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@@ -5,50 +5,5 @@
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namespace omath::primitives
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{
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std::array<Triangle<Vector3<float>>, 12> create_box(const Vector3<float>& top, const Vector3<float>& bottom,
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const Vector3<float>& dir_forward,
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const Vector3<float>& dir_right, const float ratio) noexcept
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{
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const auto height = top.distance_to(bottom);
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const auto side_size = height / ratio;
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// corner layout (0‑3 bottom, 4‑7 top)
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std::array<Vector3<float>, 8> p;
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p[0] = bottom + (dir_forward + dir_right) * side_size; // front‑right‑bottom
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p[1] = bottom + (dir_forward - dir_right) * side_size; // front‑left‑bottom
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p[2] = bottom + (-dir_forward + dir_right) * side_size; // back‑right‑bottom
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p[3] = bottom + (-dir_forward - dir_right) * side_size; // back‑left‑bottom
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p[4] = top + (dir_forward + dir_right) * side_size; // front‑right‑top
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p[5] = top + (dir_forward - dir_right) * side_size; // front‑left‑top
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p[6] = top + (-dir_forward + dir_right) * side_size; // back‑right‑top
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p[7] = top + (-dir_forward - dir_right) * side_size; // back‑left‑top
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std::array<Triangle<Vector3<float>>, 12> poly;
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// bottom face (+Y up ⇒ wind CW when viewed from above)
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poly[0] = {p[0], p[2], p[3]};
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poly[1] = {p[0], p[3], p[1]};
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// top face
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poly[2] = {p[4], p[7], p[6]};
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poly[3] = {p[4], p[5], p[7]};
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// front face
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poly[4] = {p[0], p[5], p[1]};
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poly[5] = {p[0], p[4], p[5]};
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// right face
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poly[6] = {p[0], p[6], p[2]};
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poly[7] = {p[0], p[4], p[6]};
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// back face
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poly[8] = {p[2], p[7], p[3]};
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poly[9] = {p[2], p[6], p[7]};
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// left face
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poly[10] = {p[1], p[7], p[5]};
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poly[11] = {p[1], p[3], p[7]};
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return poly;
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}
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} // namespace omath::primitives
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