This method adds a new indice to a face.
Parameter | Description |
---|---|
v | the brush vertex index to add |
Returns the index of the new indice.
This example creates a box brush from scratch.
#include "UltraEngine.h"
using namespace UltraEngine;
int main(int argc, const char* argv[])
{
//Get the displays
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a world
auto world = CreateWorld();
//Create a camera
auto camera = CreateCamera(world);
camera->SetClearColor(0.125);
camera->Turn(35, 0, 0);
camera->Move(0, 0, -4);
//Create light
auto light = CreateBoxLight(world);
light->SetRange(-20, 20);
light->SetArea(20, 20);
light->SetRotation(35, 35, 0);
//Create brush
auto brush = CreateBrush(world);
brush->SetColor(0, 0, 1);
//Add brush vertices
float w = 1; float h = 1; float d = 1;
brush->AddVertex(w * 0.5, h * 0.5, d * 0.5);
brush->AddVertex(-w * 0.5, h * 0.5, d * 0.5);
brush->AddVertex(-w * 0.5, h * 0.5, -d * 0.5);
brush->AddVertex(w * 0.5, h * 0.5, -d * 0.5);
brush->AddVertex(w * 0.5, -h * 0.5, d * 0.5);
brush->AddVertex(-w * 0.5, -h * 0.5, d * 0.5);
brush->AddVertex(-w * 0.5, -h * 0.5, -d * 0.5);
brush->AddVertex(w * 0.5, -h * 0.5, -d * 0.5);
//Add faces
auto face = brush->AddFace();
face->AddIndice(0);
face->AddIndice(1);
face->AddIndice(2);
face->AddIndice(3);
face = brush->AddFace();
face->AddIndice(4);
face->AddIndice(5);
face->AddIndice(6);
face->AddIndice(7);
face = brush->AddFace();
face->AddIndice(0);
face->AddIndice(1);
face->AddIndice(5);
face->AddIndice(4);
face = brush->AddFace();
face->AddIndice(2);
face->AddIndice(3);
face->AddIndice(7);
face->AddIndice(6);
face = brush->AddFace();
face->AddIndice(1);
face->AddIndice(2);
face->AddIndice(6);
face->AddIndice(5);
face = brush->AddFace();
face->AddIndice(0);
face->AddIndice(3);
face->AddIndice(7);
face->AddIndice(4);
//Finalize the brush
brush->Build();
//Main loop
while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
{
world->Update();
world->Render(framebuffer);
}
return 0;
}