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/*
gl/sphere.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include "render/sphere.h"
#include "math/mathlib.h"
using math::Vector3f;
using math::Color;
namespace render {
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;
return (*this);
}
void Sphere::draw()
{
using namespace gl;
// 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();
}
}
}
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