230 lines
6.8 KiB
Java
230 lines
6.8 KiB
Java
/*
|
|
* Copyright (c) 2002-2008 LWJGL Project
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are
|
|
* met:
|
|
*
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
*
|
|
* * Redistributions in binary form must reproduce the above copyright
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
*
|
|
* * Neither the name of 'LWJGL' nor the names of
|
|
* its contributors may be used to endorse or promote products derived
|
|
* from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
|
|
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
package org.lwjgl.util.glu;
|
|
|
|
|
|
import org.lwjgl.opengl.GL11;
|
|
|
|
/**
|
|
* Sphere.java
|
|
*
|
|
*
|
|
* Created 23-dec-2003
|
|
* @author Erik Duijs
|
|
*/
|
|
public class Sphere extends Quadric {
|
|
|
|
/**
|
|
* Constructor
|
|
*/
|
|
public Sphere() {
|
|
super();
|
|
}
|
|
|
|
/**
|
|
* draws a sphere of the given radius centered around the origin.
|
|
* The sphere is subdivided around the z axis into slices and along the z axis
|
|
* into stacks (similar to lines of longitude and latitude).
|
|
*
|
|
* If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
|
|
* any normals generated point away from the center of the sphere. Otherwise,
|
|
* they point toward the center of the sphere.
|
|
|
|
* If texturing is turned on (with glu.quadricTexture), then texture
|
|
* coordinates are generated so that t ranges from 0.0 at z=-radius to 1.0 at
|
|
* z=radius (t increases linearly along longitudinal lines), and s ranges from
|
|
* 0.0 at the +y axis, to 0.25 at the +x axis, to 0.5 at the -y axis, to 0.75
|
|
* at the -x axis, and back to 1.0 at the +y axis.
|
|
*/
|
|
public void draw(float radius, int slices, int stacks) {
|
|
// TODO
|
|
|
|
float rho, drho, theta, dtheta;
|
|
float x, y, z;
|
|
float s, t, ds, dt;
|
|
int i, j, imin, imax;
|
|
boolean normals;
|
|
float nsign;
|
|
|
|
normals = super.normals != GLU.GLU_NONE;
|
|
|
|
if (super.orientation == GLU.GLU_INSIDE) {
|
|
nsign = -1.0f;
|
|
} else {
|
|
nsign = 1.0f;
|
|
}
|
|
|
|
drho = GLU.PI / stacks;
|
|
dtheta = 2.0f * GLU.PI / slices;
|
|
|
|
if (super.drawStyle == GLU.GLU_FILL) {
|
|
if (!super.textureFlag) {
|
|
// draw +Z end as a triangle fan
|
|
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
|
|
GL11.glNormal3f(0.0f, 0.0f, 1.0f);
|
|
GL11.glVertex3f(0.0f, 0.0f, nsign * radius);
|
|
for (j = 0; j <= slices; j++) {
|
|
theta = (j == slices) ? 0.0f : j * dtheta;
|
|
x = -sin(theta) * sin(drho);
|
|
y = cos(theta) * sin(drho);
|
|
z = nsign * cos(drho);
|
|
if (normals) {
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
}
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
GL11.glEnd();
|
|
}
|
|
|
|
ds = 1.0f / slices;
|
|
dt = 1.0f / stacks;
|
|
t = 1.0f; // because loop now runs from 0
|
|
if (super.textureFlag) {
|
|
imin = 0;
|
|
imax = stacks;
|
|
} else {
|
|
imin = 1;
|
|
imax = stacks - 1;
|
|
}
|
|
|
|
// draw intermediate stacks as quad strips
|
|
for (i = imin; i < imax; i++) {
|
|
rho = i * drho;
|
|
GL11.glBegin(GL11.GL_QUAD_STRIP);
|
|
s = 0.0f;
|
|
for (j = 0; j <= slices; j++) {
|
|
theta = (j == slices) ? 0.0f : j * dtheta;
|
|
x = -sin(theta) * sin(rho);
|
|
y = cos(theta) * sin(rho);
|
|
z = nsign * cos(rho);
|
|
if (normals) {
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
}
|
|
TXTR_COORD(s, t);
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
x = -sin(theta) * sin(rho + drho);
|
|
y = cos(theta) * sin(rho + drho);
|
|
z = nsign * cos(rho + drho);
|
|
if (normals) {
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
}
|
|
TXTR_COORD(s, t - dt);
|
|
s += ds;
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
GL11.glEnd();
|
|
t -= dt;
|
|
}
|
|
|
|
if (!super.textureFlag) {
|
|
// draw -Z end as a triangle fan
|
|
GL11.glBegin(GL11.GL_TRIANGLE_FAN);
|
|
GL11.glNormal3f(0.0f, 0.0f, -1.0f);
|
|
GL11.glVertex3f(0.0f, 0.0f, -radius * nsign);
|
|
rho = GLU.PI - drho;
|
|
s = 1.0f;
|
|
for (j = slices; j >= 0; j--) {
|
|
theta = (j == slices) ? 0.0f : j * dtheta;
|
|
x = -sin(theta) * sin(rho);
|
|
y = cos(theta) * sin(rho);
|
|
z = nsign * cos(rho);
|
|
if (normals)
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
s -= ds;
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
GL11.glEnd();
|
|
}
|
|
} else if (
|
|
super.drawStyle == GLU.GLU_LINE
|
|
|| super.drawStyle == GLU.GLU_SILHOUETTE) {
|
|
// draw stack lines
|
|
for (i = 1;
|
|
i < stacks;
|
|
i++) { // stack line at i==stacks-1 was missing here
|
|
rho = i * drho;
|
|
GL11.glBegin(GL11.GL_LINE_LOOP);
|
|
for (j = 0; j < slices; j++) {
|
|
theta = j * dtheta;
|
|
x = cos(theta) * sin(rho);
|
|
y = sin(theta) * sin(rho);
|
|
z = cos(rho);
|
|
if (normals)
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
GL11.glEnd();
|
|
}
|
|
// draw slice lines
|
|
for (j = 0; j < slices; j++) {
|
|
theta = j * dtheta;
|
|
GL11.glBegin(GL11.GL_LINE_STRIP);
|
|
for (i = 0; i <= stacks; i++) {
|
|
rho = i * drho;
|
|
x = cos(theta) * sin(rho);
|
|
y = sin(theta) * sin(rho);
|
|
z = cos(rho);
|
|
if (normals)
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
GL11.glEnd();
|
|
}
|
|
} else if (super.drawStyle == GLU.GLU_POINT) {
|
|
// top and bottom-most points
|
|
GL11.glBegin(GL11.GL_POINTS);
|
|
if (normals)
|
|
GL11.glNormal3f(0.0f, 0.0f, nsign);
|
|
GL11.glVertex3f(0.0f, 0.0f, radius);
|
|
if (normals)
|
|
GL11.glNormal3f(0.0f, 0.0f, -nsign);
|
|
GL11.glVertex3f(0.0f, 0.0f, -radius);
|
|
|
|
// loop over stacks
|
|
for (i = 1; i < stacks - 1; i++) {
|
|
rho = i * drho;
|
|
for (j = 0; j < slices; j++) {
|
|
theta = j * dtheta;
|
|
x = cos(theta) * sin(rho);
|
|
y = sin(theta) * sin(rho);
|
|
z = cos(rho);
|
|
if (normals)
|
|
GL11.glNormal3f(x * nsign, y * nsign, z * nsign);
|
|
GL11.glVertex3f(x * radius, y * radius, z * radius);
|
|
}
|
|
}
|
|
GL11.glEnd();
|
|
}
|
|
}
|
|
|
|
}
|