void mesh_map_xy_to_uv(struct mesh *m) { float u0, v0, u1, v1, u2, v2, r; int i; r = mesh_calculate_xy_radius(m); if (m->tex) free(m->tex); m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) return; for (i = 0; i < m->ntriangles; i++) { struct vertex *vtx0, *vtx1, *vtx2; vtx0 = m->t[i].v[0]; vtx1 = m->t[i].v[1]; vtx2 = m->t[i].v[2]; u0 = vtx0->x / (r * 2.0) + 0.5; v0 = vtx0->y / (r * 2.0) + 0.5; u1 = vtx1->x / (r * 2.0) + 0.5; v1 = vtx1->y / (r * 2.0) + 0.5; u2 = vtx2->x / (r * 2.0) + 0.5; v2 = vtx2->y / (r * 2.0) + 0.5; mesh_set_triangle_texture_coords(m, i, u0, v0, u1, v1, u2, v2); } mesh_graph_dev_init(m); }
/* this has a known issue mapping vertices of tris that span the "international date line" */ void mesh_sphere_uv_map(struct mesh *m) { float u0, v0, u1, v1, u2, v2; int i; if (m->tex) free(m->tex); m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) return; for (i = 0; i < m->ntriangles; i++) { struct vertex *vtx0, *vtx1, *vtx2; vtx0 = m->t[i].v[0]; vtx1 = m->t[i].v[1]; vtx2 = m->t[i].v[2]; u0 = acosf(vtx0->z) / M_PI; v0 = (atan2f(vtx0->y, vtx0->x) + M_PI) / (2.0 * M_PI); u1 = acosf(vtx1->z) / M_PI; v1 = (atan2f(vtx1->y, vtx1->x) + M_PI) / (2.0 * M_PI); u2 = acosf(vtx2->z) / M_PI; v2 = (atan2f(vtx2->y, vtx2->x) + M_PI) / (2.0 * M_PI); mesh_set_triangle_texture_coords(m, i, u0, v0, u1, v1, u2, v2); } mesh_graph_dev_init(m); }
static void mesh_uv_map_planetary_ring(struct mesh *m) { float u0, u1, u2, r; int i; r = mesh_calculate_xy_radius(m); if (m->tex) free(m->tex); m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) return; for (i = 0; i < m->ntriangles; i++) { struct vertex *vtx0, *vtx1, *vtx2; vtx0 = m->t[i].v[0]; vtx1 = m->t[i].v[1]; vtx2 = m->t[i].v[2]; /* v will be a per-instance constant passed as uniform to the shader */ u0 = (float) outside_edge_of_ring(vtx0, r); u1 = (float) outside_edge_of_ring(vtx1, r); u2 = (float) outside_edge_of_ring(vtx2, r); mesh_set_triangle_texture_coords(m, i, u0, 0.0f, u1, 0.0f, u2, 0.0f); } mesh_graph_dev_init(m); }
struct mesh *init_line_mesh(double x1, double y1, double z1, double x2, double y2, double z2) { struct mesh *my_mesh = malloc(sizeof(*my_mesh)); if (!my_mesh) return my_mesh; memset(my_mesh, 0, sizeof(*my_mesh)); my_mesh->geometry_mode = MESH_GEOMETRY_LINES; my_mesh->nvertices = 2; my_mesh->ntriangles = 0; my_mesh->nlines = 1; my_mesh->t = 0; my_mesh->v = malloc(sizeof(*my_mesh->v) * 2); my_mesh->l = malloc(sizeof(*my_mesh->l) * 1); my_mesh->tex = 0; my_mesh->radius = fmax(dist3d(x1, y1, z1), dist3d(x2, y2, z2)); my_mesh->graph_ptr = 0; my_mesh->v[0].x = x1; my_mesh->v[0].y = y1; my_mesh->v[0].z = -z1; my_mesh->v[1].x = x2; my_mesh->v[1].y = y2; my_mesh->v[1].z = -z2; my_mesh->l[0].start = &my_mesh->v[0]; my_mesh->l[0].end = &my_mesh->v[1]; my_mesh->l[0].flag = 0; mesh_graph_dev_init(my_mesh); return my_mesh; }
