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Diffstat (limited to 'src/classes/com/sun/opengl/impl/GLUquadricImpl.java')
-rw-r--r-- | src/classes/com/sun/opengl/impl/GLUquadricImpl.java | 1060 |
1 files changed, 0 insertions, 1060 deletions
diff --git a/src/classes/com/sun/opengl/impl/GLUquadricImpl.java b/src/classes/com/sun/opengl/impl/GLUquadricImpl.java deleted file mode 100644 index a8df92309..000000000 --- a/src/classes/com/sun/opengl/impl/GLUquadricImpl.java +++ /dev/null @@ -1,1060 +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. -** -** NOTE: The Original Code (as defined below) has been licensed to Sun -** Microsystems, Inc. ("Sun") under the SGI Free Software License B -** (Version 1.1), shown above ("SGI License"). Pursuant to Section -** 3.2(3) of the SGI License, Sun is distributing the Covered Code to -** you under an alternative license ("Alternative License"). This -** Alternative License includes all of the provisions of the SGI License -** except that Section 2.2 and 11 are omitted. Any differences between -** the Alternative License and the SGI License are offered solely by Sun -** and not by SGI. -** -** 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); - } -} |