Starting work on cylinder
This commit is contained in:
142
PartInstance.cpp
142
PartInstance.cpp
@@ -251,9 +251,9 @@ void PartInstance::addSmoothTriangle(Vector3 v1,Vector3 v2,Vector3 v3)
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addVertex(v3,color);
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//addNormals(cross(v2-v1,v3-v1).direction());
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addSingularNormal(cross(v2-v1,v3-v1).direction());
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addSingularNormal(cross(v3-v2,v1-v2).direction());
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addSingularNormal(cross(v1-v3,v2-v3).direction());
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addSingularNormal(v1.direction());
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addSingularNormal(v2.direction());
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addSingularNormal(v3.direction());
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}
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@@ -405,7 +405,8 @@ bool PartInstance::isUniqueVertex(Vector3 pos)
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}
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return true;
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}
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int rings = 15;
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int sectors = 15;
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void PartInstance::render(RenderDevice* rd) {
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//if(nameShown)
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//postRenderStack.push_back(this);
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@@ -422,6 +423,43 @@ void PartInstance::render(RenderDevice* rd) {
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{
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case Enum::Shape::Ball:
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{
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/*float radius = renderSize.y / 2;
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float const R = 1./(float)(rings-1);
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float const S = 1./(float)(sectors-1);
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int r, s;
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double M_PI = pi();
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double M_PI_2 = M_PI/2;
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_vertices.resize(rings * sectors * 3);
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_normals.resize(rings * sectors * 3);
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std::vector<GLfloat>::iterator v = _vertices.begin();
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std::vector<GLfloat>::iterator n = _normals.begin();
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//std::vector<GLfloat>::iterator t = texcoords.begin();
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for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
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float const y = sin( -M_PI_2 + M_PI * r * R );
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float const x = cos(2*M_PI * s * S) * sin( M_PI * r * R );
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float const z = sin(2*M_PI * s * S) * sin( M_PI * r * R );
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*v++ = x * radius;
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*v++ = y * radius;
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*v++ = z * radius;
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*n++ = x;
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*n++ = y;
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*n++ = z;
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}
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_indices.resize(rings * sectors * 4);
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std::vector<GLushort>::iterator i = _indices.begin();
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for(r = 0; r < rings; r++) for(s = 0; s < sectors; s++) {
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*i++ = r * sectors + s;
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*i++ = r * sectors + (s+1);
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*i++ = (r+1) * sectors + (s+1);
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*i++ = (r+1) * sectors + s;
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}
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//*/
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int obv = _bevelSize;
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_bevelSize = this->size.y / 3.14159F;
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// Front
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@@ -537,7 +575,10 @@ void PartInstance::render(RenderDevice* rd) {
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makeSmoothFace(84,174,144);
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// Back Left Bottom Corner
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makeSmoothFace(174,84,132);
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_bevelSize = obv;
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_bevelSize = obv;//*/
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for (unsigned short i=0;i<_vertices.size()/6;i++) {
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_indices.push_back(i);
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}
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}
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break;
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case Enum::Shape::Block:
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@@ -655,71 +696,76 @@ void PartInstance::render(RenderDevice* rd) {
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makeFace(84,174,144);
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// Back Left Bottom Corner
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makeFace(174,84,132);
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for (unsigned short i=0;i<_vertices.size()/6;i++) {
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_indices.push_back(i);
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}
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}
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break;
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case Enum::Shape::Cylinder:
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{
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int fsize = renderSize.y/(pi()/2);
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//makeFace(0,0,48);
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// Front
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addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,renderSize.z),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,renderSize.z),
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Vector3(renderSize.x-_bevelSize,-renderSize.y+_bevelSize,renderSize.z)
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addTriangle(Vector3(renderSize.x,renderSize.y-fsize,renderSize.z),
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Vector3(-renderSize.x,-renderSize.y+fsize,renderSize.z),
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Vector3(renderSize.x,-renderSize.y+fsize,renderSize.z)
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);
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addTriangle(Vector3(-renderSize.x+_bevelSize,renderSize.y-_bevelSize,renderSize.z),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,renderSize.z),
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Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,renderSize.z)
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addTriangle(Vector3(-renderSize.x,renderSize.y-fsize,renderSize.z),
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Vector3(-renderSize.x,-renderSize.y+fsize,renderSize.z),
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Vector3(renderSize.x,renderSize.y-fsize,renderSize.z)
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);
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// Top
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addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y,renderSize.z-_bevelSize),
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Vector3(renderSize.x-_bevelSize,renderSize.y,-renderSize.z+_bevelSize),
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Vector3(-renderSize.x+_bevelSize,renderSize.y,renderSize.z-_bevelSize)
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addTriangle(Vector3(renderSize.x,renderSize.y,renderSize.z-fsize),
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Vector3(renderSize.x,renderSize.y,-renderSize.z+fsize),
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Vector3(-renderSize.x,renderSize.y,renderSize.z-fsize)
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);