void mesh_rotate(struct mesh *m, union quat *q) { int i; for (i = 0; i < m->nvertices; i++) vertex_rotate(&m->v[i], q); for (i = 0; i < m->ntriangles; i++) triangle_rotate_normals(&m->t[i], q); mesh_graph_dev_init(m); }
void mesh_scale(struct mesh *m, float scale) { int i; for (i = 0; i < m->nvertices; i++) { m->v[i].x *= scale; m->v[i].y *= scale; m->v[i].z *= scale; } m->radius = mesh_compute_radius(m); mesh_graph_dev_init(m); }
static void copy_mesh_contents(struct mesh *copy, struct mesh *original) { int i; copy->geometry_mode = original->geometry_mode; copy->ntriangles = original->ntriangles; copy->nvertices = original->nvertices; copy->nlines = original->nlines; copy->graph_ptr = 0; for (i = 0; i < original->nvertices; i++) copy->v[i] = original->v[i]; for (i = 0; i < original->ntriangles; i++) { int v0, v1, v2; v0 = lookup_vertex(original, original->t[i].v[0]); v1 = lookup_vertex(original, original->t[i].v[1]); v2 = lookup_vertex(original, original->t[i].v[2]); copy->t[i].v[0] = ©->v[v0]; copy->t[i].v[1] = ©->v[v1]; copy->t[i].v[2] = ©->v[v2]; copy->t[i].n = original->t[i].n; copy->t[i].vnormal[0] = original->t[i].vnormal[0]; copy->t[i].vnormal[1] = original->t[i].vnormal[1]; copy->t[i].vnormal[2] = original->t[i].vnormal[2]; } for (i = 0; i < original->nlines; i++) { int v0, v1; v0 = lookup_vertex(original, original->l[i].start); v1 = lookup_vertex(original, original->l[i].end); copy->l[i].start = ©->v[v0]; copy->l[i].end = ©->v[v1]; copy->l[i].flag = original->l[i].flag; copy->l[i].additivity = original->l[i].additivity; copy->l[i].opacity = original->l[i].opacity; copy->l[i].tint_color = original->l[i].tint_color; copy->l[i].time_offset = original->l[i].time_offset; } if (original->tex) memcpy(copy->tex, original->tex, sizeof(*copy->tex) * original->ntriangles * 3); copy->radius = original->radius; if (original->material) { copy->material = malloc(sizeof(*copy->material)); *copy->material = *original->material; } mesh_graph_dev_init(copy); }
struct mesh *init_burst_rod_mesh(int streaks, double h, double r1, double r2) { struct mesh *my_mesh = malloc(sizeof(*my_mesh)); if (!my_mesh) return my_mesh; memset(my_mesh, 0, sizeof(*my_mesh)); my_mesh->geometry_mode = MESH_GEOMETRY_PARTICLE_ANIMATION; my_mesh->nlines = streaks; my_mesh->nvertices = my_mesh->nlines * 2; my_mesh->ntriangles = 0; my_mesh->t = 0; my_mesh->v = malloc(sizeof(*my_mesh->v) * my_mesh->nvertices); my_mesh->l = malloc(sizeof(*my_mesh->l) * my_mesh->nlines); my_mesh->tex = 0; my_mesh->radius = fmax(sqrt(h * h / 4.0 + r1 * r1), sqrt(h * h / 4.0 + r2 * r2)); my_mesh->graph_ptr = 0; int line_index; for (line_index = 0; line_index < streaks; line_index++) { float p = fabs(snis_random_float()); float pr = p * (r2 - r1) + r1; float ph = p * h - h / 2.0; float pa = fabs(snis_random_float()) * 2.0 * M_PI; int v_index = line_index * 2; my_mesh->v[v_index + 0].x = ph; my_mesh->v[v_index + 0].y = 0; my_mesh->v[v_index + 0].z = 0; my_mesh->v[v_index + 1].x = ph; my_mesh->v[v_index + 1].y = sin(pa) * pr; my_mesh->v[v_index + 1].z = cos(pa) * pr; my_mesh->l[line_index].start = &my_mesh->v[v_index + 0]; my_mesh->l[line_index].end = &my_mesh->v[v_index + 1]; my_mesh->l[line_index].flag = 0; my_mesh->l[line_index].additivity = 1.0; my_mesh->l[line_index].opacity = 1.0; my_mesh->l[line_index].tint_color.red = 1.0; my_mesh->l[line_index].tint_color.green = 1.0; my_mesh->l[line_index].tint_color.blue = 1.0; my_mesh->l[line_index].time_offset = fabs(snis_random_float()); } mesh_graph_dev_init(my_mesh); return my_mesh; }
struct mesh *init_radar_circle_xz_plane_mesh(double x, double z, double r, int ticks, double tick_radius) { int i; struct mesh *my_mesh = malloc(sizeof(*my_mesh)); if (!my_mesh) return my_mesh; memset(my_mesh, 0, sizeof(*my_mesh)); my_mesh->geometry_mode = MESH_GEOMETRY_LINES; my_mesh->nvertices = 0; my_mesh->ntriangles = 0; my_mesh->nlines = 0; my_mesh->t = 0; my_mesh->v = malloc(sizeof(*my_mesh->v) * (360 / 2 + 1 + ticks*2)); my_mesh->l = malloc(sizeof(*my_mesh->l) * (1 + ticks)); my_mesh->radius = dist3d(x, 0, z) + r; my_mesh->tex = 0; my_mesh->graph_ptr = 0; for (i = 0; i <= 360; i += 2) { my_mesh->v[my_mesh->nvertices].x = x + cos(i * M_PI / 180.0) * r; my_mesh->v[my_mesh->nvertices].y = 0; my_mesh->v[my_mesh->nvertices].z = z + sin(i * M_PI / 180.0) * r; my_mesh->nvertices++; } my_mesh->l[0].start = &my_mesh->v[0]; my_mesh->l[0].end = &my_mesh->v[my_mesh->nvertices - 1]; my_mesh->l[0].flag = MESH_LINE_STRIP; my_mesh->nlines++; for (i = 0; i < ticks; ++i) { double c = cos(i * 2.0 * M_PI / (double)ticks); double s = sin(i * 2.0 * M_PI / (double)ticks); mesh_add_point(my_mesh, x + c * (r - tick_radius), 0, z + s * (r - tick_radius)); mesh_add_point(my_mesh, x + c * r, 0, z + s * r); mesh_add_line_last_2(my_mesh, MESH_LINE_DOTTED); } mesh_graph_dev_init(my_mesh); return my_mesh; }
struct mesh *init_circle_mesh(double x, double z, double r, int npoints, double angle) { int i; float increment; struct mesh *my_mesh = malloc(sizeof(*my_mesh)); if (!my_mesh) return my_mesh; memset(my_mesh, 0, sizeof(*my_mesh)); my_mesh->geometry_mode = MESH_GEOMETRY_LINES; my_mesh->nvertices = 0; my_mesh->ntriangles = 0; my_mesh->nlines = 1; my_mesh->t = 0; my_mesh->v = malloc(sizeof(*my_mesh->v) * (npoints + 1)); my_mesh->l = malloc(sizeof(*my_mesh->l) * 1); my_mesh->tex = 0; my_mesh->radius = r; my_mesh->graph_ptr = 0; increment = angle / (float) npoints; for (i = 0; i <= npoints; i++) { float a = i * increment; my_mesh->v[my_mesh->nvertices].x = x + cos(a) * r; my_mesh->v[my_mesh->nvertices].y = 0; my_mesh->v[my_mesh->nvertices].z = z + sin(a) * r; my_mesh->nvertices++; } /* close the mesh */ my_mesh->v[my_mesh->nvertices - 1].x = my_mesh->v[0].x; my_mesh->v[my_mesh->nvertices - 1].y = my_mesh->v[0].y; my_mesh->v[my_mesh->nvertices - 1].z = my_mesh->v[0].z; my_mesh->l[0].start = &my_mesh->v[0]; my_mesh->l[0].end = &my_mesh->v[my_mesh->nvertices - 1]; my_mesh->l[0].flag = MESH_LINE_STRIP; mesh_graph_dev_init(my_mesh); return my_mesh; }
