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authorKenneth Russel <[email protected]>2005-10-24 19:21:03 +0000
committerKenneth Russel <[email protected]>2005-10-24 19:21:03 +0000
commitd6f9dbc493df725d3d574403549de142c5e1222a (patch)
tree8eb152b0627f8d1897a27c5204d6ce2efb4963e4 /src/net/java/games/jogl/impl/GLUquadricImpl.java
parent42843c3290d64c41c9c8a18b93f5ad3c00d35ddc (diff)
Merged JSR-231 branch on to the main JOGL trunk. The main trunk now
contains the evolving JSR-231 Reference Implementation and the JSR-231 branch is permanently closed. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@401 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/GLUquadricImpl.java')
-rwxr-xr-xsrc/net/java/games/jogl/impl/GLUquadricImpl.java1049
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diff --git a/src/net/java/games/jogl/impl/GLUquadricImpl.java b/src/net/java/games/jogl/impl/GLUquadricImpl.java
deleted file mode 100755
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--- a/src/net/java/games/jogl/impl/GLUquadricImpl.java
+++ /dev/null
@@ -1,1049 +0,0 @@
-/*
-** License Applicability. Except to the extent portions of this file are
-** made subject to an alternative license as permitted in the SGI Free
-** Software License B, Version 1.1 (the "License"), the contents of this
-** file are subject only to the provisions of the License. You may not use
-** this file except in compliance with the License. You may obtain a copy
-** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
-** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
-**
-** http://oss.sgi.com/projects/FreeB
-**
-** Note that, as provided in the License, the Software is distributed on an
-** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
-** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
-** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
-** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
-**
-** Original Code. The Original Code is: OpenGL Sample Implementation,
-** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
-** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
-** Copyright in any portions created by third parties is as indicated
-** elsewhere herein. All Rights Reserved.
-**
-** Additional Notice Provisions: The application programming interfaces
-** established by SGI in conjunction with the Original Code are The
-** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
-** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
-** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
-** Window System(R) (Version 1.3), released October 19, 1998. This software
-** was created using the OpenGL(R) version 1.2.1 Sample Implementation
-** published by SGI, but has not been independently verified as being
-** compliant with the OpenGL(R) version 1.2.1 Specification.
-**
-** $Date$ $Revision$
-** $Header$
-*/
-
-/*
- * Copyright (c) 2002-2004 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.
- */
-
-/*
- * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are
- * met:
- *
- * - Redistribution of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- *
- * - Redistribution 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 Sun Microsystems, Inc. or the names of
- * contributors may be used to endorse or promote products derived from
- * this software without specific prior written permission.
- *
- * This software is provided "AS IS," without a warranty of any kind. ALL
- * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
- * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
- * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
- * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
- * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
- * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
- * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
- * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
- * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
- * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
- * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
- *
- * You acknowledge that this software is not designed or intended for use
- * in the design, construction, operation or maintenance of any nuclear
- * facility.
- */
-
-package net.java.games.jogl.impl;
-
-import net.java.games.jogl.*;
-
-/**
- * GLUquadricImpl.java
- *
- *
- * Created 22-dec-2003 (originally Quadric.java)
- * @author Erik Duijs
- * @author Kenneth Russell
- */
-
-class GLUquadricImpl implements GLUquadric {
- private int drawStyle;
- private int orientation;
- private boolean textureFlag;
- private int normals;
-
- GLUquadricImpl() {
- drawStyle = GLU.GLU_FILL;
- orientation = GLU.GLU_OUTSIDE;
- textureFlag = false;
- normals = GLU.GLU_SMOOTH;
- }
-
- /**
- * specifies the draw style for quadrics.
- *
- * The legal values are as follows:
- *
- * GLU.FILL: Quadrics are rendered with polygon primitives. The polygons
- * are drawn in a counterclockwise fashion with respect to
- * their normals (as defined with glu.quadricOrientation).
- *
- * GLU.LINE: Quadrics are rendered as a set of lines.
