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Cube.h
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160 lines (146 loc) · 5 KB
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#pragma once
#include "IndexedTriangleList.h"
#include <DirectXMath.h>
class Cube
{
public:
template<class V>
static IndexTriangleList<V> Make()
{
namespace dx = DirectX;
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices(8);
vertices[0].pos = { -side, -side, -side }; // 0
vertices[1].pos = { side, -side, -side }; // 1
vertices[2].pos = { -side, side, -side }; // 2
vertices[3].pos = { side, side, -side }; // 3
vertices[4].pos = { -side, -side, side }; // 4
vertices[5].pos = { side, -side, side }; // 5
vertices[6].pos = { -side, side, side }; // 6
vertices[7].pos = { side, side, side }; // 7
return{
std::move(vertices),{
0,2,1, 2,3,1,
1,3,5, 3,7,5,
2,6,3, 3,6,7,
4,5,7, 4,7,6,
0,4,2, 2,4,6,
0,1,4, 1,5,4
}
};
}
template<class V>
static IndexTriangleList<V> MakeSkinned() {
namespace dx = DirectX;
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices(14);
vertices[0].pos = { -side,-side,-side };
vertices[0].tex = { 2.0f / 3.0f,0.0f / 4.0f };
vertices[1].pos = { side,-side,-side };
vertices[1].tex = { 1.0f / 3.0f,0.0f / 4.0f };
vertices[2].pos = { -side,side,-side };
vertices[2].tex = { 2.0f / 3.0f,1.0f / 4.0f };
vertices[3].pos = { side,side,-side };
vertices[3].tex = { 1.0f / 3.0f,1.0f / 4.0f };
vertices[4].pos = { -side,-side,side };
vertices[4].tex = { 2.0f / 3.0f,3.0f / 4.0f };
vertices[5].pos = { side,-side,side };
vertices[5].tex = { 1.0f / 3.0f,3.0f / 4.0f };
vertices[6].pos = { -side,side,side };
vertices[6].tex = { 2.0f / 3.0f,2.0f / 4.0f };
vertices[7].pos = { side,side,side };
vertices[7].tex = { 1.0f / 3.0f,2.0f / 4.0f };
vertices[8].pos = { -side,-side,-side };
vertices[8].tex = { 2.0f / 3.0f,4.0f / 4.0f };
vertices[9].pos = { side,-side,-side };
vertices[9].tex = { 1.0f / 3.0f,4.0f / 4.0f };
vertices[10].pos = { -side,-side,-side };
vertices[10].tex = { 3.0f / 3.0f,1.0f / 4.0f };
vertices[11].pos = { -side,-side,side };
vertices[11].tex = { 3.0f / 3.0f,2.0f / 4.0f };
vertices[12].pos = { side,-side,-side };
vertices[12].tex = { 0.0f / 3.0f,1.0f / 4.0f };
vertices[13].pos = { side,-side,side };
vertices[13].tex = { 0.0f / 3.0f,2.0f / 4.0f };
return{
std::move(vertices),{
0,2,1, 2,3,1,
4,8,5, 5,8,9,
2,6,3, 3,6,7,
4,5,7, 4,7,6,
2,10,11, 2,11,6,
12,3,7, 12,7,13
}
};
}
template<class V>
static IndexTriangleList<V> MakeIndependent()
{
constexpr float side = 1.0f / 2.0f;
std::vector<V> vertices(24);
vertices[0].pos = { -side,-side,-side };// 0 near side
vertices[1].pos = { side,-side,-side };// 1
vertices[2].pos = { -side,side,-side };// 2
vertices[3].pos = { side,side,-side };// 3
vertices[4].pos = { -side,-side,side };// 4 far side
vertices[5].pos = { side,-side,side };// 5
vertices[6].pos = { -side,side,side };// 6
vertices[7].pos = { side,side,side };// 7
vertices[8].pos = { -side,-side,-side };// 8 left side
vertices[9].pos = { -side,side,-side };// 9
vertices[10].pos = { -side,-side,side };// 10
vertices[11].pos = { -side,side,side };// 11
vertices[12].pos = { side,-side,-side };// 12 right side
vertices[13].pos = { side,side,-side };// 13
vertices[14].pos = { side,-side,side };// 14
vertices[15].pos = { side,side,side };// 15
vertices[16].pos = { -side,-side,-side };// 16 bottom side
vertices[17].pos = { side,-side,-side };// 17
vertices[18].pos = { -side,-side,side };// 18
vertices[19].pos = { side,-side,side };// 19
vertices[20].pos = { -side,side,-side };// 20 top side
vertices[21].pos = { side,side,-side };// 21
vertices[22].pos = { -side,side,side };// 22
vertices[23].pos = { side,side,side };// 23
return{
std::move(vertices),{
0,2, 1, 2,3,1,
4,5, 7, 4,7,6,
8,10, 9, 10,11,9,
12,13,15, 12,15,14,
16,17,18, 18,17,19,
20,23,21, 20,22,23
}
};
}
template<class V>
static IndexTriangleList<V> MakeIndependentTextured()
{
auto itl = MakeIndependent<V>();
itl.vertices[0].texCoord = { 0.0f,0.0f };
itl.vertices[1].texCoord = { 1.0f,0.0f };
itl.vertices[2].texCoord = { 0.0f,1.0f };
itl.vertices[3].texCoord = { 1.0f,1.0f };
itl.vertices[4].texCoord = { 0.0f,0.0f };
itl.vertices[5].texCoord = { 1.0f,0.0f };
itl.vertices[6].texCoord = { 0.0f,1.0f };
itl.vertices[7].texCoord = { 1.0f,1.0f };
itl.vertices[8].texCoord = { 0.0f,0.0f };
itl.vertices[9].texCoord = { 1.0f,0.0f };
itl.vertices[10].texCoord = { 0.0f,1.0f };
itl.vertices[11].texCoord = { 1.0f,1.0f };
itl.vertices[12].texCoord = { 0.0f,0.0f };
itl.vertices[13].texCoord = { 1.0f,0.0f };
itl.vertices[14].texCoord = { 0.0f,1.0f };
itl.vertices[15].texCoord = { 1.0f,1.0f };
itl.vertices[16].texCoord = { 0.0f,0.0f };
itl.vertices[17].texCoord = { 1.0f,0.0f };
itl.vertices[18].texCoord = { 0.0f,1.0f };
itl.vertices[19].texCoord = { 1.0f,1.0f };
itl.vertices[20].texCoord = { 0.0f,0.0f };
itl.vertices[21].texCoord = { 1.0f,0.0f };
itl.vertices[22].texCoord = { 0.0f,1.0f };
itl.vertices[23].texCoord = { 1.0f,1.0f };
return itl;
}
};