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+/*
+** 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 com.sun.opengl.impl;
+
+import javax.media.opengl.*;
+import javax.media.opengl.glu.*;
+
+/**
+ * GLUquadricImpl.java
+ *
+ *
+ * Created 22-dec-2003 (originally Quadric.java)
+ * @author Erik Duijs
+ * @author Kenneth Russell
+ */
+
+public class GLUquadricImpl implements GLUquadric {
+ private int drawStyle;
+ private int orientation;
+ private boolean textureFlag;
+ private int normals;
+
+ public 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
+ */
+ public 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
+ */
+ public 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
+ */
+ public 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
+ */
+ public void setTextureFlag(boolean textureFlag) {
+ this.textureFlag = textureFlag;
+ }
+
+ /**
+ * Returns the drawStyle.
+ * @return int
+ */
+ public int getDrawStyle() {
+ return drawStyle;
+ }
+
+ /**
+ * Returns the normals.
+ * @return int
+ */
+ public int getNormals() {
+ return normals;
+ }
+
+ /**
+ * Returns the orientation.
+ * @return int
+ */
+ public int getOrientation() {
+ return orientation;
+ }
+
+ /**
+ * Returns the textureFlag.
+ * @return boolean
+ */
+ public 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.
+ */
+ public 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);
+ }
+}