Merge branch 'salmon' into pavel
This commit is contained in:
commit
b065669583
@ -97,6 +97,60 @@ void GameObjectManager::initialize() {
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ao1.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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ao1.inventoryIconTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./textures/inventory_objects/cubic_T_icon.bmp32"));
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ActiveObject cubeForFirstRoomT;
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cubeForFirstRoomT.name = "cubeT";
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cubeForFirstRoomT.activeObjectMesh = ZL::LoadFromTextFile("./cube001.txt");
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cubeForFirstRoomT.activeObjectMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(M_PI * 0.5)));
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cubeForFirstRoomT.activeObjectMesh.Scale(10);
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cubeForFirstRoomT.activeObjectMeshMutable.AssignFrom(cubeForFirstRoomT.activeObjectMesh);
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cubeForFirstRoomT.activeObjectMeshMutable.RefreshVBO();
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cubeForFirstRoomT.objectPos = Vector3f{ -190, 90 , 280 };
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cubeForFirstRoomT.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material_Base_color_1001-_2_.bmp"));
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cubeForFirstRoomT.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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cubeForFirstRoomT.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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cubeForFirstRoomT.activeObjectScreenMeshMutable.AssignFrom(cubeForFirstRoomT.activeObjectScreenMesh);
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cubeForFirstRoomT.activeObjectScreenMeshMutable.RefreshVBO();
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ActiveObject cubeForFirstRoomO;
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cubeForFirstRoomO.name = "cubeO";
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cubeForFirstRoomO.activeObjectMesh = ZL::LoadFromTextFile("./cube001.txt");
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cubeForFirstRoomO.activeObjectMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(M_PI * 0.5)));
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cubeForFirstRoomO.activeObjectMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI * 1.5)));
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cubeForFirstRoomO.activeObjectMesh.Scale(10);
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cubeForFirstRoomO.activeObjectMeshMutable.AssignFrom(cubeForFirstRoomO.activeObjectMesh);
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cubeForFirstRoomO.activeObjectMeshMutable.RefreshVBO();
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cubeForFirstRoomO.objectPos = Vector3f{ 185, 90 , -365 };
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cubeForFirstRoomO.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material_Base_color_1001-_3.bmp"));
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cubeForFirstRoomO.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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cubeForFirstRoomO.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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cubeForFirstRoomO.activeObjectScreenMeshMutable.AssignFrom(cubeForFirstRoomO.activeObjectScreenMesh);
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cubeForFirstRoomO.activeObjectScreenMeshMutable.RefreshVBO();
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ActiveObject cubeForFirstRoomM;
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cubeForFirstRoomM.name = "cubeM";
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cubeForFirstRoomM.activeObjectMesh = ZL::LoadFromTextFile("./cube001.txt");
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cubeForFirstRoomO.activeObjectMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(M_PI * 0.5)));
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cubeForFirstRoomO.activeObjectMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI)));
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cubeForFirstRoomM.activeObjectMesh.Scale(10);
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cubeForFirstRoomM.activeObjectMeshMutable.AssignFrom(cubeForFirstRoomO.activeObjectMesh);
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cubeForFirstRoomM.activeObjectMeshMutable.RefreshVBO();
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cubeForFirstRoomM.objectPos = Vector3f{ 280, 95 , 235 };
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cubeForFirstRoomM.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material_Base_color_1001_4.bmp"));
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cubeForFirstRoomM.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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cubeForFirstRoomM.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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cubeForFirstRoomM.activeObjectScreenMeshMutable.AssignFrom(cubeForFirstRoomO.activeObjectScreenMesh);
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cubeForFirstRoomM.activeObjectScreenMeshMutable.RefreshVBO();
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ActiveObject ao2;
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ActiveObject ao2;
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ao2.name = "book";
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ao2.name = "book";
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ao2.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
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ao2.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
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@ -116,6 +170,9 @@ void GameObjectManager::initialize() {
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Room room_1;
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Room room_1;
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room_1.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material_Base_color_1001.bmp"));
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room_1.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Material_Base_color_1001.bmp"));
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room_1.objects.push_back(ao1);
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room_1.objects.push_back(ao1);
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room_1.objects.push_back(cubeForFirstRoomT);
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room_1.objects.push_back(cubeForFirstRoomO);
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room_1.objects.push_back(cubeForFirstRoomM);
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room_1.sound_name = "Symphony No.6 (1st movement).ogg";
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room_1.sound_name = "Symphony No.6 (1st movement).ogg";
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room_1.roomLogic = createRoom1Logic();
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room_1.roomLogic = createRoom1Logic();
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room_1.textMesh = preloadedRoomMeshArr[0];
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room_1.textMesh = preloadedRoomMeshArr[0];
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BIN
Material_Base_color_1001-_2_.bmp
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BIN
Material_Base_color_1001-_2_.bmp
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BIN
Material_Base_color_1001-_3.bmp
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BIN
Material_Base_color_1001-_3.bmp
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BIN
