namespace TheLabs; public static class ShapeFactory { public static Mesh CreateTexturedCube() { float[] vertices = { // Format: X, Y, Z, NX, NY, NZ, U, V // --- Front Face (Normal points +Z: 0, 0, 1) --- -0.5f, -0.5f, 0.5f, 0f, 0f, 1f, 0f, 0f, // Bottom-left 0.5f, -0.5f, 0.5f, 0f, 0f, 1f, 1f, 0f, // Bottom-right 0.5f, 0.5f, 0.5f, 0f, 0f, 1f, 1f, 1f, // Top-right -0.5f, 0.5f, 0.5f, 0f, 0f, 1f, 0f, 1f, // Top-left // --- Back Face (Normal points -Z: 0, 0, -1) --- -0.5f, -0.5f, -0.5f, 0f, 0f, -1f, 1f, 0f, 0.5f, -0.5f, -0.5f, 0f, 0f, -1f, 0f, 0f, 0.5f, 0.5f, -0.5f, 0f, 0f, -1f, 0f, 1f, -0.5f, 0.5f, -0.5f, 0f, 0f, -1f, 1f, 1f, // --- Left Face (Normal points -X: -1, 0, 0) --- -0.5f, -0.5f, -0.5f, -1f, 0f, 0f, 0f, 0f, -0.5f, -0.5f, 0.5f, -1f, 0f, 0f, 1f, 0f, -0.5f, 0.5f, 0.5f, -1f, 0f, 0f, 1f, 1f, -0.5f, 0.5f, -0.5f, -1f, 0f, 0f, 0f, 1f, // --- Right Face (Normal points +X: 1, 0, 0) --- 0.5f, -0.5f, -0.5f, 1f, 0f, 0f, 1f, 0f, 0.5f, -0.5f, 0.5f, 1f, 0f, 0f, 0f, 0f, 0.5f, 0.5f, 0.5f, 1f, 0f, 0f, 0f, 1f, 0.5f, 0.5f, -0.5f, 1f, 0f, 0f, 1f, 1f, // --- Top Face (Normal points +Y: 0, 1, 0) --- -0.5f, 0.5f, -0.5f, 0f, 1f, 0f, 0f, 1f, 0.5f, 0.5f, -0.5f, 0f, 1f, 0f, 1f, 1f, 0.5f, 0.5f, 0.5f, 0f, 1f, 0f, 1f, 0f, -0.5f, 0.5f, 0.5f, 0f, 1f, 0f, 0f, 0f, // --- Bottom Face (Normal points -Y: 0, -1, 0) --- -0.5f, -0.5f, -0.5f, 0f, -1f, 0f, 1f, 1f, 0.5f, -0.5f, -0.5f, 0f, -1f, 0f, 0f, 1f, 0.5f, -0.5f, 0.5f, 0f, -1f, 0f, 0f, 0f, -0.5f, -0.5f, 0.5f, 0f, -1f, 0f, 1f, 0f }; uint[] indices = { // Front face 0, 2, 1, 0, 2, 3, // Back face 4, 5, 6, 4, 6, 7, // Left face 8, 9, 10, 8, 10, 11, // Right face 12, 14, 13, 12, 14, 15, // Top face 16, 17, 18, 16, 18, 19, // Bottom face 20, 22, 21, 20, 22, 23 }; return new Mesh(vertices, indices, Mesh.VertexLayout.PosTexNormal); } public static Mesh CreateColouredCircle() { float[] vertices = { }; int segments = 100; for (int i = 0; i <= segments; i++) { float angle = i * 2.0f * MathF.PI / segments; float x = 0.5f * MathF.Cos(angle); float y = 0.5f * MathF.Sin(angle); Array.Resize(ref vertices, vertices.Length + 7); vertices[^7] = x; vertices[^6] = y; vertices[^5] = 0f; } return new Mesh(vertices, Mesh.VertexLayout.PosColor); } public static Mesh CreateTexturedCircle() { var vertices = new List(); int segments = 100; vertices.Add(0f); // Center X vertices.Add(0f); // Center Y vertices.Add(0f); // Center Z vertices.Add(0.5f); // Center U vertices.Add(0.5f); // Center V for (int i = 0; i <= segments; i++) { float angle = i * 2.0f * MathF.PI / segments; float x = 0.5f * MathF.Cos(angle); float y = 0.5f * MathF.Sin(angle); vertices.Add(x); // X vertices.Add(y); // Y vertices.Add(0f); // Z vertices.Add((x + 0.5f)); // U vertices.Add((y + 0.5f)); // V } return new Mesh(vertices.ToArray(), Mesh.VertexLayout.PosTex); } public static Mesh CreateColorCube() { float[] vertices = { -0.5f, -0.5f, 0.5f, 1f, 0f, 0f, 1f, 0f, 0f, 1f, // Bottom-left 0.5f, -0.5f, 0.5f, 0f, 1f, 0f, 1f, 0f, 0f, 1f, // Bottom-right 