Quads
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@@ -52,32 +52,29 @@ void HydraPlanetQuadActor::_CreateMesh()
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HydraMesh *mesh = mesh_manager->GetMesh(mesh_id);
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HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent<HydraMaterialComponent>(GetID());
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uint32_t vert_counts = m_divisions * m_divisions;
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uint32_t index_counts = ((m_divisions - 1) * (m_divisions -1)) * 6;
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mesh->vertexes.resize(vert_counts);
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mesh->indexes.resize(index_counts);
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float scale_x = 10000.0f;
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float scale_y = 10000.0f;
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float scale_z = 10000.0f;
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float min_x = -m_quad_dimension / 2.0f;
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float min_y = m_quad_dimension / 2.0f;
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float min_y = -m_quad_dimension / 2.0f;
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float min_z = 0.0f;
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float max_x = -m_quad_dimension / 2.0f;
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float max_x = m_quad_dimension / 2.0f;
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float max_y = m_quad_dimension / 2.0f;
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float max_z = 0.0f;
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float min_u = 100;
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float min_v = 100;
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float min_u = 0;
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float min_v = 1;
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float max_u = 0;
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float max_u = 1;
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float max_v = 0;
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float xy_inc = m_quad_dimension / m_divisions;
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float uv_inc = -min_u / m_divisions;
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float u_inc = max_u / (m_divisions-1);
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float v_inc = -min_v / (m_divisions-1);
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// 1---2
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// | / |
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@@ -89,45 +86,48 @@ void HydraPlanetQuadActor::_CreateMesh()
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float u = min_u;
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float v = min_v;
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uint32_t vert_idx =0;
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uint32_t vert_idx = 0;
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uint32_t index_idx = 0;
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for(uint32_t y_count = 0; y_count < m_divisions - 1; y_count ++)
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{
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for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
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{
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//Create Vertex
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mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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uint32_t ind0 = vert_idx + m_divisions;
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uint32_t ind1 = vert_idx;
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uint32_t ind2 = vert_idx + 1;
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uint32_t ind3 = vert_idx + m_divisions + 1;
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mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
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uint32_t ind0 = vert_idx;
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uint32_t ind1 = vert_idx + m_divisions;
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uint32_t ind2 = vert_idx + m_divisions + 1;
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uint32_t ind3 = vert_idx + 1;
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mesh->indexes[index_idx + 0] = ind0;
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mesh->indexes[index_idx + 1] = ind1;
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mesh->indexes[index_idx + 2] = ind2;
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mesh->indexes[index_idx + 1] = ind2;
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mesh->indexes[index_idx + 2] = ind1;
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mesh->indexes[index_idx + 3] = ind0;
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mesh->indexes[index_idx + 4] = ind2;
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mesh->indexes[index_idx + 5] = ind3;
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mesh->indexes[index_idx + 4] = ind3;
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mesh->indexes[index_idx + 5] = ind2;
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x += xy_inc;
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u += uv_inc;
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u += u_inc;
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vert_idx++;
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index_idx ++;
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index_idx += 6;
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}
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//Add the end vert but no indexes
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mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
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vert_idx++;
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y += xy_inc;
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v += uv_inc;
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v += v_inc;
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x = min_x;
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u = min_u;
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}
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//the last row
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for(uint32_t x_count = 0; x_count < m_divisions - 1; x_count ++)
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for(uint32_t x_count = 0; x_count < m_divisions; x_count ++)
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{
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mesh->vertexes[vert_idx] = {x, y, min_z, min_u, min_v, actor_id, mat_comp.material_id, 0};
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mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0};
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x += xy_inc;
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u += uv_inc;
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u += u_inc;
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vert_idx++;
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}
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