fix issues with struct constructors, all builds, doesn't link still

This commit is contained in:
Jeffrey Crowell 2022-06-20 11:38:50 -04:00
parent 68795208a1
commit 1e10fbcca6
1 changed files with 15 additions and 15 deletions

View File

@ -194,9 +194,9 @@ void CreateSphereFace(std::vector<std::tuple<size_t, size_t, size_t>>& faces, in
// Create 3 new verticies at the midpoints
Vec3f vs[3] = {
Vec3f((v0.n.ob[0] + v1.n.ob[0]) / 2.0f, (v0.n.ob[1] + v1.n.ob[1]) / 2.0f, (v0.n.ob[2] + v1.n.ob[2]) / 2.0f),
Vec3f((v1.n.ob[0] + v2.n.ob[0]) / 2.0f, (v1.n.ob[1] + v2.n.ob[1]) / 2.0f, (v1.n.ob[2] + v2.n.ob[2]) / 2.0f),
Vec3f((v2.n.ob[0] + v0.n.ob[0]) / 2.0f, (v2.n.ob[1] + v0.n.ob[1]) / 2.0f, (v2.n.ob[2] + v0.n.ob[2]) / 2.0f)
Vec3f{(v0.n.ob[0] + v1.n.ob[0]) / 2.0f, (v0.n.ob[1] + v1.n.ob[1]) / 2.0f, (v0.n.ob[2] + v1.n.ob[2]) / 2.0f},
Vec3f{(v1.n.ob[0] + v2.n.ob[0]) / 2.0f, (v1.n.ob[1] + v2.n.ob[1]) / 2.0f, (v1.n.ob[2] + v2.n.ob[2]) / 2.0f},
Vec3f{(v2.n.ob[0] + v0.n.ob[0]) / 2.0f, (v2.n.ob[1] + v0.n.ob[1]) / 2.0f, (v2.n.ob[2] + v0.n.ob[2]) / 2.0f}
};
// Normalize vertex positions so they are on the sphere
@ -221,20 +221,20 @@ void CreateSphereData() {
float d = (1.0f + sqrtf(5.0f)) / 2.0f;
// Create the 12 starting verticies, 4 on each rectangle
base.emplace_back(-1, d, 0);
base.emplace_back(1, d, 0);
base.emplace_back(-1, -d, 0);
base.emplace_back(1, -d, 0);
base.emplace_back(Vec3f({-1, d, 0}));
base.emplace_back(Vec3f({1, d, 0}));
base.emplace_back(Vec3f({-1, -d, 0}));
base.emplace_back(Vec3f({1, -d, 0}));
base.emplace_back(0, -1, d);
base.emplace_back(0, 1, d);
base.emplace_back(0, -1, -d);
base.emplace_back(0, 1, -d);
base.emplace_back(Vec3f({0, -1, d}));
base.emplace_back(Vec3f({0, 1, d}));
base.emplace_back(Vec3f({0, -1, -d}));
base.emplace_back(Vec3f({0, 1, -d}));
base.emplace_back(d, 0, -1);
base.emplace_back(d, 0, 1);
base.emplace_back(-d, 0, -1);
base.emplace_back(-d, 0, 1);
base.emplace_back(Vec3f({d, 0, -1}));
base.emplace_back(Vec3f({d, 0, 1}));
base.emplace_back(Vec3f({-d, 0, -1}));
base.emplace_back(Vec3f({-d, 0, 1}));
// Normalize verticies so they are on the unit sphere
for (Vec3f& v : base) {