- *
- * GLU.SILHOUETTE: Quadrics are rendered as a set of lines, except that edges
- * separating coplanar faces will not be drawn.
- *
- * GLU.POINT: Quadrics are rendered as a set of points.
- *
- * @param drawStyle The drawStyle to set
- */
- void setDrawStyle(int drawStyle) {
- this.drawStyle = drawStyle;
- }
-
- /**
- * specifies what kind of normals are desired for quadrics.
- * The legal values are as follows:
- *
- * GLU.NONE: No normals are generated.
- *
- * GLU.FLAT: One normal is generated for every facet of a quadric.
- *
- * GLU.SMOOTH: One normal is generated for every vertex of a quadric. This
- * is the default.
- *
- * @param normals The normals to set
- */
- void setNormals(int normals) {
- this.normals = normals;
- }
-
- /**
- * specifies what kind of orientation is desired for.
- * The orientation values are as follows:
- *
- * GLU.OUTSIDE: Quadrics are drawn with normals pointing outward.
- *
- * GLU.INSIDE: Normals point inward. The default is GLU.OUTSIDE.
- *
- * Note that the interpretation of outward and inward depends on the quadric
- * being drawn.
- *
- * @param orientation The orientation to set
- */
- void setOrientation(int orientation) {
- this.orientation = orientation;
- }
-
- /**
- * specifies if texture coordinates should be generated for
- * quadrics rendered with qobj. If the value of textureCoords is true,
- * then texture coordinates are generated, and if textureCoords is false,
- * they are not.. The default is false.
- *
- * The manner in which texture coordinates are generated depends upon the
- * specific quadric rendered.
- *
- * @param textureFlag The textureFlag to set
- */
- void setTextureFlag(boolean textureFlag) {
- this.textureFlag = textureFlag;
- }
-
- /**
- * Returns the drawStyle.
- * @return int
- */
- int getDrawStyle() {
- return drawStyle;
- }
-
- /**
- * Returns the normals.
- * @return int
- */
- int getNormals() {
- return normals;
- }
-
- /**
- * Returns the orientation.
- * @return int
- */
- int getOrientation() {
- return orientation;
- }
-
- /**
- * Returns the textureFlag.
- * @return boolean
- */
- boolean getTextureFlag() {
- return textureFlag;
- }
-
- /**
- * draws a cylinder oriented along the z axis. The base of the
- * cylinder is placed at z = 0, and the top at z=height. Like a sphere, a
- * cylinder is subdivided around the z axis into slices, and along the z axis
- * into stacks.
- *
- * Note that if topRadius is set to zero, then this routine will generate a
- * cone.
- *
- * If the orientation is set to GLU.OUTSIDE (with glu.quadricOrientation), then
- * any generated normals point away from the z axis. Otherwise, they point
- * toward the z axis.
- *
- * If texturing is turned on (with glu.quadricTexture), then texture
- * coordinates are generated so that t ranges linearly from 0.0 at z = 0 to
- * 1.0 at z = height, 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.
- *
- * @param baseRadius Specifies the radius of the cylinder at z = 0.
- * @param topRadius Specifies the radius of the cylinder at z = height.
- * @param height Specifies the height of the cylinder.
- * @param slices Specifies the number of subdivisions around the z axis.
- * @param stacks Specifies the number of subdivisions along the z axis.
