cpp
Normal file
59
src/dawn/display/mesh/SphereMesh.cpp
Normal file
@ -0,0 +1,59 @@
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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 "SphereMesh.hpp"
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using namespace Dawn;
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void SphereMesh::createSphere(
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Mesh *mesh,
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float_t radius,
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int32_t slices,
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int32_t stacks
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) {
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std::vector<glm::vec3> positions;
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// Create vertices
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int32_t c = 0;
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for (int32_t i = 0; i <= stacks; i++) {
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float_t phi = M_PI * i / stacks;
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float_t cosPhi = cos(phi);
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float_t sinPhi = sin(phi);
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for (int32_t j = 0; j <= slices; j++) {
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float_t theta = 2 * M_PI * j / slices;
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float_t cosTheta = cos(theta);
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float_t sinTheta = sin(theta);
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glm::vec3 v;
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v.x = radius * sinPhi * cosTheta;
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v.y = radius * sinPhi * sinTheta;
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v.z = radius * cosPhi;
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positions.push_back(v);
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}
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}
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// Create indices
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std::vector<meshindice_t> indices;
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for (int32_t i = 0; i < stacks; i++) {
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for (int32_t j = 0; j < slices; j++) {
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meshindice_t p1 = i * (slices + 1) + j;
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meshindice_t p2 = p1 + slices + 1;
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indices.push_back(p1);
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indices.push_back(p2);
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indices.push_back(p1 + 1);
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indices.push_back(p1 + 1);
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indices.push_back(p2);
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indices.push_back(p2 + 1);
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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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19
src/dawn/display/mesh/SphereMesh.hpp
Normal file
19
src/dawn/display/mesh/SphereMesh.hpp
Normal file
@ -0,0 +1,19 @@
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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 SphereMesh {
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public:
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static void createSphere(
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Mesh *mesh,
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float_t radius,
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int32_t slices,
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int32_t stacks
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);
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};
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}
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@ -9,19 +9,25 @@ using namespace Dawn;
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void TriangleMesh::createTriangleMesh(Mesh *mesh) {
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assertNotNull(mesh);
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mesh->createBuffers(3, 3);
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mesh->bufferPositions(0, std::array<glm::vec3, 3>{{
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glm::vec3 positions[3] = {
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glm::vec3(-0.5f, -0.5f, 0),
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glm::vec3(0.5f, -0.5f, 0),
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glm::vec3(0, 0.5f, 0)
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}});
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mesh->bufferCoordinates(0, std::array<glm::vec2, 3>{{
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};
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glm::vec2 coordinates[3] = {
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glm::vec2(0, 0),
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glm::vec2(0, 1),
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glm::vec2(1, 0)
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}});
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mesh->bufferIndices(0, std::array<meshindice_t,3>{{
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};
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meshindice_t indices[3] = {
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0, 1, 2
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}});
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};
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mesh->createBuffers(3, 3);
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mesh->bufferPositions(0, positions, 3);
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mesh->bufferCoordinates(0, coordinates, 3);
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mesh->bufferIndices(0, indices, 3);
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}
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