void mesh_derelict(struct mesh *m, float distortion) { int i; for (i = 0; i < m->nvertices; i++) { float dx, dy, dz; dx = (float) (snis_randn(1000) / 1000.0 - 0.5) * distortion; dy = (float) (snis_randn(1000) / 1000.0 - 0.5) * (distortion / 10.0) - 0.5; dz = (float) (snis_randn(1000) / 1000.0 - 0.5) * (distortion / 10.0) - 0.5; if (m->v[i].x < 0) { m->v[i].x = dx; m->v[i].y += dy; m->v[i].z += dz; } } m->radius = mesh_compute_radius(m); for (i = 0; i < m->nvertices; i++) m->v[i].x -= m->radius / 2.0; m->radius = mesh_compute_radius(m); mesh_set_flat_shading_vertex_normals(m); mesh_graph_dev_init(m); }
/* fabricate a tube of length h, radius r, with nfaces, parallel to x axis */ struct mesh *mesh_tube(float h, float r, float nfaces) { struct mesh *m; int ntris = nfaces * 2; int nvertices = nfaces * 2; int i, j; float angle, da; float l = h / 2.0; m = allocate_mesh_for_copy(ntris, nvertices, 0, 1); if (!m) return m; m->geometry_mode = MESH_GEOMETRY_TRIANGLES; da = 2 * M_PI / (float) nfaces; angle = 0.0; for (i = 0; i < nvertices; i += 2) { m->v[i].x = -l; m->v[i].y = r * cos(angle); m->v[i].z = r * -sin(angle); m->v[i + 1].x = l; m->v[i + 1].y = m->v[i].y; m->v[i + 1].z = m->v[i].z; angle += da; } m->nvertices = nvertices; for (i = 0; i < ntris; i += 2) { m->t[i].v[2] = &m->v[i % nvertices]; m->t[i].v[1] = &m->v[(i + 1) % nvertices]; m->t[i].v[0] = &m->v[(i + 2) % nvertices]; m->t[i + 1].v[2] = &m->v[(i + 2) % nvertices]; m->t[i + 1].v[1] = &m->v[(i + 1) % nvertices]; m->t[i + 1].v[0] = &m->v[(i + 3) % nvertices]; } m->ntriangles = ntris; for (i = 0; i < ntris; i++) { union vec3 normal; normal = compute_triangle_normal(&m->t[i]); m->t[i].n.x = normal.v.x; m->t[i].n.y = normal.v.y; m->t[i].n.z = normal.v.z; for (j = 0; j < 3; j++) { union vec3 normal = { { 0, -m->t[i].v[j]->y, -m->t[i].v[j]->z } }; vec3_normalize_self(&normal); m->t[i].vnormal[j].x = normal.v.x; m->t[i].vnormal[j].y = normal.v.y; m->t[i].vnormal[j].z = normal.v.z; } } mesh_set_flat_shading_vertex_normals(m); for (i = 0; i < ntris; i += 2) { mesh_set_triangle_texture_coords(m, i, 0.0, (float) ((int) ((i + 2) / 2)) * 1.0 / (float) nfaces, 1.0, (float) ((int) (i / 2)) / (float) nfaces, 0.0, (float) ((int) (i / 2)) / (float) nfaces); mesh_set_triangle_texture_coords(m, i + 1, 1.0, (float) ((int) ((i + 2) / 2)) / (float) nfaces, 1.0, (float) ((int) (i / 2)) / (float) nfaces, 0.0, (float) ((int) ((i + 2) / 2)) / (float) nfaces); } m->nlines = 0; m->radius = mesh_compute_radius(m); mesh_graph_dev_init(m); return m; }
