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hub / github.com/TheRealMJP/Shadows / InitBox

Method InitBox

Shadows/SampleFramework11/Model.cpp:150–299  ·  view source on GitHub ↗

Initializes the mesh as a box

Source from the content-addressed store, hash-verified

148
149// Initializes the mesh as a box
150void Mesh::InitBox(ID3D11Device* device, const Float3& dimensions, const Float3& position,
151 const Quaternion& orientation, uint32 materialIdx)
152{
153 const uint64 NumBoxVerts = 24;
154 const uint64 NumBoxIndices = 36;
155
156 std::vector<Vertex> boxVerts(NumBoxVerts);
157 std::vector<uint16> boxIndices(NumBoxIndices, 0);
158
159 uint64 vIdx = 0;
160
161 // Top
162 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));
163 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));
164 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));
165 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));
166
167 // Bottom
168 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));
169 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));
170 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));
171 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));
172
173 // Front
174 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));
175 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));
176 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));
177 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));
178
179 // Back
180 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));
181 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));
182 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));
183 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));
184
185 // Left
186 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));
187 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));
188 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));
189 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));
190
191 // Right
192 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));
193 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));
194 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));
195 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));
196
197 for(uint64 i = 0; i < NumBoxVerts; ++i)
198 boxVerts[i].Transform(position, dimensions * 0.5f, orientation);
199
200 uint64 iIdx = 0;
201
202 // Top
203 boxIndices[iIdx++] = 0;
204 boxIndices[iIdx++] = 1;
205 boxIndices[iIdx++] = 2;
206 boxIndices[iIdx++] = 2;
207 boxIndices[iIdx++] = 3;

Callers 1

GenerateBoxSceneMethod · 0.80

Calls 5

VertexClass · 0.85
Float3Class · 0.85
Float2Class · 0.85
DXCallFunction · 0.85
TransformMethod · 0.45

Tested by

no test coverage detected