- */
- void drawCylinder(GL gl, float baseRadius, float topRadius, float height, int slices, int stacks) {
-
- float da, r, dr, dz;
- float x, y, z, nz, nsign;
- int i, j;
-
- if (orientation == GLU.GLU_INSIDE) {
- nsign = -1.0f;
- } else {
- nsign = 1.0f;
- }
-
- da = 2.0f * PI / slices;
- dr = (topRadius - baseRadius) / stacks;
- dz = height / stacks;
- nz = (baseRadius - topRadius) / height;
- // Z component of normal vectors
-
- if (drawStyle == GLU.GLU_POINT) {
- gl.glBegin(GL.GL_POINTS);
- for (i = 0; i < slices; i++) {
- x = cos((i * da));
- y = sin((i * da));
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
-
- z = 0.0f;
- r = baseRadius;
- for (j = 0; j <= stacks; j++) {
- gl.glVertex3f((x * r), (y * r), z);
- z += dz;
- r += dr;
- }
- }
- gl.glEnd();
- } else if (drawStyle == GLU.GLU_LINE || drawStyle == GLU.GLU_SILHOUETTE) {
- // Draw rings
- if (drawStyle == GLU.GLU_LINE) {
- z = 0.0f;
- r = baseRadius;
- for (j = 0; j <= stacks; j++) {
- gl.glBegin(GL.GL_LINE_LOOP);
- for (i = 0; i < slices; i++) {
- x = cos((i * da));
- y = sin((i * da));
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- gl.glVertex3f((x * r), (y * r), z);
- }
- gl.glEnd();
- z += dz;
- r += dr;
- }
- } else {
- // draw one ring at each end
- if (baseRadius != 0.0) {
- gl.glBegin(GL.GL_LINE_LOOP);
- for (i = 0; i < slices; i++) {
- x = cos((i * da));
- y = sin((i * da));
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- gl.glVertex3f((x * baseRadius), (y * baseRadius), 0.0f);
- }
- gl.glEnd();
- gl.glBegin(GL.GL_LINE_LOOP);
- for (i = 0; i < slices; i++) {
- x = cos((i * da));
- y = sin((i * da));
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- gl.glVertex3f((x * topRadius), (y * topRadius), height);
- }
- gl.glEnd();
- }
- }
- // draw length lines
- gl.glBegin(GL.GL_LINES);
- for (i = 0; i < slices; i++) {
- x = cos((i * da));
- y = sin((i * da));
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- gl.glVertex3f((x * baseRadius), (y * baseRadius), 0.0f);
- gl.glVertex3f((x * topRadius), (y * topRadius), (height));
- }
- gl.glEnd();
- } else if (drawStyle == GLU.GLU_FILL) {
- float ds = 1.0f / slices;
- float dt = 1.0f / stacks;
- float t = 0.0f;
- z = 0.0f;
- r = baseRadius;
- for (j = 0; j < stacks; j++) {
- float s = 0.0f;
- gl.glBegin(GL.GL_QUAD_STRIP);
- for (i = 0; i <= slices; i++) {
- if (i == slices) {
- x = sin(0.0f);
- y = cos(0.0f);
- } else {
- x = sin((i * da));
- y = cos((i * da));
- }
- if (nsign == 1.0f) {
- normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
- TXTR_COORD(gl, s, t);
- gl.glVertex3f((x * r), (y * r), z);
- normal3f(gl, (x * nsign), (y * nsign), (nz * nsign));
- TXTR_COORD(gl, s, t + dt);
- gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
- } else {
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- TXTR_COORD(gl, s, t);
- gl.glVertex3f((x * r), (y * r), z);
- normal3f(gl, x * nsign, y * nsign, nz * nsign);
- TXTR_COORD(gl, s, t + dt);
- gl.glVertex3f((x * (r + dr)), (y * (r + dr)), (z + dz));
- }
- s += ds;
- } // for slices
- gl.glEnd();
- r += dr;
- t += dt;
- z += dz;
- } // for stacks
- }
- }
-
- /**
- * renders a disk on the z = 0 plane. The disk has a radius of
- * outerRadius, and contains a concentric circular hole with a radius of
- * innerRadius. If innerRadius is 0, then no hole is generated. The disk is
- * subdivided around the z axis into slices (like pizza slices), and also
- * about the z axis into rings (as specified by slices and loops,
- * respectively).
- *
- * With respect to orientation, the +z side of the disk is considered to be
- * "outside" (see glu.quadricOrientation). This means that if the orientation
- * is set to GLU.OUTSIDE, then any normals generated point along the +z axis.
- * Otherwise, they point along the -z axis.
