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#include "glsphere.h"
GLSphere::GLSphere(double radius, int stacks, int slices)
: GLBody(radius)
{
m_stacks = stacks;
m_slices = slices;
}
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 point1;
QVector3D point2;
m_firstPoint = m_points->size();
m_points->append(GLPoint(m_radius * northpol, northpol, t0, m_color));
for (int slice = 1; slice < m_slices; slice += 2)
{
for (int stack = 1; stack < m_stacks; stack++)
{
point1 = calculatePoint(2 * M_PI * slice / m_slices, stack * M_PI / m_stacks);
m_points->append(GLPoint(m_radius * point1, point1, t0, m_color));
point2 = calculatePoint(2 * M_PI * (slice - 1) / m_slices, stack * M_PI / m_stacks);
m_points->append(GLPoint(m_radius * point2, point2, t0, m_color));
}
}
m_points->append(GLPoint(m_radius * southpol, southpol, t0, m_color));
m_nextPoint = m_points->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);
}
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