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/* 	sphere.cc
	This file is part of the Osirion project
*/

#include "common/functions.h"

#include "osiriongl.h"
#include "sphere.h"

namespace gl {

const int segments = 33;

Sphere::Sphere(Vector3f p , float r)
{
	position = p;
	radius = r;
		
	// TODO make global sine-cosine lists
	sintable = new float[segments];
	costable = new float[segments];
	float d = 2 * M_PI / segments;

	for (int i=0; i < segments; i++) {
		sintable[i] = sin( d * (float) i );
		costable[i] = cos ( d * (float) i );
	}
}

Sphere::~Sphere()
{
	delete sintable;
	delete costable;
}

Sphere::Sphere(const Sphere &other) 
{
	(*this) = other;
}
	
Sphere& Sphere::operator=(const Sphere &other)
{
	position = other.position;
	radius = other.radius;
}

void Sphere::draw()
{
	// draw top
	// TODO upside-down
	float r = radius*sintable[1];
	float h = radius*costable[1];

	begin(LineLoop);
	//begin(Polygon);
	for (int i = segments-1; i >= 0; i--)
		vertex(r*costable[i], h, r*sintable[i]);
	end();

	// draw bottom
	// TODO upside-down
	begin(LineLoop);
	for (int i = 0; i< segments; i++)
		vertex(r*costable[i], -h, r*sintable[i]);
	end();

	// draw body
	for (int j=1; j < segments-1; j++) {
		r = radius*sintable[j];
		float r1 = radius*sintable[j+1];
		
		begin(QuadStrip);
		vertex(r1, radius*costable[j+1], 0);
		vertex(r, radius*costable[j], 0);

		for (int i = segments-1; i >= 0; i--) {			
			vertex(r1*costable[i], radius*costable[j+1], r1*sintable[i]);
			vertex(r*costable[i], radius*costable[j], r*sintable[i]);
			//vertex(r*costable[i-1], radius*costable[j], r*sintable[i-1]);
			//vertex(r1*costable[i-1], radius*costable[j+1], r1*sintable[i-1]);
		}
		end();
		
	}
}
	

} // namespace gl