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https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
implemented overlays and text, need depth configuration
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@@ -1,35 +1,58 @@
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#include"quad.h"
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namespace vb01{
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Quad::Quad(Vector3 size) : Mesh(){
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Vertex v1,v2,v3,v4,v5,v6;
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v1.pos=Vector3(size.x/2,size.y/2,0);
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v1.norm=Vector3(0,0,-1);
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v1.texCoords=Vector2(1,1);
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v2.pos=Vector3(-size.x/2,size.y/2,0);
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v2.norm=Vector3(0,0,-1);
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v2.texCoords=Vector2(0,1);
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v3.pos=Vector3(-size.x/2,-size.y/2,0);
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v3.norm=Vector3(0,0,-1);
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v3.texCoords=Vector2(0,0);
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v4.pos=Vector3(-size.x/2,-size.y/2,0);
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v4.norm=Vector3(0,0,-1);
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v4.texCoords=Vector2(0,0);
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v5.pos=Vector3(size.x/2,-size.y/2,0);
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v5.norm=Vector3(0,0,-1);
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v5.texCoords=Vector2(1,0);
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v6.pos=Vector3(size.x/2,size.y/2,0);
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v6.norm=Vector3(0,0,-1);
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v6.texCoords=Vector2(1,1);
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Quad::Quad(Vector3 size,bool spatial) : Mesh(){
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this->spatial=spatial;
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this->staticVerts=false;
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int numPolyVerts=3;
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numTris=2;
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indices=new unsigned int[numTris*numPolyVerts];
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vertices=new Vertex[numTris*numPolyVerts];
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setSize(size);
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Mesh::construct();
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}
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void Quad::setSize(Vector3 size){
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this->size=size;
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Vertex v1,v2,v3,v4,v5,v6;
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if(spatial){
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v1.pos=Vector3(size.x/2,size.y/2,0);
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v2.pos=Vector3(-size.x/2,size.y/2,0);
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v3.pos=Vector3(-size.x/2,-size.y/2,0);
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v4.pos=Vector3(-size.x/2,-size.y/2,0);
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v5.pos=Vector3(size.x/2,-size.y/2,0);
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v6.pos=Vector3(size.x/2,size.y/2,0);
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}
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else{
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v1.pos=Vector3(size.x,0,0);
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v2.pos=Vector3(0,0,0);
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v3.pos=Vector3(0,size.y,0);
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v4.pos=Vector3(0,size.y,0);
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v5.pos=Vector3(size.x,size.y,0);
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v6.pos=Vector3(size.x,0,0);
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}
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v1.norm=Vector3(0,0,-1);
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v1.texCoords=Vector2(1,1);
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v2.norm=Vector3(0,0,-1);
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v2.texCoords=Vector2(0,1);
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v3.norm=Vector3(0,0,-1);
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v3.texCoords=Vector2(0,0);
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v4.norm=Vector3(0,0,-1);
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v4.texCoords=Vector2(0,0);
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v5.norm=Vector3(0,0,-1);
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v5.texCoords=Vector2(1,0);
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v6.norm=Vector3(0,0,-1);
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v6.texCoords=Vector2(1,1);
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indices[0]=0;
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indices[1]=1;
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indices[2]=2;
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@@ -37,13 +60,12 @@ namespace vb01{
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indices[4]=4;
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indices[5]=5;
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vertices=new Vertex[numTris*numPolyVerts];
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vertices[0]=v1;
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vertices[1]=v2;
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vertices[2]=v3;
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vertices[3]=v4;
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vertices[4]=v5;
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vertices[5]=v6;
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Mesh::construct();
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}
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}
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