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Mar 19th, 2018
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  1. void SoftwareSkinningScene_2::CreateMesh(float length)
  2. {
  3.   auto pos = XMFLOAT3(length / 2, 0, 0);
  4.   auto offset = XMFLOAT3(length / 2, 2.5f, 2.5f);
  5.   auto col = XMFLOAT4(1, 0, 0, 0.5f);
  6.   //*****
  7.   //BOX1*
  8.   //*****
  9.   //FRONT
  10.   auto norm = XMFLOAT3(0, 0, -1);
  11.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  12.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  13.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  14.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  15.   //BACK
  16.   norm = XMFLOAT3(0, 0, 1);
  17.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  18.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  19.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  20.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  21.   //TOP
  22.   norm = XMFLOAT3(0, 1, 0);
  23.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  24.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  25.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  26.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  27.   //BOTTOM
  28.   norm = XMFLOAT3(0, -1, 0);
  29.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  30.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  31.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  32.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  33.   //LEFT
  34.   norm = XMFLOAT3(-1, 0, 0);
  35.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  36.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  37.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  38.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  39.   //RIGHT
  40.   norm = XMFLOAT3(1, 0, 0);
  41.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  42.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  43.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  44.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  45.   //*****
  46.   //BOX2*
  47.   //*****
  48.   col = XMFLOAT4(0, 1, 0, 0.5f);
  49.   pos = XMFLOAT3(22.5f, 0, 0);
  50.   //FRONT
  51.   norm = XMFLOAT3(0, 0, -1);
  52.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  53.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  54.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  55.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  56.   //BACK
  57.   norm = XMFLOAT3(0, 0, 1);
  58.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  59.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  60.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  61.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  62.   //TOP
  63.   norm = XMFLOAT3(0, 1, 0);
  64.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  65.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  66.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  67.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  68.   //BOTTOM
  69.   norm = XMFLOAT3(0, -1, 0);
  70.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  71.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  72.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  73.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  74.   //LEFT
  75.   norm = XMFLOAT3(-1, 0, 0);
  76.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  77.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  78.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  79.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  80.   //RIGHT
  81.   norm = XMFLOAT3(1, 0, 0);
  82.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
  83.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
  84.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
  85.   m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
  86. }
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