#ifndef GEOMETRY_UTILITIES_H #define GEOMETRY_UTILITIES_H #include "Triangle.h" inline void quad_create(vec3s center, vec3s forward, vec3s up, float size, uint8_t material_id, triangle_collection_t* collection) { float half_size = size / 2.0f; vec3s right = glms_vec3_cross(forward, up); vec3s scaled_right = glms_vec3_scale(right, half_size); vec3s scaled_up = glms_vec3_scale(up, half_size); vec3s temp_sub = glms_vec3_sub(center, scaled_right); vec3s temp_add = glms_vec3_add(center, scaled_right); vec3s top_left = glms_vec3_add(temp_sub, scaled_up); vec3s top_right = glms_vec3_add(temp_add, scaled_up); vec3s bottom_right = glms_vec3_sub(temp_add, scaled_up); vec3s bottom_left = glms_vec3_sub(temp_sub, scaled_up); vec2s uv0 = {0.0f, 0.0f}; vec2s uv1 = {1.0f, 0.0f}; vec2s uv2 = {1.0f, 1.0f}; vec2s uv3 = {0.0f, 1.0f}; vec3s dp1 = glms_vec3_sub(top_right, top_left); vec3s dp2 = glms_vec3_sub(bottom_right, top_left); vec2s duv1 = glms_vec2_sub(uv1, uv0); vec2s duv2 = glms_vec2_sub(uv3, uv0); float r = 1.0f / (duv1.x * duv2.y - duv1.y * duv2.x); vec3s tangent = glms_vec3_scale(glms_vec3_sub(glms_vec3_scale(dp1, duv2.y), glms_vec3_scale(dp2, duv1.y)), r); vertex_t vertex_0 = {.position = top_left, .normal = forward, .tangent = tangent, .uv = {0.0f, 0.0f}}; vertex_t vertex_1 = {.position = top_right, .normal = forward, .tangent = tangent, .uv = {1.0f, 0.0f}}; vertex_t vertex_2 = {.position = bottom_right, .normal = forward, .tangent = tangent, .uv = {1.0f, 1.0f}}; vertex_t vertex_3 = {.position = bottom_left, .normal = forward, .tangent = tangent, .uv = {0.0f, 1.0f}}; triangle_create(vertex_0, vertex_1, vertex_3, material_id, collection); triangle_create(vertex_1, vertex_2, vertex_3, material_id, collection); } #endif // GEOMETRY_UTILITIES_H