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#include "glsphere.h"
GLSphere::GLSphere(double radius, int stacks, int slices)
: GLBody(radius)
{
// Force an even number
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;
QVector<QVector3D> firstPointRow = calculateRow(0);
QVector<QVector3D> sliceA = firstPointRow;
QVector<QVector3D> sliceB;
m_firstPoint = m_points->size();
for (int slice = 1; slice < m_slices; slice += 2)
{
sliceB = calculateRow(slice);
m_points->append(GLPoint(m_radius * northpol, northpol, t0, m_color));
for (int i = 0; i < m_stacks - 1; i++)
{
m_points->append(GLPoint(m_radius * sliceA[i], sliceA[i],
t0, m_color));
m_points->append(GLPoint(m_radius * sliceB[i], sliceB[i],
t0, m_color));
}
m_points->append(GLPoint(m_radius * southpol, southpol, t0, m_color));
sliceA = calculateRow(slice + 1);
for (int i = m_stacks - 2; i >= 0; i--)
{
m_points->append(GLPoint(m_radius * sliceA[i], sliceA[i],
t0, m_color));
m_points->append(GLPoint(m_radius * sliceB[i], sliceB[i],
t0, m_color));
}
m_points->append(GLPoint(m_radius * northpol, northpol, t0, m_color));
}
m_nextPoint = m_points->size();
}
QVector<QVector3D> GLSphere::calculateRow(int slice)
{
if(slice == m_stacks)
{
return firstRow;
}
QVector<QVector3D> longitude;
for (int stack = 1; stack < m_stacks; stack++)
{
longitude.append(calculatePoint(2 * M_PI * slice / m_slices,
stack * M_PI / m_stacks));
}
if (slice == 0)
{
firstRow = longitude;
}
return longitude;
}
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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