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addTriangle(Vector3(-renderSize.x+_bevelSize,renderSize.y,renderSize.z-_bevelSize),
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Vector3(renderSize.x-_bevelSize,renderSize.y,-renderSize.z+_bevelSize),
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Vector3(-renderSize.x+_bevelSize,renderSize.y,-renderSize.z+_bevelSize)
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addTriangle(Vector3(-renderSize.x,renderSize.y,renderSize.z-fsize),
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Vector3(renderSize.x,renderSize.y,-renderSize.z+fsize),
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Vector3(-renderSize.x,renderSize.y,-renderSize.z+fsize)
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);
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// Back
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addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,-renderSize.z),
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Vector3(renderSize.x-_bevelSize,-renderSize.y+_bevelSize,-renderSize.z),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,-renderSize.z)
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addTriangle(Vector3(renderSize.x,renderSize.y-fsize,-renderSize.z),
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Vector3(renderSize.x,-renderSize.y+fsize,-renderSize.z),
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Vector3(-renderSize.x,-renderSize.y+fsize,-renderSize.z)
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);
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addTriangle(Vector3(renderSize.x-_bevelSize,renderSize.y-_bevelSize,-renderSize.z),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y+_bevelSize,-renderSize.z),
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Vector3(-renderSize.x+_bevelSize,renderSize.y-_bevelSize,-renderSize.z)
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addTriangle(Vector3(renderSize.x,renderSize.y-fsize,-renderSize.z),
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Vector3(-renderSize.x,-renderSize.y+fsize,-renderSize.z),
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Vector3(-renderSize.x,renderSize.y-fsize,-renderSize.z)
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);
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// Bottom
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addTriangle(Vector3(renderSize.x-_bevelSize,-renderSize.y,-renderSize.z+_bevelSize),
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Vector3(renderSize.x-_bevelSize,-renderSize.y,renderSize.z-_bevelSize),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y,renderSize.z-_bevelSize)
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addTriangle(Vector3(renderSize.x,-renderSize.y,-renderSize.z-fsize),
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Vector3(renderSize.x,-renderSize.y,renderSize.z-fsize),
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Vector3(-renderSize.x,-renderSize.y,renderSize.z-fsize)
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);
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addTriangle(Vector3(-renderSize.x+_bevelSize,-renderSize.y,renderSize.z-_bevelSize),
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Vector3(-renderSize.x+_bevelSize,-renderSize.y,-renderSize.z+_bevelSize),
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Vector3(renderSize.x-_bevelSize,-renderSize.y,-renderSize.z+_bevelSize)
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addTriangle(Vector3(-renderSize.x,-renderSize.y,renderSize.z-fsize),
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Vector3(-renderSize.x,-renderSize.y,-renderSize.z-fsize),
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Vector3(renderSize.x,-renderSize.y,-renderSize.z-fsize)
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);
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// Left
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addTriangle(Vector3(-renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
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Vector3(-renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
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Vector3(-renderSize.x,renderSize.y-_bevelSize,renderSize.z-_bevelSize)
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/*addTriangle(Vector3(-renderSize.x,renderSize.y-fsize,-renderSize.z+fsize),
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Vector3(-renderSize.x,-renderSize.y+fsize,renderSize.z-fsize),
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Vector3(-renderSize.x,renderSize.y-fsize,renderSize.z-fsize)
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);
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addTriangle(Vector3(-renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
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Vector3(-renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
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Vector3(-renderSize.x,-renderSize.y+_bevelSize,-renderSize.z+_bevelSize)
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addTriangle(Vector3(-renderSize.x,-renderSize.y+fsize,renderSize.z-fsize),
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Vector3(-renderSize.x,renderSize.y-fsize,-renderSize.z+fsize),
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Vector3(-renderSize.x,-renderSize.y+fsize,-renderSize.z+fsize)
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);
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// Right
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addTriangle(Vector3(renderSize.x,renderSize.y-_bevelSize,renderSize.z-_bevelSize),
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Vector3(renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize),
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Vector3(renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize)
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);
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addTriangle(Vector3(renderSize.x,-renderSize.y+_bevelSize,-renderSize.z+_bevelSize),
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Vector3(renderSize.x,renderSize.y-_bevelSize,-renderSize.z+_bevelSize),
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Vector3(renderSize.x,-renderSize.y+_bevelSize,renderSize.z-_bevelSize)
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addTriangle(Vector3(renderSize.x,renderSize.y-fsize,renderSize.z-fsize),
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Vector3(renderSize.x,-renderSize.y+fsize,renderSize.z-fsize),
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Vector3(renderSize.x,renderSize.y-fsize,-renderSize.z+fsize)
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);
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addTriangle(Vector3(renderSize.x,-renderSize.y+fsize,-renderSize.z+fsize),
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Vector3(renderSize.x,renderSize.y-fsize,-renderSize.z+fsize),
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Vector3(renderSize.x,-renderSize.y+fsize,renderSize.z-fsize)
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);//*/
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// Bevel Top Front
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/*// Bevel Top Front
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makeFace(0,36,48);
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makeFace(48,18,0);
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// Bevel Left Front Corner
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@@ -770,19 +816,19 @@ void PartInstance::render(RenderDevice* rd) {
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makeFace(144,102,84);
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makeFace(84,174,144);
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// Back Left Bottom Corner
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makeFace(174,84,132);
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makeFace(174,84,132);*/
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addPlus(Vector3(-renderSize.x-0.01,0,0));
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addPlus2(Vector3(renderSize.x+0.01,0,0));
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for (unsigned short i=0;i<_vertices.size()/6;i++) {
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_indices.push_back(i);
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}
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}
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break;
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}
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for (unsigned short i=0;i<_vertices.size()/6;i++) {
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_indices.push_back(i);
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}
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changed=false;
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glNewList(glList, GL_COMPILE);
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