dreamcast/model/dragon/inverse_cube.h
2025-02-16 19:40:33 -06:00

96 lines
1.6 KiB
C

#pragma once
#include <stddef.h>
#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,
};