worked on 3D model stuff
minor changes
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@@ -9,13 +9,26 @@ namespace Ray3D {
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class Cube : public Mesh {
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public:
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private:
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/** ctor */
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Cube() {
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unitCube(true);
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//unitCube(true);
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}
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public:
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// Cube (const Point3 p1, const Point3 p2, const Point3 p3, const Point3 p4, const float h) {
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//// const Point3 ph(0,0,h);
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//// addQuad(p1+ph, p2+ph, p3+ph, p4+ph); // top
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//// addQuad(p4, p3, p2, p1); // bottom
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//// addQuad(p3+ph, p2+ph, p2, p3); // right
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//// addQuad(p1+ph, p4+ph, p4, p1); // left
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//// addQuad(p2+ph, p1+ph, p1, p2); // front
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//// addQuad(p4+ph, p3+ph, p3, p4); // back
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// addQuad();
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// }
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/** ctor with position, size and rotation */
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Cube(const Point3 pos, const Point3 size, const Point3 rot_deg, const bool topAndBottom = true) {
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unitCube(topAndBottom);
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@@ -37,6 +50,30 @@ namespace Ray3D {
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return res;
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}
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static Cube unit() {
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return Cube();
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}
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/** cube from 8 vertices (upper 4, lower 4) */
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static Cube fromVertices(const Point3 pt1, const Point3 pt2, const Point3 pt3, const Point3 pt4, const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4) {
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Cube cube;
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cube.addQuad(pt1, pt2, pt3, pt4); // top
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cube.addQuad(pb4, pb3, pb2, pb1); // bottom
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cube.addQuad(pt3, pt2, pb2, pb3); // right
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cube.addQuad(pt1, pt4, pb4, pb1); // left
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cube.addQuad(pt2, pt1, pb1, pb2); // front
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cube.addQuad(pt4, pt3, pb3, pb4); // back
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return cube;
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}
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/** cube from 8 vertices (upper 4, lower 4) */
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static Cube fromBottomAndHeight(const Point3 pb1, const Point3 pb2, const Point3 pb3, const Point3 pb4, const float h) {
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const Point3 ph(0,0,h);
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return Cube::fromVertices(pb1+ph, pb2+ph, pb3+ph, pb4+ph, pb1, pb2, pb3, pb4);
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}
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private:
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/** build unit-cube faces */
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