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// meshCopies is an std::deque where index 0 is the latest copy and index size()-1 is the oldest | |
// TEMP | |
for( int meshIndex = 0; meshIndex < meshCopies.size(); meshIndex++ ) | |
{ | |
ofMesh* mesh = meshCopies.at(meshIndex); | |
ofSeedRandom(meshIndex << 24); |
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#pragma once | |
#include "BoundingBox.h" | |
class OrientedBoundingBox : public BoundingBox | |
{ | |
public: | |
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#pragma once | |
#include "ofMain.h" | |
class BoundingBox | |
{ | |
public: | |
// -------------------------------------------- |
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// | |
// FirstPersonCamera.h | |
// GaiaTerrain | |
// | |
// Created by Andreas Müller on 24/01/2014. | |
// | |
// | |
#pragma once |
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float rand(vec2 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); } | |
float map( float value, float inputMin, float inputMax, float outputMin, float outputMax ) { return ((value - inputMin) / (inputMax - inputMin) * (outputMax - outputMin) + outputMin); } | |
float mapClamped( float value, float inputMin, float inputMax, float outputMin, float outputMax ) { return clamp( ((value - inputMin) / (inputMax - inputMin) * (outputMax - outputMin) + outputMin), outputMin, outputMax ); } | |
float stepInOut( float _edge1, float _edge2, float _val ) { return step(_edge1, _val) - step(_edge2,_val); } | |
float smoothStepInOut( float _low0, float _high0, float _high1, float _low1, float _t ) { return smoothstep( _low0, _high0, _t ) * (1.0 - smoothstep( _high1, _low1, _t )); } | |
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } | |
vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } | |
vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } |