#pragma once #include #include "../model.h" // floating-point const vertex_position inverse_cube_position[] = { {1.0, 2.0, -1.0}, {1.0, 0.0, -1.0}, {1.0, 2.0, 1.0}, {1.0, 0.0, 1.0}, {-1.0, 2.0, -1.0}, {-1.0, 0.0, -1.0}, {-1.0, 2.0, 1.0}, {-1.0, 0.0, 1.0}, }; // floating-point const vertex_texture inverse_cube_texture[] = { {0.0, 0.0}, {1.0, 0.0}, {1.0, 1.0}, {0.0, 1.0}, }; // floating-point const vertex_normal inverse_cube_normal[] = { {0.0, -1.0, 0.0}, {0.0, 0.0, -1.0}, {1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {-1.0, 0.0, 0.0}, {0.0, 0.0, 1.0}, }; union quadrilateral inverse_cube_Cube_quadrilateral[] = { { .v = { {0, 0, 0}, {2, 1, 0}, {6, 2, 0}, {4, 3, 0}, }}, { .v = { {3, 0, 1}, {7, 1, 1}, {6, 2, 1}, {2, 3, 1}, }}, { .v = { {7, 0, 2}, {5, 1, 2}, {4, 2, 2}, {6, 3, 2}, }}, { .v = { {5, 0, 3}, {7, 1, 3}, {3, 2, 3}, {1, 3, 3}, }}, { .v = { {1, 0, 4}, {3, 1, 4}, {2, 2, 4}, {0, 3, 4}, }}, { .v = { {5, 0, 5}, {1, 1, 5}, {0, 2, 5}, {4, 3, 5}, }}, }; const struct object inverse_cube_Cube = { .triangle = NULL, .quadrilateral = &inverse_cube_Cube_quadrilateral[0], .triangle_count = 0, .quadrilateral_count = 6, .material = -1, }; const struct object * inverse_cube_object_list[] = { &inverse_cube_Cube, }; const struct model inverse_cube_model = { .position = &inverse_cube_position[0], .texture = &inverse_cube_texture[0], .normal = &inverse_cube_normal[0], .object = &inverse_cube_object_list[0], .object_count = 1, };