add tesseract frame
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@@ -121,8 +121,9 @@ Mesh<prim + 1> joinCap(Mesh<prim> m, Mesh<prim> n) {
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return concat(join(m, n), concat(fill(m), fill(n)));
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}
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Mesh<4> thicken(const Mesh<3> &m, float thickness) {
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return joinCap(offset(m, glm::vec4(0, 0, 0, -thickness / 2)), offset(m, glm::vec4(0, 0, 0, thickness / 2)));
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template<unsigned int prim>
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Mesh<prim + 1> thicken(const Mesh<prim> &m, glm::vec4 width) {
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return joinCap(m - width / 2.f, m + width / 2.f);
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}
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template<unsigned int prim>
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@@ -149,4 +150,10 @@ Mesh<prim> operator/(Mesh<prim> m, float scl) { return scale(m, 1.f / scl); }
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template<unsigned int prim>
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Mesh<prim> operator*(glm::mat4 mat, Mesh<prim> m) { return transform(m, mat); }
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template<unsigned int prim>
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Mesh<prim> simplify(Mesh<prim> m) {
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// todo remove redundant vertices and primitives
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return Mesh<prim>({}, {});
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}
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#endif //SIMPLEX_MESH_H
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@@ -47,4 +47,23 @@ Mesh<4> tesseract() {
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rot_zw(T) * pair;
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}
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Mesh<4> tesseract_frame(float width) {
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Mesh<4> edge = tesseract() * glm::vec4(width, width, width, 1);
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auto o = glm::vec3(1 - width);
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Mesh<4> set = (edge + glm::vec4(+o.x, +o.y, +o.z, 0)) +
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(edge + glm::vec4(+o.x, +o.y, -o.z, 0)) +
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(edge + glm::vec4(+o.x, -o.y, +o.z, 0)) +
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(edge + glm::vec4(+o.x, -o.y, -o.z, 0)) +
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(edge + glm::vec4(-o.x, +o.y, +o.z, 0)) +
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(edge + glm::vec4(-o.x, +o.y, -o.z, 0)) +
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(edge + glm::vec4(-o.x, -o.y, +o.z, 0)) +
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(edge + glm::vec4(-o.x, -o.y, -o.z, 0));
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return set +
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rot_xw(T) * set +
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rot_yw(T) * set +
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rot_zw(T) * set;
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}
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#endif //SIMPLEX_SOLIDS_H
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