import { Texture } from "./types.ts"; function push_vertex( vertices: Float32Array, i: number, px: number, py: number, pz: number, u: number, v: number, r: number, g: number, b: number, a: number, ) { vertices[i++] = px; vertices[i++] = py; vertices[i++] = pz; vertices[i++] = u; vertices[i++] = v; vertices[i++] = r; vertices[i++] = g; vertices[i++] = b; vertices[i++] = a; return i; } export function pushFrontFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + w; const y2 = y + h; const z2 = z + d; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y, z2, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y, z2, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y2, z2, u0, v0, r, g, b, a); return i; } export function pushBackFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + w, y2 = y + h; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x, y, z, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x2, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z, u0, v0, r, g, b, a); return i; } export function pushLeftFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const y2 = y + h; const z2 = z + d; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x, y, z2, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x, y2, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); return i; } export function pushRightFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + w, y2 = y + h; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x2, y, z + d, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z + d, u0, v0, r, g, b, a); return i; } export function pushTopFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + w, z2 = z + d, y2 = y + h; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z2, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y2, z2, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y2, z, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y2, z, u0, v0, r, g, b, a); return i; } export function pushBottomFace( vertices: Float32Array, i: number, texture: Texture, x: number, y: number, z: number, w: number, h: number, d: number, sx: number, sy: number, sw: number, sh: number, r = 1, g = 1, b = 1, a = 1, ) { const x2 = x + w, z2 = z + d; const u0 = sx / texture.width; const v0 = sy / texture.height; const u1 = (sx + sw) / texture.width; const v1 = (sy + sh) / texture.height; i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y, z, u1, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y, z, u0, v1, r, g, b, a); i = push_vertex(vertices, i, x2, y, z2, u1, v0, r, g, b, a); i = push_vertex(vertices, i, x, y, z2, u0, v0, r, g, b, a); return i; }