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#ifndef Magnum_Primitives_Capsule_h
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#define Magnum_Primitives_Capsule_h
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/*
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Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
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This file is part of Magnum.
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Magnum is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License version 3
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only, as published by the Free Software Foundation.
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Magnum is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License version 3 for more details.
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*/
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/** @file
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* @brief Class Magnum::Primitives::Capsule
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*/
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#include "Trade/MeshData.h"
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namespace Magnum { namespace Primitives {
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/** @ingroup mesh
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@brief %Capsule primitive
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Cylinder along Y axis with hemispheres instead of caps.
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*/
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class Capsule: public Trade::MeshData {
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friend class UVSphere;
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public:
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/** @brief Whether to generate texture coordinates */
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enum class TextureCoords {
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Generate, /**< Generate texture coordinates */
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DontGenerate /**< Don't generate texture coordinates */
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};
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/**
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* @brief Constructor
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* @param rings Number of (face) rings for each hemisphere.
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* Must be larger or equal to 1.
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* @param segments Number of (face) segments. Must be larger or equal to 3.
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* @param length Length of the capsule, excluding hemispheres.
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* @param textureCoords Whether to generate texture coordinates.
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*
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* If texture coordinates are generated, vertices of one segment are
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* duplicated for texture wrapping.
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*/
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Capsule(unsigned int rings, unsigned int segments, GLfloat length, TextureCoords textureCoords = TextureCoords::DontGenerate);
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private:
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inline Capsule(unsigned int segments, TextureCoords textureCoords): MeshData("", Mesh::Primitive::Triangles, new std::vector<unsigned int>, {new std::vector<Vector4>()}, {new std::vector<Vector3>()}, textureCoords == TextureCoords::Generate ? std::vector<std::vector<Vector2>*>{new std::vector<Vector2>()} : std::vector<std::vector<Vector2>*>()), segments(segments), textureCoords(textureCoords) {}
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void capVertex(GLfloat y, GLfloat normalY, GLfloat textureCoordsV);
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void vertexRings(unsigned int count, GLfloat centerY, GLfloat startRingAngle, GLfloat ringAngleIncrement, GLfloat startTextureCoordsV, GLfloat textureCoordsVIncrement);
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void bottomFaceRing();
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void faceRings(unsigned int count);
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void topFaceRing();
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unsigned int segments;
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TextureCoords textureCoords;
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};
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}}
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#endif
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