- *
- * If texturing is turned on (with glu.quadricTexture), texture coordinates are
- * generated linearly such that where r=outerRadius, the value at (r, 0, 0) is
- * (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5), and at
- * (0, -r, 0) it is (0.5, 0).
- */
- public void drawDisk(GL gl, float innerRadius, float outerRadius, int slices, int loops)
- {
- float da, dr;
-
- /* Normal vectors */
- if (normals != GLU.GLU_NONE) {
- if (orientation == GLU.GLU_OUTSIDE) {
- gl.glNormal3f(0.0f, 0.0f, +1.0f);
- }
- else {
- gl.glNormal3f(0.0f, 0.0f, -1.0f);
- }
- }
-
- da = 2.0f * PI / slices;
- dr = (outerRadius - innerRadius) / loops;
-
- switch (drawStyle) {
- case GLU.GLU_FILL:
- {
- /* texture of a gluDisk is a cut out of the texture unit square
- * x, y in [-outerRadius, +outerRadius]; s, t in [0, 1]
- * (linear mapping)
- */
- float dtc = 2.0f * outerRadius;
- float sa, ca;
- float r1 = innerRadius;
- int l;
- for (l = 0; l < loops; l++) {
- float r2 = r1 + dr;
- if (orientation == GLU.GLU_OUTSIDE) {
- int s;
- gl.glBegin(gl.GL_QUAD_STRIP);
- for (s = 0; s <= slices; s++) {
- float a;
- if (s == slices)
- a = 0.0f;
- else
- a = s * da;
- sa = sin(a);
- ca = cos(a);
- TXTR_COORD(gl, 0.5f + sa * r2 / dtc, 0.5f + ca * r2 / dtc);
- gl.glVertex2f(r2 * sa, r2 * ca);
- TXTR_COORD(gl, 0.5f + sa * r1 / dtc, 0.5f + ca * r1 / dtc);
- gl.glVertex2f(r1 * sa, r1 * ca);
- }
- gl.glEnd();
- }
- else {
- int s;
- gl.glBegin(GL.GL_QUAD_STRIP);
- for (s = slices; s >= 0; s--) {
- float a;
- if (s == slices)
- a = 0.0f;
- else
- a = s * da;
- sa = sin(a);
- ca = cos(a);
- TXTR_COORD(gl, 0.5f - sa * r2 / dtc, 0.5f + ca * r2 / dtc);
- gl.glVertex2f(r2 * sa, r2 * ca);
- TXTR_COORD(gl, 0.5f - sa * r1 / dtc, 0.5f + ca * r1 / dtc);
- gl.glVertex2f(r1 * sa, r1 * ca);
- }
- gl.glEnd();
- }
- r1 = r2;
- }
- break;
- }
- case GLU.GLU_LINE:
- {
- int l, s;
- /* draw loops */
- for (l = 0; l <= loops; l++) {
- float r = innerRadius + l * dr;
- gl.glBegin(GL.GL_LINE_LOOP);
- for (s = 0; s < slices; s++) {
- float a = s * da;
- gl.glVertex2f(r * sin(a), r * cos(a));
- }
- gl.glEnd();
- }
- /* draw spokes */
- for (s = 0; s < slices; s++) {
- float a = s * da;
- float x = sin(a);
- float y = cos(a);
- gl.glBegin(GL.GL_LINE_STRIP);
- for (l = 0; l <= loops; l++) {
- float r = innerRadius + l * dr;
- gl.glVertex2f(r * x, r * y);
- }
- gl.glEnd();
- }
- break;
- }
- case GLU.GLU_POINT:
- {
- int s;
- gl.glBegin(GL.GL_POINTS);
- for (s = 0; s < slices; s++) {
- float a = s * da;
- float x = sin(a);
- float y = cos(a);
- int l;
- for (l = 0; l <= loops; l++) {
- float r = innerRadius * l * dr;
- gl.glVertex2f(r * x, r * y);
- }
- }
- gl.glEnd();
- break;
- }
- case GLU.GLU_SILHOUETTE:
- {
- if (innerRadius != 0.0) {
- float a;
- gl.glBegin(GL.GL_LINE_LOOP);
- for (a = 0.0f; a < 2.0 * PI; a += da) {
- float x = innerRadius * sin(a);
- float y = innerRadius * cos(a);
- gl.glVertex2f(x, y);
- }
- gl.glEnd();
- }
- {
- float a;
- gl.glBegin(GL.GL_LINE_LOOP);
- for (a = 0; a < 2.0f * PI; a += da) {
- float x = outerRadius * sin(a);
- float y = outerRadius * cos(a);
- gl.glVertex2f(x, y);
- }
- gl.glEnd();
- }
- break;
- }
- default:
- return;
- }
- }
-
- /**
- * renders a partial disk on the z=0 plane. A partial disk is similar to a
- * full disk, except that only the subset of the disk from startAngle
- * through startAngle + sweepAngle is included (where 0 degrees is along
- * the +y axis, 90 degrees along the +x axis, 180 along the -y axis, and
- * 270 along the -x axis).