void mesh_distort_and_random_uv_map(struct mesh *m, float distortion) { mesh_distort_helper(m, distortion); mesh_random_uv_map(m); mesh_graph_dev_init(m); }
/* See: http://blog.andreaskahler.com/2009/06/creating-icosphere-mesh-in-code.html */ struct mesh *mesh_unit_icosohedron(void) { const double tau = (1.0 + sqrt(5.0)) / 2.0; const double scale = 1.0 / sqrt(1.0 + tau * tau); struct mesh *m; m = malloc(sizeof(*m)); if (!m) return m; memset(m, 0, sizeof(*m)); m->nvertices = 12; m->ntriangles = 20; m->t = malloc(sizeof(*m->t) * m->ntriangles); if (!m->t) goto bail; memset(m->t, 0, sizeof(*m->t) * m->ntriangles); m->v = malloc(sizeof(*m->v) * m->nvertices); if (!m->v) goto bail; memset(m->v, 0, sizeof(*m->v) * m->nvertices); m->tex = 0; /* m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) goto bail; memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3); */ m->l = NULL; m->geometry_mode = MESH_GEOMETRY_TRIANGLES; m->v[0].x = scale * -1.0; m->v[0].y = scale * tau; m->v[0].z = scale * 0.0; m->v[1].x = scale * 1.0; m->v[1].y = scale * tau; m->v[1].z = scale * 0.0; m->v[2].x = scale * -1.0; m->v[2].y = scale * -tau; m->v[2].z = scale * 0.0; m->v[3].x = scale * 1.0; m->v[3].y = scale * -tau; m->v[3].z = scale * 0.0; m->v[4].x = scale * 0.0; m->v[4].y = scale * -1.0; m->v[4].z = scale * tau; m->v[5].x = scale * 0.0; m->v[5].y = scale * 1.0; m->v[5].z = scale * tau; m->v[6].x = scale * 0.0; m->v[6].y = scale * -1.0; m->v[6].z = scale * -tau; m->v[7].x = scale * 0.0; m->v[7].y = scale * 1.0; m->v[7].z = scale * -tau; m->v[8].x = scale * tau; m->v[8].y = scale * 0.0; m->v[8].z = scale * -1.0; m->v[9].x = scale * tau; m->v[9].y = scale * 0.0; m->v[9].z = scale * 1.0; m->v[10].x = scale * -tau; m->v[10].y = scale * 0.0; m->v[10].z = scale * -1.0; m->v[11].x = scale * -tau; m->v[11].y = scale * 0.0; m->v[11].z = scale * 1.0; m->t[0].v[0] = &m->v[0]; m->t[0].v[1] = &m->v[11]; m->t[0].v[2] = &m->v[5]; m->t[1].v[0] = &m->v[0]; m->t[1].v[1] = &m->v[5]; m->t[1].v[2] = &m->v[1]; m->t[2].v[0] = &m->v[0]; m->t[2].v[1] = &m->v[1]; m->t[2].v[2] = &m->v[7]; m->t[3].v[0] = &m->v[0]; m->t[3].v[1] = &m->v[7]; m->t[3].v[2] = &m->v[10]; m->t[4].v[0] = &m->v[0]; m->t[4].v[1] = &m->v[10]; m->t[4].v[2] = &m->v[11]; m->t[5].v[0] = &m->v[1]; m->t[5].v[1] = &m->v[5]; m->t[5].v[2] = &m->v[9]; m->t[6].v[0] = &m->v[5]; m->t[6].v[1] = &m->v[11]; m->t[6].v[2] = &m->v[4]; m->t[7].v[0] = &m->v[11]; m->t[7].v[1] = &m->v[10]; m->t[7].v[2] = &m->v[2]; m->t[8].v[0] = &m->v[10]; m->t[8].v[1] = &m->v[7]; m->t[8].v[2] = &m->v[6]; m->t[9].v[0] = &m->v[7]; m->t[9].v[1] = &m->v[1]; m->t[9].v[2] = &m->v[8]; m->t[10].v[0] = &m->v[3]; m->t[10].v[1] = &m->v[9]; m->t[10].v[2] = &m->v[4]; m->t[11].v[0] = &m->v[3]; m->t[11].v[1] = &m->v[4]; m->t[11].v[2] = &m->v[2]; m->t[12].v[0] = &m->v[3]; m->t[12].v[1] = &m->v[2]; m->t[12].v[2] = &m->v[6]; m->t[13].v[0] = &m->v[3]; m->t[13].v[1] = &m->v[6]; m->t[13].v[2] = &m->v[8]; m->t[14].v[0] = &m->v[3]; m->t[14].v[1] = &m->v[8]; m->t[14].v[2] = &m->v[9]; m->t[15].v[0] = &m->v[4]; m->t[15].v[1] = &m->v[9]; m->t[15].v[2] = &m->v[5]; m->t[16].v[0] = &m->v[2]; m->t[16].v[1] = &m->v[4]; m->t[16].v[2] = &m->v[11]; m->t[17].v[0] = &m->v[6]; m->t[17].v[1] = &m->v[2]; m->t[17].v[2] = &m->v[10]; m->t[18].v[0] = &m->v[8]; m->t[18].v[1] = &m->v[6]; m->t[18].v[2] = &m->v[7]; m->t[19].v[0] = &m->v[9]; m->t[19].v[1] = &m->v[8]; m->t[19].v[2] = &m->v[1]; m->radius = mesh_compute_radius(m); mesh_set_flat_shading_vertex_normals(m); mesh_graph_dev_init(m); return m; bail: mesh_free(m); return NULL; }
void mesh_distort(struct mesh *m, float distortion) { mesh_distort_helper(m, distortion); mesh_graph_dev_init(m); }
struct mesh *mesh_fabricate_billboard(float cx, float cy, float width, float height) { struct mesh *m; m = malloc(sizeof(*m)); if (!m) return m; memset(m, 0, sizeof(*m)); m->nvertices = 4; m->ntriangles = 2; m->t = malloc(sizeof(*m->t) * m->ntriangles); if (!m->t) goto bail; memset(m->t, 0, sizeof(*m->t) * m->ntriangles); m->v = malloc(sizeof(*m->v) * m->nvertices); if (!m->v) goto bail; memset(m->v, 0, sizeof(*m->v) * m->nvertices); m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) goto bail; memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3); m->l = NULL; m->geometry_mode = MESH_GEOMETRY_TRIANGLES; m->v[0].x = -width / 2.0f + cx; m->v[0].y = height / 2.0f + cy; m->v[0].z = 0; m->v[1].x = width / 2.0f + cx; m->v[1].y = height / 2.0f + cy; m->v[1].z = 0; m->v[2].x = width / 2.0f + cx; m->v[2].y = -height / 2.0f + cy; m->v[2].z = 0; m->v[3].x = -width / 2.0f + cx; m->v[3].y = -height / 2.0f + cy; m->v[3].z = 0; m->t[0].v[0] = &m->v[0]; m->t[0].v[1] = &m->v[2]; m->t[0].v[2] = &m->v[1]; m->t[0].flag = TRIANGLE_0_1_COPLANAR; mesh_set_triangle_texture_coords(m, 0, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f); m->t[1].v[0] = &m->v[0]; m->t[1].v[1] = &m->v[3]; m->t[1].v[2] = &m->v[2]; m->t[1].flag = TRIANGLE_0_2_COPLANAR; mesh_set_triangle_texture_coords(m, 1, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f); m->radius = mesh_compute_radius(m); mesh_set_flat_shading_vertex_normals(m); mesh_graph_dev_init(m); return m; bail: mesh_free(m); return NULL; }
