// makes a unit width and length robot static void vxo_robot_init() { float verts_f[NVERTS*2] = { -DEFAULT_LENGTH/2, DEFAULT_WIDTH/2, -DEFAULT_LENGTH/2, -DEFAULT_WIDTH/2, DEFAULT_LENGTH/2, 0.0f }; points = vx_resc_copyf(verts_f, NVERTS*2); vx_resc_inc_ref(points); // hold on to these forever }
static void vxo_rect_init() { float verts_f[NVERTS*2] = {-0.5f,-0.5f, 0.5f,-0.5f, 0.5f, 0.5f, -0.5f, 0.5f}; uint32_t ind_i[NIDX] = {0,1,2,2,3,0}; float norms_f[NVERTS*3] = {0,0,1, 0,0,1, 0,0,1, 0,0,1}; points = vx_resc_copyf(verts_f, NVERTS*2); normals = vx_resc_copyf(norms_f, NVERTS*3); indices = vx_resc_copyui(ind_i, NIDX); vx_resc_inc_ref(points); // hold on to these references until vx_global_destroy() vx_resc_inc_ref(indices); vx_resc_inc_ref(normals); }
static void vxo_grid_init(int npts) { // each iteration we make 2 points, along 2 axis in 2D, so stride = 8 float all_lines[npts*8]; for (int i = 0; i < npts/2; i++) { float x = i; float y = npts/2; // Vertical lines all_lines[ 16 * i + 0] = x; all_lines[ 16 * i + 1] = y; all_lines[ 16 * i + 2] = x; all_lines[ 16 * i + 3] = -y; all_lines[ 16 * i + 4] = -x; all_lines[ 16 * i + 5] = y; all_lines[ 16 * i + 6] = -x; all_lines[ 16 * i + 7] = -y; // Horizontal lines (swap assignment of x->y) all_lines[ 16 * i + 8] = y; all_lines[ 16 * i + 9] = x; all_lines[ 16 * i + 10] = -y; all_lines[ 16 * i + 11] = x; all_lines[ 16 * i + 12] = y; all_lines[ 16 * i + 13] = -x; all_lines[ 16 * i + 14] = -y; all_lines[ 16 * i + 15] = -x; } grid_vertices = vx_resc_copyf(all_lines, npts*8); vx_resc_inc_ref(grid_vertices); }
static void vxo_box_init() { // for GL_POINTS float point_verts[NVERTS*3] = { -0.5f,-0.5f,-0.5f, // 0 -0.5f,+0.5f,-0.5f, // 1 +0.5f,+0.5f,-0.5f, // 2 +0.5f,-0.5f,-0.5f, // 3 -0.5f,-0.5f,+0.5f, // 4 -0.5f,+0.5f,+0.5f, // 5 +0.5f,+0.5f,+0.5f, // 6 +0.5f,-0.5f,+0.5f, // 7 }; // for GL_LINES uint32_t line_idxs[N_LINE_IDX*2] = { 0,1, 1,2, 2,3, 3,0, // bottom 4,5, 5,6, 6,7, 7,4, // top 0,4, 1,5, 2,6, 3,7 // sides }; // for GL_TRIANGLES // Note: we could reduce the amount of vertex data // by using indices -- e.g. point 0 and 2 are listed twice with the // same normal on the bottom face (would save us 16 vertices out of 48) // each vertex is listed 6 times, has 3 coords float tri_verts[N_TRI_VERT*3] = { // Bottom Face +0.5f,+0.5f,-0.5f, // 2 -0.5f,-0.5f,-0.5f, // 0 -0.5f,+0.5f,-0.5f, // 1 -0.5f,-0.5f,-0.5f, // 0 +0.5f,+0.5f,-0.5f, // 2 +0.5f,-0.5f,-0.5f, // 3 // Top -0.5f,+0.5f,+0.5f, // 5 -0.5f,-0.5f,+0.5f, // 4 +0.5f,+0.5f,+0.5f, // 6 +0.5f,+0.5f,+0.5f, // 6 -0.5f,-0.5f,+0.5f, // 4 +0.5f,-0.5f,+0.5f, // 7 // Front +0.5f,+0.5f,+0.5f, // 6 +0.5f,-0.5f,+0.5f, // 7 +0.5f,-0.5f,-0.5f, // 3 +0.5f,+0.5f,+0.5f, // 6 +0.5f,-0.5f,-0.5f, // 3 +0.5f,+0.5f,-0.5f, // 2 // Back -0.5f,-0.5f,+0.5f, // 4 -0.5f,+0.5f,+0.5f, // 5 -0.5f,+0.5f,-0.5f, // 1 -0.5f,-0.5f,+0.5f, // 4 -0.5f,+0.5f,-0.5f, // 1 -0.5f,-0.5f,-0.5f, // 0 // Right +0.5f,-0.5f,+0.5f, // 7 -0.5f,-0.5f,+0.5f, // 4 -0.5f,-0.5f,-0.5f, // 0 +0.5f,-0.5f,+0.5f, // 7 -0.5f,-0.5f,-0.5f, // 0 +0.5f,-0.5f,-0.5f, // 3 // Left -0.5f,+0.5f,+0.5f, // 5 +0.5f,+0.5f,+0.5f, // 6 +0.5f,+0.5f,-0.5f, // 2 -0.5f,+0.5f,+0.5f, // 5 +0.5f,+0.5f,-0.5f, // 2 -0.5f,+0.5f,-0.5f, // 1 }; float tri_norms[N_TRI_VERT*3] = { // Bottom +0.0f,+0.0f,-1.0f, +0.0f,+0.0f,-1.0f, +0.0f,+0.0f,-1.0f, +0.0f,+0.0f,-1.0f, +0.0f,+0.0f,-1.0f, +0.0f,+0.0f,-1.0f, // Top +0.0f,+0.0f,+1.0f, +0.0f,+0.0f,+1.0f, +0.0f,+0.0f,+1.0f, +0.0f,+0.0f,+1.0f, +0.0f,+0.0f,+1.0f, +0.0f,+0.0f,+1.0f, // Front +1.0f,+0.0f,+0.0f, +1.0f,+0.0f,+0.0f, +1.0f,+0.0f,+0.0f, +1.0f,+0.0f,+0.0f, +1.0f,+0.0f,+0.0f, +1.0f,+0.0f,+0.0f, // Back -1.0f,+0.0f,+0.0f, -1.0f,+0.0f,+0.0f, -1.0f,+0.0f,+0.0f, -1.0f,+0.0f,+0.0f, -1.0f,+0.0f,+0.0f, -1.0f,+0.0f,+0.0f, // Right +0.0f,-1.0f,+0.0f, +0.0f,-1.0f,+0.0f, +0.0f,-1.0f,+0.0f, +0.0f,-1.0f,+0.0f, +0.0f,-1.0f,+0.0f, +0.0f,-1.0f,+0.0f, // Left +0.0f,+1.0f,+0.0f, +0.0f,+1.0f,+0.0f, +0.0f,+1.0f,+0.0f, +0.0f,+1.0f,+0.0f, +0.0f,+1.0f,+0.0f, +0.0f,+1.0f,+0.0f }; // triangles in CCW when viewed from outside the box /* 2,0,1,0,2,3, // bottom face 5,4,6,6,4,7, // top face 6,7,3,6,3,2, // front face 4,5,1,4,1,0, // back face 7,4,0,7,0,3, // right face 5,6,2,5,2,1 // left face */ vertex_points = vx_resc_copyf(point_verts, NVERTS*3); line_indices = vx_resc_copyui(line_idxs, N_LINE_IDX*2); tri_points = vx_resc_copyf(tri_verts, N_TRI_VERT*3); tri_normals = vx_resc_copyf(tri_norms, N_TRI_VERT*3); // hold on to these references until vx_global_destroy() vx_resc_inc_ref(vertex_points); vx_resc_inc_ref(line_indices); vx_resc_inc_ref(tri_points); vx_resc_inc_ref(tri_normals); }