0.5f, 0.5f, 0.5f, 0f, 0f, 1f, 1f, 0f, 0f, 1f, // Top-right -0.5f, 0.5f, 0.5f, 1f, 1f, 0f, 1f, 0f, 0f, 1f, // Top-left // Back face (z = -0.5) -0.5f, -0.5f, -0.5f, 1f, 0f, 1f, 1f, 0f, 0f, -1f, // Bottom-left 0.5f, -0.5f, -0.5f, 0f, 1f, 1f, 1f, 0f, 0f, -1f, // Bottom-right 0.5f, 0.5f, -0.5f, 1f, 1f, 1f, 1f, 0f, 0f, -1f, // Top-right -0.5f, 0.5f, -0.5f, 0.5f, 0.5f, 0.5f, 1f, 0f, 0f, -1f, // Top-left }; uint[] indices = { // Front face 0, 1, 2, 2, 3, 0, // Back face 4, 5, 6, 6, 7, 4, // Left face 4, 0, 3, 3, 7, 4, // Right face 1, 5, 6, 6, 2, 1, // Top face 3, 2, 6, 6, 7, 3, // Bottom face 4, 5, 1, 1, 0, 4 }; return new Mesh(vertices, indices, Mesh.VertexLayout.PosColor); } public static Mesh CreateTexturedCylinder(int segments = 32, float height = 1.0f, float radius = 0.5f) { var vertices = new List(); var indices = new List(); uint vertexIndex = 0; float halfHeight = height / 2.0f; uint topCenterIndex = vertexIndex; vertices.AddRange(new[] { 0.0f, halfHeight, 0.0f, // Position 0.5f, 0.5f }); // Top center vertex vertexIndex++; uint topStartIndex = vertexIndex; for (int i = 0; i <= segments; i++) { float angle = i * 2.0f * MathF.PI / segments; float x = radius * MathF.Cos(angle); float z = radius * MathF.Sin(angle); // UV coordinates are mapped from model space (-0.5 to +0.5) // to texture space (0.0 to 1.0) float u = x / (radius * 2) + 0.5f; float v = z / (radius * 2) + 0.5f; vertices.AddRange(new[] { x, halfHeight, z, u, v }); vertexIndex++; } // Add Top Cap Indices (Triangle Fan) for (int i = 0; i < segments; i++) { indices.Add(topCenterIndex); indices.Add(topStartIndex + (uint)i); indices.Add(topStartIndex + (uint)((i + 1) % segments)); // Wrap around } uint sideStartIndex = vertexIndex; // Loop from 0 to segments (inclusive) to get (segments + 1) // vertices for wrapping the texture seamlessly. for (int i = 0; i <= segments; i++) { float angle = i * 2.0f * MathF.PI / segments; float x = radius * MathF.Cos(angle); float z = radius * MathF.Sin(angle); // The U coordinate goes from 0.0 to 1.0 around the cylinder float u = (float)i / segments; // Add Top Side Vertex vertices.AddRange(new[] { x, halfHeight, z, u, 1.0f }); // V = 1.0 (top) vertexIndex++; // Add Bottom Side Vertex vertices.AddRange(new[] { x, -halfHeight, z, u, 0.0f }); // V = 0.0 (bottom) vertexIndex++; } // Add Side Wall Indices (Quad Strip) for (int i = 0; i < segments; i++) { // Each segment has 2 vertices (top, bottom) // We reference the vertices we just created. uint topCurrent = sideStartIndex + (uint)(i * 2); uint bottomCurrent = topCurrent + 1; uint topNext = sideStartIndex + (uint)((i + 1) * 2); uint bottomNext = topNext + 1; // Triangle 1 (CCW) indices.Add(topCurrent); indices.Add(bottomCurrent); indices.Add(topNext); // Triangle 2 (CCW) indices.Add(bottomCurrent); indices.Add(bottomNext); indices.Add(topNext); } // --- 4. Create the Mesh --- return new Mesh(vertices.ToArray(), indices.ToArray(), Mesh.VertexLayout.PosTex); } }