static void genPlaneResult(unsigned int width, unsigned int height, ci::TriMesh& mesh) { mesh.clear(); float demiW = static_cast<float>(width / 2); float demiH = static_cast<float>(height / 2); for (float j = -demiH; j < demiH; ++j) { for (float i = -demiW; i < demiW; ++i) { mesh.appendVertex(ci::Vec3f(i, j, 0.0f)); mesh.appendTexCoord(ci::Vec2f( (i + demiW) / width, (j + demiH) / height )); } } //For create face algorithme size_t w = width - 1; size_t h = height - 1; for (size_t j = 0; j < h; ++j) { for (size_t i = 0; i < w; ++i) { mesh.appendTriangle(width * j + i, width * (j + 1) + i, width * j + i + 1); mesh.appendTriangle(width * j + i + 1, width * (j + 1) + i, width * (j + 1) + i + 1); } } }
void ZoaDebugFunctions::addQuadToMesh( ci::TriMesh& mesh, const ci::Vec3f& P0, const ci::Vec3f& P1, const ci::Vec3f& P2, const ci::Vec3f& P3, const ci::ColorA& color ) { ci::Vec3f e0 = P2 - P0; ci::Vec3f e1 = P2 - P1; ci::Vec3f n = e0.cross(e1).normalized(); mesh.appendVertex( P0 ); mesh.appendColorRGBA( color ); mesh.appendNormal( n ); mesh.appendVertex( P1 ); mesh.appendColorRGBA( color ); mesh.appendNormal( n ); mesh.appendVertex( P2 ); mesh.appendColorRGBA( color ); mesh.appendNormal( n ); mesh.appendVertex( P3 ); mesh.appendColorRGBA( color ); mesh.appendNormal( n ); int vert0 = mesh.getNumVertices() - 4; int vert1 = mesh.getNumVertices() - 1; int vert2 = mesh.getNumVertices() - 2; int vert3 = mesh.getNumVertices() - 3; mesh.appendTriangle( vert0, vert3, vert1 ); mesh.appendTriangle( vert3, vert2, vert1 ); }
void World::generateMesh(ci::TriMesh & mesh) { using namespace ci; Vec3f offset = Vec3f(m_size * -0.5f, m_size * -0.5f, m_size * -0.5f); for (size_t z = 0; z < m_size; ++z) for (size_t y = 0; y < m_size; ++y) for (size_t x = 0; x < m_size; ++x) { if (cell(x, y, z) == AIR) { for (size_t i = 0; i < 6; ++i) { int index = getNeigbour(x, y, z, i); if (index != -1) { if (cell(index) == DIRT) { Vec3f normal = getNeigbourOffset(i); Vec3f up = std::abs(normal.dot(Vec3f::yAxis())) > 0.9f ? Vec3f::zAxis() : Vec3f::yAxis(); Vec3f side = normal.cross(up) * 0.5f; up = up * 0.5f; Vec3f pos = offset + Vec3f(x, y, z) + (normal * 0.5f); size_t indexStart = mesh.getNumVertices(); // Layout of the quad // // 0 --------------- 3 // | ^ up | // | | | // | side | | // | <-----o pos | // | | // | | // | | // 1 --------------- 2 // Create the vertex data mesh.appendVertex(pos + side + up); mesh.appendVertex(pos + side - up); mesh.appendVertex(pos - side - up); mesh.appendVertex(pos - side + up); mesh.appendNormal(-normal); mesh.appendNormal(-normal); mesh.appendNormal(-normal); mesh.appendNormal(-normal); // Create triangle data mesh.appendTriangle(indexStart + 0, indexStart + 1, indexStart + 2); mesh.appendTriangle(indexStart + 0, indexStart + 2, indexStart + 3); } } } } } }