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#ifndef Magnum_Primitives_Cube_h
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#define Magnum_Primitives_Cube_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022, 2023, 2024, 2025, 2026
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Enum @ref Magnum::Primitives::CubeFlag, enum set @ref Magnum::Primitives::CubeFlags, function @ref Magnum::Primitives::cubeSolid(), @ref Magnum::Primitives::cubeSolidStrip(), @ref Magnum::Primitives::cubeWireframe()
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*/
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#include <Corrade/Containers/EnumSet.h>
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#include "Magnum/Primitives/visibility.h"
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#include "Magnum/Trade/Trade.h"
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namespace Magnum { namespace Primitives {
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/**
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@brief Cube flag
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@m_since_latest
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@see @ref CubeFlags, @ref cubeSolid()
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*/
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enum class CubeFlag: UnsignedByte {
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/**
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* Texture coordinates with a single image used for all faces, oriented in
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* a way that makes the image upright and not mirrored if looking from the
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* default +Z direction. Useful if all faces are meant to look the same.
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* Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-all-same.svg
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*/
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TextureCoordinatesAllSame = 1 << 1,
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/**
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* Texture coordinates with +X, +Y, +Z faces in the top row and -X, -Y and
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* -Z in the bottom row, oriented in a way that makes the image upright and
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* not mirrored if looking from the default +Z direction. Useful to have a
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* different texture for each face but still make use of the whole texture
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* area with no wasted space. Mutually exclusive with other
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* `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-positive-up-negative-down.svg
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*/
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TextureCoordinatesPositiveUpNegativeDown = 2 << 1,
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/**
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* Texture coordinates with both upper and lower face going from -X.
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* Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-negative-x-up-negative-x-down.svg
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*/
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TextureCoordinatesNegativeXUpNegativeXDown = 3 << 1,
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/**
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* Texture coordinates with upper face going from -X and lower face from
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* +Z. Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-negative-x-up-positive-z-down.svg
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*/
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TextureCoordinatesNegativeXUpPositiveZDown = 4 << 1,
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/**
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* Texture coordinates with upper face going from -X and lower face from
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* +X. Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-negative-x-up-positive-x-down.svg
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*/
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TextureCoordinatesNegativeXUpPositiveXDown = 5 << 1,
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/**
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* Texture coordinates with upper face going from -X and lower face from
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* -Z. Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-negative-x-up-negative-z-down.svg
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*/
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TextureCoordinatesNegativeXUpNegativeZDown = 6 << 1,
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/**
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* Texture coordinates with both upper face lower face going from +Z.
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* Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-positive-z-up-positive-z-down.svg
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*/
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TextureCoordinatesPositiveZUpPositiveZDown = 7 << 1,
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/**
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* Texture coordinates with upper face going from +Z and lower face from
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* +X. Mutually exclusive with other `TextureCoordinates*` flags.
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*
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* @htmlinclude primitives-cube-positive-z-up-positive-x-down.svg
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*/
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TextureCoordinatesPositiveZUpPositiveXDown = 8 << 1,
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/**
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* Generate four-component tangents. The last component can be used to
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* reconstruct a bitangent as described in the documentation of
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* @ref Trade::MeshAttribute::Tangent. Requires one of the
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* `TextureCoordinates*` to be set in order to know the tangent direction.
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*/
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Tangents = 1 << 0,
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};
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/**
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@brief Cube flags
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@m_since_latest
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@see @ref cubeSolid()
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*/
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typedef Containers::EnumSet<CubeFlag> CubeFlags;
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CORRADE_ENUMSET_OPERATORS(CubeFlags)
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/**
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@brief Solid 3D cube
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2x2x2 cube, centered at origin. @ref MeshPrimitive::Triangles with
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@ref MeshIndexType::UnsignedShort indices, interleaved
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@ref VertexFormat::Vector3 positions, flat @ref VertexFormat::Vector3 normals, optional @ref VertexFormat::Vector4 tangents and optional
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@ref VertexFormat::Vector2 texture coordinates. If no @p flags are passed, the
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returned instance references @ref Trade::DataFlag::Global data --- pass the
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mesh through @ref MeshTools::copy() to get a mutable copy, if needed.
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@image html primitives-cubesolid.png width=256px
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Expects that at most one `TextureCoordinates*` @ref CubeFlag is set. If
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@ref CubeFlag::Tangents is set, expects that exactly one `TextureCoordinates*`
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@ref CubeFlag is set as well. Rotate or mirror the resulting mesh texture
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coordinates, positions or both to create remaining texture mapping variants.
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@see @ref cubeSolidStrip(), @ref cubeWireframe(), @ref MeshTools::transform3D(),
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@ref MeshTools::transformTextureCoordinates2D()
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*/
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#ifdef DOXYGEN_GENERATING_OUTPUT
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Trade::MeshData cubeSolid(CubeFlags flags = {});
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#else
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/* Make it possible to DCE the texture / tangent logic if no flags are used */
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MAGNUM_PRIMITIVES_EXPORT Trade::MeshData cubeSolid();
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MAGNUM_PRIMITIVES_EXPORT Trade::MeshData cubeSolid(CubeFlags flags);
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#endif
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/**
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@brief Solid 3D cube as a single strip
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2x2x2 cube, centered at origin. Non-indexed @ref MeshPrimitive::TriangleStrip
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with @ref VertexFormat::Vector3 positions. No normals or anything else, use
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@ref cubeSolid() instead if you need these. The returned instance references
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@ref Trade::DataFlag::Global data --- pass the mesh through
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@ref MeshTools::copy() to get a mutable copy, if needed.
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Vertex positions of this mesh can be also generated directly in the vertex
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shader using @glsl gl_VertexID @ce ([source](https://twitter.com/turanszkij/status/1141638406956617730),
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adapted to exactly match the output of this function):
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@snippet Magnum/Primitives/Test/data.glsl cubeSolidStrip
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@see @ref cubeWireframe(), @ref MeshTools::generateTriangleStripIndices()
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*/
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MAGNUM_PRIMITIVES_EXPORT Trade::MeshData cubeSolidStrip();
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/**
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@brief Wireframe 3D cube
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2x2x2 cube, centered at origin. @ref MeshPrimitive::Lines with
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@ref MeshIndexType::UnsignedShort indices and @ref VertexFormat::Vector3
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positions. The returned instance references @ref Trade::DataFlag::Global data
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--- pass the mesh through @ref MeshTools::copy() to get a mutable copy, if
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needed.
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@image html primitives-cubewireframe.png width=256px
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@see @ref cubeSolid(), @ref cubeSolidStrip()
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*/
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MAGNUM_PRIMITIVES_EXPORT Trade::MeshData cubeWireframe();
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}}
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#endif
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