1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
#include "glsphere.h"
GLSphere::GLSphere(double radius, int stacks, int slices)
: GLBody(radius)
{
m_stacks = (stacks / 2) * 2;
m_slices = (slices / 2) * 2;
}
void GLSphere::makeSurface(QVector<GLPoint> *pointContainer,
QVector<GLshort> *indexContainer)
{
GLBody::makeSurface(pointContainer, indexContainer);
QVector3D t0 = QVector3D(0.0, 0.0, 0.0); //dummy texture
QVector3D northpol = v_Y;
QVector3D southpol = -v_Y;
QVector3D tmpPoint;
m_firstPoint = m_points->size();
m_points->append(GLPoint(m_radius * northpol, northpol, t0, m_color));
for (int slice = 0; slice < m_slices; slice++)
{
for (int stack = 1; stack < m_stacks; stack++)
{
tmpPoint = calculatePoint(2 * M_PI * slice / m_slices, stack * M_PI / m_stacks);
m_points->append(GLPoint(m_radius * tmpPoint, tmpPoint, t0, m_color));
}
}
m_points->append(GLPoint(m_radius * southpol, southpol, t0, m_color));
m_nextPoint = m_points->size();
m_firstIndex = m_indices->size();
for (int slice = 1; slice < m_slices - 1; slice += 2)
{
m_indices->append(m_firstPoint);
for (int stack = 0; stack < m_stacks - 1; stack++)
{
m_indices->append((m_firstPoint + 1) + stack + ((m_stacks - 1) * (slice - 1)));
m_indices->append((m_firstPoint + 1) + stack + ((m_stacks - 1) * slice));
}
m_indices->append(m_nextPoint - 1);
for (int stack = m_stacks - 2; stack >= 0; stack--)
{
m_indices->append((m_firstPoint + 1) + stack + ((m_stacks - 1) * (slice + 1)));
m_indices->append((m_firstPoint + 1) + stack + ((m_stacks - 1) * slice));
}
}
m_indices->append(m_firstPoint);
m_nextIndex = m_indices->size();
}
QVector3D GLSphere::calculatePoint(double sliceRotation, double stackRotation)
{
double x = sin(stackRotation) * sin(sliceRotation);
double y = cos(stackRotation);
double z = sin(stackRotation) * cos(sliceRotation);
return QVector3D(x, y, z);
}
|