- *
- * The partial disk has a radius of outerRadius, and contains a concentric
- * circular hole with a radius of innerRadius. If innerRadius is zero, then
- * no hole is generated. The partial disk is subdivided around the z axis
- * into slices (like pizza slices), and also about the z axis into rings
- * (as specified by slices and loops, respectively).
- *
- * With respect to orientation, the +z side of the partial disk is
- * considered to be outside (see gluQuadricOrientation). This means that if
- * the orientation is set to GLU.GLU_OUTSIDE, then any normals generated point
- * along the +z axis. Otherwise, they point along the -z axis.
- *
- * If texturing is turned on (with gluQuadricTexture), texture coordinates
- * are generated linearly such that where r=outerRadius, the value at (r, 0, 0)
- * is (1, 0.5), at (0, r, 0) it is (0.5, 1), at (-r, 0, 0) it is (0, 0.5),
- * and at (0, -r, 0) it is (0.5, 0).
- */
- public void drawPartialDisk(GL gl,
- float innerRadius,
- float outerRadius,
- int slices,
- int loops,
- float startAngle,
- float sweepAngle) {
- int i, j, max;
- float[] sinCache = new float[CACHE_SIZE];
- float[] cosCache = new float[CACHE_SIZE];
- float angle;
- float x, y;
- float sintemp, costemp;
- float deltaRadius;
- float radiusLow, radiusHigh;
- float texLow = 0, texHigh = 0;
- float angleOffset;
- int slices2;
- int finish;
-
- if (slices >= CACHE_SIZE)
- slices = CACHE_SIZE - 1;
- if (slices < 2
- || loops < 1
- || outerRadius <= 0.0f
- || innerRadius < 0.0f
- || innerRadius > outerRadius) {
- //gluQuadricError(qobj, GLU.GLU_INVALID_VALUE);
- System.err.println("PartialDisk: GLU_INVALID_VALUE");
- return;
- }
-
- if (sweepAngle < -360.0f)
- sweepAngle = 360.0f;
- if (sweepAngle > 360.0f)
- sweepAngle = 360.0f;
- if (sweepAngle < 0) {
- startAngle += sweepAngle;
- sweepAngle = -sweepAngle;
- }
-
- if (sweepAngle == 360.0f) {
- slices2 = slices;
- } else {
- slices2 = slices + 1;
- }
-
- /* Compute length (needed for normal calculations) */
- deltaRadius = outerRadius - innerRadius;
-
- /* Cache is the vertex locations cache */
-
- angleOffset = startAngle / 180.0f * PI;
- for (i = 0; i <= slices; i++) {
- angle = angleOffset + ((PI * sweepAngle) / 180.0f) * i / slices;
- sinCache[i] = sin(angle);
- cosCache[i] = cos(angle);
- }
-
- if (sweepAngle == 360.0f) {
- sinCache[slices] = sinCache[0];
- cosCache[slices] = cosCache[0];
- }
-
- switch (normals) {
- case GLU.GLU_FLAT :
- case GLU.GLU_SMOOTH :
- if (orientation == GLU.GLU_OUTSIDE) {
- gl.glNormal3f(0.0f, 0.0f, 1.0f);
- } else {
- gl.glNormal3f(0.0f, 0.0f, -1.0f);
- }
- break;
- default :
- case GLU.GLU_NONE :
- break;
- }
-
- switch (drawStyle) {
- case GLU.GLU_FILL :
- if (innerRadius == .0f) {
- finish = loops - 1;
- /* Triangle strip for inner polygons */
- gl.glBegin(GL.GL_TRIANGLE_FAN);
- if (textureFlag) {
- gl.glTexCoord2f(0.5f, 0.5f);
- }
- gl.glVertex3f(0.0f, 0.0f, 0.0f);
- radiusLow = outerRadius - deltaRadius * ((float) (loops - 1) / loops);
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- }
-
- if (orientation == GLU.GLU_OUTSIDE) {
- for (i = slices; i >= 0; i--) {
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
- }
- } else {
