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commonCoords.c
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152 lines (117 loc) · 4 KB
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float normalizedTriangle[] = {
//9 values
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
};
float normalizedCubeVertices[] = {
//108 values
// Bottom face (two triangles)
-0.5f, -0.5f, -0.5f, // Triangle 1, Vertex 1
0.5f, -0.5f, -0.5f, // Triangle 1, Vertex 2
0.5f, -0.5f, 0.5f, // Triangle 1, Vertex 3
0.5f, -0.5f, 0.5f, // Triangle 2, Vertex 1
-0.5f, -0.5f, 0.5f, // Triangle 2, Vertex 2
-0.5f, -0.5f, -0.5f, // Triangle 2, Vertex 3
// Top face (two triangles)
-0.5f, 0.5f, -0.5f, // Triangle 1, Vertex 1
0.5f, 0.5f, -0.5f, // Triangle 1, Vertex 2
0.5f, 0.5f, 0.5f, // Triangle 1, Vertex 3
0.5f, 0.5f, 0.5f, // Triangle 2, Vertex 1
-0.5f, 0.5f, 0.5f, // Triangle 2, Vertex 2
-0.5f, 0.5f, -0.5f, // Triangle 2, Vertex 3
// Front face (two triangles)
-0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
// Back face (two triangles)
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// Left face (two triangles)
-0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// Right face (two triangles)
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f
};
float correctedCube[] = {
// Bottom face (two triangles) - now top face
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f, // Triangle 1, Vertex 1
0.5f, 0.5f, -0.5f, // Triangle 1, Vertex 2
0.5f, 0.5f, 0.5f,
-0.5f, 0.5f, -0.5f, // Triangle 2, Vertex 1
-0.5f, 0.5f, 0.5f, // Triangle 2, Vertex 2
// Triangle 2, Vertex 3
// Top face (two triangles) - now bottom face
-0.5f, -0.5f, -0.5f, // Triangle 1, Vertex 1
0.5f, -0.5f, -0.5f, // Triangle 1, Vertex 2
0.5f, -0.5f, 0.5f, // Triangle 1, Vertex 3
//this is part of the back face
0.5f, -0.5f, 0.5f, // Triangle 2, Vertex 1
-0.5f, -0.5f, 0.5f, // Triangle 2, Vertex 2
-0.5f, -0.5f, -0.5f, // Triangle 2, Vertex 3
// back face (two triangles) - remains the same, just swap top/bottom in description
-0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
// front face (two triangles) - remains the same, just swap top/bottom in description
-0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
// Left face (two triangles) - remains the same, just swap top/bottom in description
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, 0.5f,
-0.5f, -0.5f, 0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// Right face (two triangles) - remains the same, just swap top/bottom in description
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, 0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f
};
float partialCube[] = {
// -0.5f, -0.5f, -0.5f,
// -0.5f, -0.5f, 0.5f,
// -0.5f, 0.5f, 0.5f,
// -0.5f, 0.5f, 0.5f,
// -0.5f, 0.5f, -0.5f,
// -0.5f, -0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
0.5f, -0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
0.5f, 0.5f, -0.5f,
-0.5f, 0.5f, -0.5f,
-0.5f, -0.5f, -0.5f,
// -0.5f, -0.5f, 0.5f,
// 0.5f, -0.5f, 0.5f,
// 0.5f, 0.5f, 0.5f,
// 0.5f, 0.5f, 0.5f,
// -0.5f, 0.5f, 0.5f,
// -0.5f, -0.5f, 0.5f,
};