Material_Base_color_1001_4.bmp
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BIN
Material_Base_color_1001_4.bmp
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After Width: | Height: | Size: 3.0 MiB |
93
cube001.txt
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93
cube001.txt
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@ -0,0 +1,93 @@
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===Vertices: 8
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Vertex 0: <Vector (1.0000, 1.0000, 1.0000)>
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Vertex 1: <Vector (1.0000, 1.0000, -1.0000)>
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Vertex 2: <Vector (1.0000, -1.0000, 1.0000)>
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Vertex 3: <Vector (1.0000, -1.0000, -1.0000)>
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Vertex 4: <Vector (-1.0000, 1.0000, 1.0000)>
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Vertex 5: <Vector (-1.0000, 1.0000, -1.0000)>
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Vertex 6: <Vector (-1.0000, -1.0000, 1.0000)>
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Vertex 7: <Vector (-1.0000, -1.0000, -1.0000)>
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===UV Coordinates:
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Face count: 12
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Face 0
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UV Count: 3
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UV <Vector (0.8750, 0.5000)>
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UV <Vector (0.6250, 0.7500)>
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UV <Vector (0.6250, 0.5000)>
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Face 1
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UV Count: 3
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UV <Vector (0.6250, 0.7500)>
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UV <Vector (0.3750, 1.0000)>
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UV <Vector (0.3750, 0.7500)>
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Face 2
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UV Count: 3
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UV <Vector (0.6250, 0.0000)>
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UV <Vector (0.3750, 0.2500)>
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UV <Vector (0.3750, 0.0000)>
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Face 3
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UV Count: 3
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UV <Vector (0.3750, 0.5000)>
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UV <Vector (0.1250, 0.7500)>
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UV <Vector (0.1250, 0.5000)>
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Face 4
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UV Count: 3
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UV <Vector (0.6250, 0.5000)>
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UV <Vector (0.3750, 0.7500)>
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UV <Vector (0.3750, 0.5000)>
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Face 5
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UV Count: 3
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UV <Vector (0.6250, 0.2500)>
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UV <Vector (0.3750, 0.5000)>
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UV <Vector (0.3750, 0.2500)>
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Face 6
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UV Count: 3
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UV <Vector (0.8750, 0.5000)>
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UV <Vector (0.8750, 0.7500)>
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UV <Vector (0.6250, 0.7500)>
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Face 7
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UV Count: 3
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UV <Vector (0.6250, 0.7500)>
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UV <Vector (0.6250, 1.0000)>
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UV <Vector (0.3750, 1.0000)>
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Face 8
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UV Count: 3
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UV <Vector (0.6250, 0.0000)>
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UV <Vector (0.6250, 0.2500)>
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UV <Vector (0.3750, 0.2500)>
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Face 9
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UV Count: 3
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UV <Vector (0.3750, 0.5000)>
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UV <Vector (0.3750, 0.7500)>
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UV <Vector (0.1250, 0.7500)>
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Face 10
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UV Count: 3
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UV <Vector (0.6250, 0.5000)>
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UV <Vector (0.6250, 0.7500)>
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UV <Vector (0.3750, 0.7500)>
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Face 11
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UV Count: 3
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UV <Vector (0.6250, 0.2500)>
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UV <Vector (0.6250, 0.5000)>
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UV <Vector (0.3750, 0.5000)>
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===Normals:
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Vertex 0: Normal <Vector (0.5774, 0.5773, 0.5773)>
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Vertex 1: Normal <Vector (0.5773, 0.5774, -0.5774)>
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Vertex 2: Normal <Vector (0.5773, -0.5774, 0.5774)>
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Vertex 3: Normal <Vector (0.5774, -0.5773, -0.5773)>
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Vertex 4: Normal <Vector (-0.5773, 0.5774, 0.5774)>
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Vertex 5: Normal <Vector (-0.5774, 0.5773, -0.5773)>
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Vertex 6: Normal <Vector (-0.5774, -0.5773, 0.5773)>
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Vertex 7: Normal <Vector (-0.5773, -0.5774, -0.5774)>
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===Triangles: 12
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Triangle: [4, 2, 0]
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Triangle: [2, 7, 3]
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Triangle: [6, 5, 7]
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Triangle: [1, 7, 5]
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Triangle: [0, 3, 1]
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Triangle: [4, 1, 5]
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Triangle: [4, 6, 2]
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Triangle: [2, 6, 7]
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Triangle: [6, 4, 5]
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Triangle: [1, 3, 7]
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Triangle: [0, 2, 3]
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Triangle: [4, 0, 1]
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BIN
cubic_icon2.bmp32
Normal file
BIN
cubic_icon2.bmp32
Normal file
Binary file not shown.
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After Width: | Height: | Size: 449 KiB |
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