- for (i = 0; i <= slices; i++) {
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
- }
- }
- gl.glEnd();
- } else {
- finish = loops;
- }
- for (j = 0; j < finish; j++) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
- radiusHigh = outerRadius - deltaRadius * ((float) (j + 1) / loops);
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- texHigh = radiusHigh / outerRadius / 2;
- }
-
- gl.glBegin(GL.GL_QUAD_STRIP);
- for (i = 0; i <= slices; i++) {
- if (orientation == GLU.GLU_OUTSIDE) {
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
-
- if (textureFlag) {
- gl.glTexCoord2f(texHigh * sinCache[i] + 0.5f,
- texHigh * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusHigh * sinCache[i],
- radiusHigh * cosCache[i],
- 0.0f);
- } else {
- if (textureFlag) {
- gl.glTexCoord2f(texHigh * sinCache[i] + 0.5f,
- texHigh * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusHigh * sinCache[i],
- radiusHigh * cosCache[i],
- 0.0f);
-
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
- }
- }
- gl.glEnd();
- }
- break;
- case GLU.GLU_POINT :
- gl.glBegin(GL.GL_POINTS);
- for (i = 0; i < slices2; i++) {
- sintemp = sinCache[i];
- costemp = cosCache[i];
- for (j = 0; j <= loops; j++) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
-
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
-
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
- }
- }
- gl.glEnd();
- break;
- case GLU.GLU_LINE :
- if (innerRadius == outerRadius) {
- gl.glBegin(GL.GL_LINE_STRIP);
-
- for (i = 0; i <= slices; i++) {
- if (textureFlag) {
- gl.glTexCoord2f(sinCache[i] / 2 + 0.5f, cosCache[i] / 2 + 0.5f);
- }
- gl.glVertex3f(innerRadius * sinCache[i], innerRadius * cosCache[i], 0.0f);
- }
- gl.glEnd();
- break;
- }
- for (j = 0; j <= loops; j++) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- }
-
- gl.glBegin(GL.GL_LINE_STRIP);
- for (i = 0; i <= slices; i++) {
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
- }
- gl.glEnd();
- }
- for (i = 0; i < slices2; i++) {
- sintemp = sinCache[i];
- costemp = cosCache[i];
- gl.glBegin(GL.GL_LINE_STRIP);
- for (j = 0; j <= loops; j++) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- }
-
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
- }
- gl.glEnd();
- }
- break;
- case GLU.GLU_SILHOUETTE :
- if (sweepAngle < 360.0f) {
- for (i = 0; i <= slices; i += slices) {
- sintemp = sinCache[i];
- costemp = cosCache[i];
- gl.glBegin(GL.GL_LINE_STRIP);
- for (j = 0; j <= loops; j++) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
-
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0f);
- }
- gl.glEnd();
- }
- }
- for (j = 0; j <= loops; j += loops) {
- radiusLow = outerRadius - deltaRadius * ((float) j / loops);
- if (textureFlag) {
- texLow = radiusLow / outerRadius / 2;
- }
-
- gl.glBegin(GL.GL_LINE_STRIP);
- for (i = 0; i <= slices; i++) {
- if (textureFlag) {
- gl.glTexCoord2f(texLow * sinCache[i] + 0.5f,
- texLow * cosCache[i] + 0.5f);
- }
- gl.glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 0.0f);
- }
- gl.glEnd();
- if (innerRadius == outerRadius)
- break;
- }
- break;
- default :
- break;
- }
- }
-
- /**
