static void
ProcessRotateY(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
{
  NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
  double theta = aData->Item(1).GetAngleValueInRadians();
  aMatrix.RotateY(theta);
}
Example #2
0
	Mesh MakeTore(unsigned int precision, std::shared_ptr<Texture> & texture)
	{
		Mesh::VertexBuffer vb;
		vb.reserve((precision + 1)*(precision + 1));

		float angle = (2 * 3.141592653589f) / precision;
		Matrix4x4 big = Matrix4x4::Identity;
		big.Translate(2.0f, 0.0f, 0.0f);

		for (unsigned int bg = 0; bg <= precision; bg++)
		{
			Matrix4x4 small = Matrix4x4::Identity;
			small.Translate(0.8f, 0.0f, 0.0f);

			for (unsigned int sm = 0; sm <= precision; sm++)
			{
				vb.emplace_back(std::make_pair<>(Transform(Transform(Vec3f(), small), big),
				                                 Vec2f(texture->m_mipmaps[0].m_width*(float)bg / precision, texture->m_mipmaps[0].m_height*(float)sm / precision)));
				small.RotateZ(angle);
			}

			big.RotateY(angle);
		}

		Mesh result(std::move(vb));

		for (unsigned int bg = 0; bg<precision; bg++)
		{
			std::vector<unsigned int> ib;
			ib.reserve((precision)* 2 + 2);

			ib.emplace_back(bg   *(precision + 1));
			ib.emplace_back((bg + 1)*(precision + 1));
			for (unsigned int i = 1; i <= precision; i++)
			{
				ib.emplace_back(bg   *(precision + 1) + i);
				ib.emplace_back((bg + 1)*(precision + 1) + i);
			}
			result.AddStrip(std::move<>(ib));
		}

		result.SetTexture(texture);
		return result;
	}