use macroquad::prelude as mq; pub fn draw_cuboid(center: mq::Vec3, size: mq::Vec3, color: mq::Color) { use mq::{Vec2, Vec3, Vertex}; let hs = size * 0.5; let mut positions = [ Vec3::new(-hs.x, -hs.y, -hs.z), Vec3::new(hs.x, -hs.y, -hs.z), Vec3::new(hs.x, hs.y, -hs.z), Vec3::new(-hs.x, hs.y, -hs.z), Vec3::new(-hs.x, -hs.y, hs.z), Vec3::new(hs.x, -hs.y, hs.z), Vec3::new(hs.x, hs.y, hs.z), Vec3::new(-hs.x, hs.y, hs.z), ]; for i in 0..positions.len() { positions[i] += center; } let faces = [ ([0, 1, 2, 3], Vec3::new(0.0, 0.0, -1.0)), // Back ([5, 4, 7, 6], Vec3::new(0.0, 0.0, 1.0)), // Front ([4, 0, 3, 7], Vec3::new(-1.0, 0.0, 0.0)), // Left ([1, 5, 6, 2], Vec3::new(1.0, 0.0, 0.0)), // Right ([3, 2, 6, 7], Vec3::new(0.0, 1.0, 0.0)), // Up ([4, 5, 1, 0], Vec3::new(0.0, -1.0, 0.0)), // Down ]; let uvs = [ Vec2::new(0.0, 0.0), Vec2::new(1.0, 0.0), Vec2::new(1.0, 1.0), Vec2::new(0.0, 1.0), ]; let mut vertices = [Vertex { position: mq::Vec3::ZERO, uv: mq::Vec2::ZERO, color: color.into(), normal: mq::Vec4::ZERO, }; 24]; let mut vi = 0; for (face, normal) in faces.iter() { for (j, &corner) in face.iter().enumerate() { let pos = positions[corner]; vertices[vi] = Vertex { position: mq::vec3(pos.x, pos.y, pos.z), uv: mq::vec2(uvs[j].x, uvs[j].y), color: color.into(), normal: mq::vec4(normal.x, normal.y, normal.z, 0.0), }; vi += 1; } } let mut indices = [0u16; 36]; for i in 0..6 { let base = (i * 4) as u16; let offset = i * 6; indices[offset + 0] = base; indices[offset + 1] = base + 1; indices[offset + 2] = base + 2; indices[offset + 3] = base; indices[offset + 4] = base + 2; indices[offset + 5] = base + 3; } unsafe { mq::get_internal_gl() .quad_gl .draw_mode(mq::DrawMode::Triangles); mq::get_internal_gl().quad_gl.geometry(&vertices, &indices); } }