Initializes the mesh as a box
| 245 | |
| 246 | // Initializes the mesh as a box |
| 247 | void Mesh::InitBox(ID3D11Device* device, const Float3& dimensions, const Float3& position, |
| 248 | const Quaternion& orientation, uint32 materialIdx) |
| 249 | { |
| 250 | const uint64 NumBoxVerts = 24; |
| 251 | const uint64 NumBoxIndices = 36; |
| 252 | |
| 253 | std::vector<Vertex> boxVerts(NumBoxVerts); |
| 254 | std::vector<uint16> boxIndices(NumBoxIndices, 0); |
| 255 | |
| 256 | uint64 vIdx = 0; |
| 257 | |
| 258 | // Top |
| 259 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, 1.0f), Float3(0.0f, 1.0f, 0.0f), Float2(0.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f)); |
| 260 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, 1.0f), Float3(0.0f, 1.0f, 0.0f), Float2(1.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f)); |
| 261 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, -1.0f), Float3(0.0f, 1.0f, 0.0f), Float2(1.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f)); |
| 262 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, -1.0f), Float3(0.0f, 1.0f, 0.0f), Float2(0.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f)); |
| 263 | |
| 264 | // Bottom |
| 265 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f), Float2(0.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f)); |
| 266 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f), Float2(1.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f)); |
| 267 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f), Float2(1.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f)); |
| 268 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f), Float2(0.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f)); |
| 269 | |
| 270 | // Front |
| 271 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, -1.0f), Float3(0.0f, 0.0f, -1.0f), Float2(0.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 272 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, -1.0f), Float3(0.0f, 0.0f, -1.0f), Float2(1.0f, 0.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 273 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, -1.0f), Float3(0.0f, 0.0f, -1.0f), Float2(1.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 274 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, -1.0f), Float3(0.0f, 0.0f, -1.0f), Float2(0.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 275 | |
| 276 | // Back |
| 277 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float2(0.0f, 0.0f), Float3(-1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 278 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float2(1.0f, 0.0f), Float3(-1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 279 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float2(1.0f, 1.0f), Float3(-1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 280 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float2(0.0f, 1.0f), Float3(-1.0f, 0.0f, 0.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 281 | |
| 282 | // Left |
| 283 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, 1.0f), Float3(-1.0f, 0.0f, 0.0f), Float2(0.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 284 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, 1.0f, -1.0f), Float3(-1.0f, 0.0f, 0.0f), Float2(1.0f, 0.0f), Float3(0.0f, 0.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 285 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, -1.0f), Float3(-1.0f, 0.0f, 0.0f), Float2(1.0f, 1.0f), Float3(0.0f, 0.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 286 | boxVerts[vIdx++] = Vertex(Float3(-1.0f, -1.0f, 1.0f), Float3(-1.0f, 0.0f, 0.0f), Float2(0.0f, 1.0f), Float3(0.0f, 0.0f, -1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 287 | |
| 288 | // Right |
| 289 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, -1.0f), Float3(1.0f, 0.0f, 0.0f), Float2(0.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 290 | boxVerts[vIdx++] = Vertex(Float3(1.0f, 1.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float2(1.0f, 0.0f), Float3(0.0f, 0.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 291 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, 1.0f), Float3(1.0f, 0.0f, 0.0f), Float2(1.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 292 | boxVerts[vIdx++] = Vertex(Float3(1.0f, -1.0f, -1.0f), Float3(1.0f, 0.0f, 0.0f), Float2(0.0f, 1.0f), Float3(0.0f, 0.0f, 1.0f), Float3(0.0f, -1.0f, 0.0f)); |
| 293 | |
| 294 | for(uint64 i = 0; i < NumBoxVerts; ++i) |
| 295 | boxVerts[i].Transform(position, dimensions * 0.5f, orientation); |
| 296 | |
| 297 | uint64 iIdx = 0; |
| 298 | |
| 299 | // Top |
| 300 | boxIndices[iIdx++] = 0; |
| 301 | boxIndices[iIdx++] = 1; |
| 302 | boxIndices[iIdx++] = 2; |
| 303 | boxIndices[iIdx++] = 2; |
| 304 | boxIndices[iIdx++] = 3; |