- * 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 drawSphere(GL gl, 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 = (this.normals != GLU.GLU_NONE);
-
- if (orientation == GLU.GLU_INSIDE) {
- nsign = -1.0f;
- } else {
- nsign = 1.0f;
- }
-
- drho = PI / stacks;
- dtheta = 2.0f * PI / slices;
-
- if (drawStyle == GLU.GLU_FILL) {
- if (!textureFlag) {
- // draw +Z end as a triangle fan
- gl.glBegin(GL.GL_TRIANGLE_FAN);
- gl.glNormal3f(0.0f, 0.0f, 1.0f);
- gl.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) {
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- }
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- gl.glEnd();
- }
-
- ds = 1.0f / slices;
- dt = 1.0f / stacks;
- t = 1.0f; // because loop now runs from 0
- if (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;
- gl.glBegin(GL.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) {
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- }
- TXTR_COORD(gl, s, t);
- gl.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) {
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- }
- TXTR_COORD(gl, s, t - dt);
- s += ds;
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- gl.glEnd();
- t -= dt;
- }
-
- if (!textureFlag) {
- // draw -Z end as a triangle fan
- gl.glBegin(GL.GL_TRIANGLE_FAN);
- gl.glNormal3f(0.0f, 0.0f, -1.0f);
- gl.glVertex3f(0.0f, 0.0f, -radius * nsign);
- rho = 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)
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- s -= ds;
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- gl.glEnd();
- }
- } else if (
- drawStyle == GLU.GLU_LINE
- || 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;
- gl.glBegin(GL.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)
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- gl.glEnd();
- }
- // draw slice lines
- for (j = 0; j < slices; j++) {
- theta = j * dtheta;
- gl.glBegin(GL.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)
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- gl.glEnd();
- }
- } else if (drawStyle == GLU.GLU_POINT) {
- // top and bottom-most points
- gl.glBegin(GL.GL_POINTS);
- if (normals)
- gl.glNormal3f(0.0f, 0.0f, nsign);
- gl.glVertex3f(0.0f, 0.0f, radius);
- if (normals)
- gl.glNormal3f(0.0f, 0.0f, -nsign);
- gl.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)
- gl.glNormal3f(x * nsign, y * nsign, z * nsign);
- gl.glVertex3f(x * radius, y * radius, z * radius);
- }
- }
- gl.glEnd();
- }
- }
-
-
- //----------------------------------------------------------------------
- // Internals only below this point
- //
-
- private static final float PI = (float)Math.PI;
- private static final int CACHE_SIZE = 240;
-
- /**
- * Call glNormal3f after scaling normal to unit length.
- *
- * @param x
- * @param y
- * @param z
- */
- private void normal3f(GL gl, float x, float y, float z) {
- float mag;
-
- mag = (float)Math.sqrt(x * x + y * y + z * z);
- if (mag > 0.00001F) {
- x /= mag;
- y /= mag;
- z /= mag;
- }
- gl.glNormal3f(x, y, z);
- }
-
- private void TXTR_COORD(GL gl, float x, float y) {
- if (textureFlag) gl.glTexCoord2f(x,y);
- }
-
- private float sin(float r) {
- return (float)Math.sin(r);
- }
-
- private float cos(float r) {
- return (float)Math.cos(r);
- }
-}