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#include "o3d/mesh.h"
#include <vector>
#include <array>
#include <cstddef>
#include "math/vector.h"
using namespace engine::o3d;
// Mesh Mesh::cube() {
// return {
// {
// { engine::math::Vector3(-1.f, -1.f, -1.f), {} },
// { engine::math::Vector3(+1.f, -1.f, -1.f), {} },
// { engine::math::Vector3(-1.f, +1.f, -1.f), {} },
// { engine::math::Vector3(+1.f, +1.f, -1.f), {} },
// { engine::math::Vector3(-1.f, -1.f, +1.f), {} },
// { engine::math::Vector3(+1.f, -1.f, +1.f), {} },
// { engine::math::Vector3(-1.f, +1.f, +1.f), {} },
// { engine::math::Vector3(+1.f, +1.f, +1.f), {} },
// },
// {
// { 0, 2, 3 }, { 0, 3, 1 }, // face 1
// { 0, 4, 6 }, { 0, 6, 2 }, // face 2
// { 0, 1, 5 }, { 0, 5, 4 }, // face 3
// { 7, 6, 4 }, { 7, 4, 5 }, // face 4
// { 7, 3, 2 }, { 7, 2, 6 }, // face 5
// { 7, 5, 1 }, { 7, 1, 3 }, // face 6
// }
// };
// }
Mesh Mesh::plane() {
return {
{
{-1.f, 0.f, -1.f, 1.f},
{+1.f, 0.f, -1.f, 1.f},
{+1.f, 0.f, +1.f, 1.f},
{-1.f, 0.f, +1.f, 1.f},
},
{ {0.f, 0.f, -1.f} },
{
{0.f, 0.f},
{1.f, 0.f},
{1.f, 1.f},
{0.f, 1.f},
},
{
{{ {{0, 0, 0}}, {{1, 0, 1}}, {{2, 0, 2}} }},
{{ {{2, 0, 2}}, {{3, 0, 3}}, {{0, 0, 0}} }},
{{ {{0, 0, 0}}, {{3, 0, 3}}, {{2, 0, 2}} }},
{{ {{2, 0, 2}}, {{1, 0, 1}}, {{0, 0, 0}} }},
}
};
}
Mesh::Mesh(std::vector<engine::math::Vector4> vertices,
std::vector<engine::math::Vector3> normals,
std::vector<VertexData> vertices_data,
std::vector<std::array<std::array<std::size_t, 3>, 3>> indices)
: vertices{vertices}, normals{normals}, vertices_data{vertices_data}, indices{indices} {
}
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