};
}
+constexpr array<glm::vec3, 6> plane() {
+ return quadToTriangles({
+ glm::vec3(1, 1, 0),
+ glm::vec3(-1, 1, 0),
+ glm::vec3(-1, -1, 0),
+ glm::vec3(1, -1, 0)
+ });
+}
+
constexpr array<glm::vec3, 36> cube() {
int i = 0;
array<glm::vec3, 36> vertices;
return vertices;
}
+
+constexpr glm::vec3 pyramid[18] = {
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(-1.0f, -1.0f, -1.0f),
+ glm::vec3(-1.0f, -1.0f, 1.0f),
+
+ glm::vec3(0.0f, 1.0f, 0.0f),
+ glm::vec3(1.0f, -1.0f, 1.0f),
+ glm::vec3(1.0f, -1.0f, -1.0f),
+
+ glm::vec3(1, -1, 1),
+ glm::vec3(-1, -1, 1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(-1, -1, -1),
+ glm::vec3(1, -1, -1),
+ glm::vec3(1, -1, 1)
+};
+
+// TODO: Add a sphere
+/* constexpr std::vector<glm::vec3> sphere() { */
+
+/* } */