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- void SoftwareSkinningScene_2::CreateMesh(float length)
- {
- auto pos = XMFLOAT3(length / 2, 0, 0);
- auto offset = XMFLOAT3(length / 2, 2.5f, 2.5f);
- auto col = XMFLOAT4(1, 0, 0, 0.5f);
- //*****
- //BOX1*
- //*****
- //FRONT
- auto norm = XMFLOAT3(0, 0, -1);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- //BACK
- norm = XMFLOAT3(0, 0, 1);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //TOP
- norm = XMFLOAT3(0, 1, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- //BOTTOM
- norm = XMFLOAT3(0, -1, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //LEFT
- norm = XMFLOAT3(-1, 0, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //RIGHT
- norm = XMFLOAT3(1, 0, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- //*****
- //BOX2*
- //*****
- col = XMFLOAT4(0, 1, 0, 0.5f);
- pos = XMFLOAT3(22.5f, 0, 0);
- //FRONT
- norm = XMFLOAT3(0, 0, -1);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- //BACK
- norm = XMFLOAT3(0, 0, 1);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //TOP
- norm = XMFLOAT3(0, 1, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- //BOTTOM
- norm = XMFLOAT3(0, -1, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //LEFT
- norm = XMFLOAT3(-1, 0, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(-offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- //RIGHT
- norm = XMFLOAT3(1, 0, 0);
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, -offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, offset.z + pos.z), norm, col));
- m_SkinnedVertices.push_back(SkinnedVertex(XMFLOAT3(offset.x + pos.x, -offset.y + pos.y, -offset.z + pos.z), norm, col));
- }
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