fix grid generation code
This commit is contained in:
		| @@ -29,26 +29,37 @@ extern DebugDraw* g_debugDraw; | ||||
| extern Camera g_camera; | ||||
| extern Profiler* g_profiler; | ||||
|  | ||||
| static void BuildGrid(b3Mesh* mesh, u32 w, u32 h, bool randomY = false) | ||||
| void BuildGrid(b3Mesh* mesh, u32 w, u32 h, bool randomY = false) | ||||
| { | ||||
| 	b3Vec3 t; | ||||
| 	t.x = -0.5f * float32(w); | ||||
| 	t.y = 0.0f; | ||||
| 	t.z = -0.5f * float32(h); | ||||
| 	if (w == 0 && h == 0) | ||||
| 	{ | ||||
| 		mesh->vertexCount = 0; | ||||
| 		mesh->triangleCount = 0; | ||||
| 		return; | ||||
| 	} | ||||
|  | ||||
| 	mesh->vertexCount = w * h; | ||||
| 	// Square to vertex count | ||||
| 	w += 1; | ||||
| 	h += 1; | ||||
|  | ||||
| 	b3Vec3 t; | ||||
| 	t.x = -0.5f * float32(w) + 0.5f; | ||||
| 	t.y = 0.0f; | ||||
| 	t.z = -0.5f * float32(h) + 0.5f; | ||||
| 	 | ||||
| 	mesh->vertexCount = h * w; | ||||
| 	mesh->vertices = (b3Vec3*)b3Alloc(mesh->vertexCount * sizeof(b3Vec3)); | ||||
|  | ||||
| 	for (u32 i = 0; i < w; ++i) | ||||
| 	for (u32 i = 0; i < h; ++i) | ||||
| 	{ | ||||
| 		for (u32 j = 0; j < h; ++j) | ||||
| 		for (u32 j = 0; j < w; ++j) | ||||
| 		{ | ||||
| 			u32 v1 = i * w + j; | ||||
|  | ||||
| 			b3Vec3 v; | ||||
| 			v.x = float32(i); | ||||
| 			v.x = float32(j); | ||||
| 			v.y = randomY ? RandomFloat(0.0f, 1.0f) : 0.0f; | ||||
| 			v.z = float32(j); | ||||
| 			v.z = float32(i); | ||||
|  | ||||
| 			v += t; | ||||
|  | ||||
| @@ -56,13 +67,13 @@ static void BuildGrid(b3Mesh* mesh, u32 w, u32 h, bool randomY = false) | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	mesh->triangleCount = 2 * (w - 1) * (h - 1); | ||||
| 	mesh->triangleCount = 2 * (h - 1) * (w - 1); | ||||
| 	mesh->triangles = (b3Triangle*)b3Alloc(mesh->triangleCount * sizeof(b3Triangle)); | ||||
|  | ||||
| 	u32 triangleCount = 0; | ||||
| 	for (u32 i = 0; i < w - 1; ++i) | ||||
| 	for (u32 i = 0; i < h - 1; ++i) | ||||
| 	{ | ||||
| 		for (u32 j = 0; j < h - 1; ++j) | ||||
| 		for (u32 j = 0; j < w - 1; ++j) | ||||
| 		{ | ||||
| 			u32 v1 = i * w + j; | ||||
| 			u32 v2 = (i + 1) * w + j; | ||||
|   | ||||
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