points 48 include/mesh/CylinderMesh.hpp , unsigned int points points 59 include/mesh/CylinderMesh.hpp , unsigned int points points 68 include/mesh/CylinderMesh.hpp , unsigned int points points 76 include/mesh/CylinderMesh.hpp , unsigned int points points 95 include/mesh/CylinderMesh.hpp unit(unsigned int points = 10); points 39 include/mesh/SphereMesh.hpp , unsigned int points points 47 include/mesh/SphereMesh.hpp , unsigned int points points 64 include/mesh/SphereMesh.hpp unit(unsigned int points = 10); points 11 src/mesh/CylinderMesh.cpp CylinderMesh::unit(unsigned int points) points 16 src/mesh/CylinderMesh.cpp auto result = cylinders.find(points); points 21 src/mesh/CylinderMesh.cpp unsigned int vertex_count = 2 * points; points 22 src/mesh/CylinderMesh.cpp unsigned int triangle_count = 12 * points - 12; points 29 src/mesh/CylinderMesh.cpp float theta_delta = 2.0 * M_PI / points; points 45 src/mesh/CylinderMesh.cpp for(i = 0; i < points; ++i) points 55 src/mesh/CylinderMesh.cpp (*vertices)[i + points] = Vec3f(x, y, -0.5f); points 56 src/mesh/CylinderMesh.cpp (*vertices)[i + 2 * points] = Vec3f(x, y, 0.5f); points 57 src/mesh/CylinderMesh.cpp (*vertices)[i + 3 * points] = Vec3f(x, y, -0.5f); points 62 src/mesh/CylinderMesh.cpp (*normals)[i + points] = Vec3f(x,y,0.0f); points 63 src/mesh/CylinderMesh.cpp (*normals)[i + 2 * points] = Vec3f(0.0f, 0.0f, 1.0f); points 64 src/mesh/CylinderMesh.cpp (*normals)[i + 3 * points] = Vec3f( 0.0f, 0.0f, -1.0f); points 71 src/mesh/CylinderMesh.cpp for(i = 0; i < points; ++i) points 74 src/mesh/CylinderMesh.cpp (*indices)[triangle_index + 1] = i + points; points 77 src/mesh/CylinderMesh.cpp (*indices)[triangle_index + 3] = i + points; points 78 src/mesh/CylinderMesh.cpp (*indices)[triangle_index + 4] = i + 1 + points; points 85 src/mesh/CylinderMesh.cpp (*indices)[triangle_index - 2] = points; points 88 src/mesh/CylinderMesh.cpp for(i = 2 * points + 1; i < 3 * points - 1; ++i) points 90 src/mesh/CylinderMesh.cpp (*indices)[triangle_index ] = 2 * points; points 96 src/mesh/CylinderMesh.cpp for(i = 3 * points + 1; i < 4 * points - 1; ++i) points 100 src/mesh/CylinderMesh.cpp (*indices)[triangle_index + 2] = 3 * points; points 105 src/mesh/CylinderMesh.cpp cylinders.insert( make_pair( points points 131 src/mesh/CylinderMesh.cpp , unsigned int points points 136 src/mesh/CylinderMesh.cpp const auto arrays = unit(points); points 172 src/mesh/CylinderMesh.cpp for(i = 0; i < points; ++i) points 174 src/mesh/CylinderMesh.cpp temp_vertex.set( (*vertices)[i + points][0] points 175 src/mesh/CylinderMesh.cpp , (*vertices)[i + points][1] points 182 src/mesh/CylinderMesh.cpp (*vertices)[i + 3 * points][2] = (*vertices)[i + points][2] = points 187 src/mesh/CylinderMesh.cpp (*vertices)[i + 3 * points][2] = (*vertices)[i + points][2] = points 192 src/mesh/CylinderMesh.cpp (*vertices)[i + 3 * points][2] = (*vertices)[i + points][2] = points 197 src/mesh/CylinderMesh.cpp (*vertices)[i + 3 * points][2] = (*vertices)[i + points][2] = points 205 src/mesh/CylinderMesh.cpp for(i = 0; i < points; ++i) points 211 src/mesh/CylinderMesh.cpp (*vertices)[i + 2 * points] = (*vertices)[i] = rotate * temp_vertex + center; points 212 src/mesh/CylinderMesh.cpp (*normals)[i + points] = (*normals)[i] = rotate * (*unit_normals)[i]; points 213 src/mesh/CylinderMesh.cpp (*normals)[i + 2 * points] = direction; points 214 src/mesh/CylinderMesh.cpp (*normals)[i + 3 * points] = -direction; points 215 src/mesh/CylinderMesh.cpp j = i + points; points 221 src/mesh/CylinderMesh.cpp (*vertices)[j + 2 * points] = (*vertices)[j] = rotate * temp_vertex + center; points 254 src/mesh/CylinderMesh.cpp , unsigned int points points 267 src/mesh/CylinderMesh.cpp , points points 279 src/mesh/CylinderMesh.cpp , unsigned int points points 304 src/mesh/CylinderMesh.cpp , points points 313 src/mesh/CylinderMesh.cpp , unsigned int points points 322 src/mesh/CylinderMesh.cpp , points points 13 src/mesh/SphereMesh.cpp SphereMesh::unit(unsigned int points) points 18 src/mesh/SphereMesh.cpp auto result = spheres.find(points); points 23 src/mesh/SphereMesh.cpp unsigned int vertex_count = (points * points) / 2 - points + 2; points 24 src/mesh/SphereMesh.cpp unsigned int triangle_count = 3 * points * points - 6 * points; points 32 src/mesh/SphereMesh.cpp float phi_delta = 2.0 * M_PI / points; points 33 src/mesh/SphereMesh.cpp float theta_delta = 2.0 * M_PI / points; points 47 src/mesh/SphereMesh.cpp for(i = 1; i < points / 2; ++i) points 51 src/mesh/SphereMesh.cpp for(j = 0; j < points; ++j) points 66 src/mesh/SphereMesh.cpp for(i = 0; i < points; ++i) points 76 src/mesh/SphereMesh.cpp for(i = 1; i < points / 2 - 1; ++i) points 78 src/mesh/SphereMesh.cpp alpha = 1 + points * (i - 1); points 79 src/mesh/SphereMesh.cpp beta = 1 + points * i; points 81 src/mesh/SphereMesh.cpp for(j = 0; j < points; ++j) points 97 src/mesh/SphereMesh.cpp for(i = 0; i < points; ++i) points 107 src/mesh/SphereMesh.cpp auto insert_position = spheres.insert(make_pair( points points 120 src/mesh/SphereMesh.cpp , unsigned int points points 128 src/mesh/SphereMesh.cpp , points points 138 src/mesh/SphereMesh.cpp , unsigned int points points 142 src/mesh/SphereMesh.cpp const auto arrays = unit(points);