/* mesh_fabricate_crossbeam fabricates a mesh like so, out of 8 triangles: * 0 * |\ * | \ * | \ * 4______| \__5 * \ \ \ \ * \ \ |3 \ * \ \ | \ * \ 1 \ | \ * \_____\|_____\6 * 7 \ | * \ | * \ | * \| * 2 * centered on origin, length axis parallel to x axis. * length is the distance betwee 0 and 3, above, and * radius is the distance between the center of the cross * beam and 2,6,7,3 and 0,4,5,1. * * 8 triangles are needed because we need to prevent backface * culling, so we wind one set of tris one way, and the other, * the other. */ struct mesh *mesh_fabricate_crossbeam(float length, float radius) { struct mesh *m; m = malloc(sizeof(*m)); if (!m) return m; memset(m, 0, sizeof(*m)); m->nvertices = 8; m->ntriangles = 8; m->t = malloc(sizeof(*m->t) * m->ntriangles); if (!m->t) goto bail; memset(m->t, 0, sizeof(*m->t) * m->ntriangles); m->v = malloc(sizeof(*m->v) * m->nvertices); if (!m->v) goto bail; memset(m->v, 0, sizeof(*m->v) * m->nvertices); m->tex = malloc(sizeof(*m->tex) * m->ntriangles * 3); if (!m->tex) goto bail; memset(m->tex, 0, sizeof(*m->tex) * m->ntriangles * 3); m->l = NULL; m->geometry_mode = MESH_GEOMETRY_TRIANGLES; m->v[0].x = -length / 2.0f; m->v[0].y = radius; m->v[0].z = 0.0f; m->v[1].x = -length / 2.0f; m->v[1].y = -radius; m->v[1].z = 0.0f; m->v[2].x = length / 2.0f; m->v[2].y = -radius; m->v[2].z = 0.0f; m->v[3].x = length / 2.0f; m->v[3].y = radius; m->v[3].z = 0.0f; m->v[4].x = -length / 2.0f; m->v[4].y = 0.0f; m->v[4].z = radius; m->v[5].x = -length / 2.0f; m->v[5].y = 0.0f; m->v[5].z = -radius; m->v[6].x = length / 2.0f; m->v[6].y = 0.0f; m->v[6].z = -radius; m->v[7].x = length / 2.0f; m->v[7].y = 0.0f; m->v[7].z = radius; m->t[0].v[0] = &m->v[0]; m->t[0].v[1] = &m->v[1]; m->t[0].v[2] = &m->v[2]; mesh_set_triangle_texture_coords(m, 0, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f); m->t[1].v[0] = &m->v[2]; m->t[1].v[1] = &m->v[3]; m->t[1].v[2] = &m->v[0]; mesh_set_triangle_texture_coords(m, 1, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f); m->t[2].v[0] = &m->v[4]; m->t[2].v[1] = &m->v[5]; m->t[2].v[2] = &m->v[6]; mesh_set_triangle_texture_coords(m, 2, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f); m->t[3].v[0] = &m->v[6]; m->t[3].v[1] = &m->v[7]; m->t[3].v[2] = &m->v[4]; mesh_set_triangle_texture_coords(m, 3, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f); m->t[4].v[0] = &m->v[2]; m->t[4].v[1] = &m->v[1]; m->t[4].v[2] = &m->v[0]; mesh_set_triangle_texture_coords(m, 4, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f); m->t[5].v[0] = &m->v[0]; m->t[5].v[1] = &m->v[3]; m->t[5].v[2] = &m->v[2]; mesh_set_triangle_texture_coords(m, 5, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f); m->t[6].v[0] = &m->v[6]; m->t[6].v[1] = &m->v[5]; m->t[6].v[2] = &m->v[4]; mesh_set_triangle_texture_coords(m, 6, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); m->t[7].v[0] = &m->v[4]; m->t[7].v[1] = &m->v[7]; m->t[7].v[2] = &m->v[6]; mesh_set_triangle_texture_coords(m, 7, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f); mesh_compute_radius(m); mesh_set_flat_shading_vertex_normals(m); mesh_graph_dev_init(m); return m; bail: mesh_free(m); return NULL; }