Initializes the mesh as a box
| 205 | |
| 206 | // Initializes the mesh as a box |
| 207 | void Mesh::InitBox(const Float3& dimensions, const Float3& position, |
| 208 | const Quaternion& orientation, uint32 materialIdx, |
| 209 | MeshVertex* dstVertices, uint16* dstIndices) |
| 210 | { |
| 211 | uint64 vIdx = 0; |
| 212 | |
| 213 | // Top |
| 214 | dstVertices[vIdx++] = MeshVertex(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)); |
| 215 | dstVertices[vIdx++] = MeshVertex(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)); |
| 216 | dstVertices[vIdx++] = MeshVertex(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)); |
| 217 | dstVertices[vIdx++] = MeshVertex(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)); |
| 218 | |
| 219 | // Bottom |
| 220 | dstVertices[vIdx++] = MeshVertex(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)); |
| 221 | dstVertices[vIdx++] = MeshVertex(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)); |
| 222 | dstVertices[vIdx++] = MeshVertex(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)); |
| 223 | dstVertices[vIdx++] = MeshVertex(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)); |
| 224 | |
| 225 | // Front |
| 226 | dstVertices[vIdx++] = MeshVertex(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)); |
| 227 | dstVertices[vIdx++] = MeshVertex(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)); |
| 228 | dstVertices[vIdx++] = MeshVertex(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)); |
| 229 | dstVertices[vIdx++] = MeshVertex(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)); |
| 230 | |
| 231 | // Back |
| 232 | dstVertices[vIdx++] = MeshVertex(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)); |
| 233 | dstVertices[vIdx++] = MeshVertex(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)); |
| 234 | dstVertices[vIdx++] = MeshVertex(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)); |
| 235 | dstVertices[vIdx++] = MeshVertex(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)); |
| 236 | |
| 237 | // Left |
| 238 | dstVertices[vIdx++] = MeshVertex(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)); |
| 239 | dstVertices[vIdx++] = MeshVertex(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)); |
| 240 | dstVertices[vIdx++] = MeshVertex(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)); |
| 241 | dstVertices[vIdx++] = MeshVertex(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)); |
| 242 | |
| 243 | // Right |
| 244 | dstVertices[vIdx++] = MeshVertex(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)); |
| 245 | dstVertices[vIdx++] = MeshVertex(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)); |
| 246 | dstVertices[vIdx++] = MeshVertex(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)); |
| 247 | dstVertices[vIdx++] = MeshVertex(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)); |
| 248 | |
| 249 | for(uint64 i = 0; i < NumBoxVerts; ++i) |
| 250 | dstVertices[i].Transform(position, dimensions * 0.5f, orientation); |
| 251 | |
| 252 | uint64 iIdx = 0; |
| 253 | |
| 254 | // Top |
| 255 | dstIndices[iIdx++] = 0; |
| 256 | dstIndices[iIdx++] = 1; |
| 257 | dstIndices[iIdx++] = 2; |
| 258 | dstIndices[iIdx++] = 2; |
| 259 | dstIndices[iIdx++] = 3; |
| 260 | dstIndices[iIdx++] = 0; |
| 261 | |
| 262 | // Bottom |
| 263 | dstIndices[iIdx++] = 4 + 0; |
| 264 | dstIndices[iIdx++] = 4 + 1; |
no test coverage detected