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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 n0 = v_XYZ; //dummy normal
QVector3D t0 = QVector3D(0.0, 0.0, 0.0); //dummy texture
QVector3D northpol = v_Y * m_radius;
QVector3D southpol = -v_Y * m_radius;
m_firstPoint = m_points->size();
for (int slice = 1; slice < m_slices; slice += 2)
{
m_points->append(GLPoint(northpol, n0, t0, GLColorRgba::clMagenta));
for (int stack = 1; stack < m_stacks; stack++)
{
m_points->append(GLPoint(calculatePoint(2 * M_PI * slice / m_slices,
stack * M_PI / m_stacks), n0, t0,
m_color));
m_points->append(GLPoint(calculatePoint(2 * M_PI * (slice - 1) / m_slices,
stack * M_PI / m_stacks), n0, t0,
m_color));
}
m_points->append(GLPoint(southpol, n0, t0, GLColorRgba::clMagenta));
for (int stack = m_stacks - 1; stack > 1; stack--)
{
m_points->append(GLPoint(calculatePoint(2 * M_PI * slice / m_slices,
stack * M_PI / m_stacks), n0, t0,
m_color));
m_points->append(GLPoint(calculatePoint(2 * M_PI * (slice + 1) / m_slices,
stack * M_PI / m_stacks), n0, t0,
m_color));
}
}
m_nextPoint = m_points->size();
}
QVector3D GLSphere::calculatePoint(double sliceRotation, double stackRotation)
{
double x = m_radius * sin(stackRotation) * sin(sliceRotation);
double y = m_radius * cos(stackRotation);
double z = m_radius * sin(stackRotation) * cos(sliceRotation);
return QVector3D(x, y, z);
}
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