Delete unused
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@ -69,98 +69,4 @@ struct b3CircleGarment : public b3Garment
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}
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};
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struct b3ShirtGarment : public b3Garment
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{
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b3RectanglePattern frontBody;
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b3RectanglePattern frontRightSleeve;
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b3RectanglePattern frontLeftSleeve;
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b3RectanglePattern backBody;
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b3RectanglePattern backRightSleeve;
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b3RectanglePattern backLeftSleeve;
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b3SewingLine shirtSewingLines[12];
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b3SewingPattern* shirtPatterns[6];
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b3ShirtGarment() :
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frontBody(1.0f, 1.0f),
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frontRightSleeve(0.2f, 0.2f),
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frontLeftSleeve(0.2f, 0.2f),
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backBody(1.0f, 1.0f),
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backRightSleeve(0.2f, 0.2f),
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backLeftSleeve(0.2f, 0.2f)
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{
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b3Vec2 etr;
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etr.x = 1.2f;
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etr.y = 0.8f;
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b3Vec2 etl;
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etl.x = -1.2f;
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etl.y = 0.8f;
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for (u32 i = 0; i < 4; ++i)
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{
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frontRightSleeve.vertices[i] += etr;
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frontLeftSleeve.vertices[i] += etl;
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backRightSleeve.vertices[i] += etr;
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backLeftSleeve.vertices[i] += etl;
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}
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// Perform sewing
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u32 count = 0;
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// Sew bodies
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for (u32 i = 0; i < frontBody.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 0;
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line.p2 = 3;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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// Sew sleeves
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for (u32 i = 0; i < frontRightSleeve.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 1;
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line.p2 = 4;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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for (u32 i = 0; i < frontLeftSleeve.vertexCount; ++i)
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{
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b3SewingLine line;
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line.p1 = 2;
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line.p2 = 5;
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line.v1 = i;
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line.v2 = i;
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shirtSewingLines[count++] = line;
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}
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B3_ASSERT(12 == count);
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shirtPatterns[0] = &frontBody;
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shirtPatterns[1] = &frontRightSleeve;
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shirtPatterns[2] = &frontLeftSleeve;
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shirtPatterns[3] = &backBody;
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shirtPatterns[4] = &backRightSleeve;
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shirtPatterns[5] = &backLeftSleeve;
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patternCount = 6;
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patterns = shirtPatterns;
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sewingCount = 12;
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sewingLines = shirtSewingLines;
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}
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};
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#endif
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