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Lighweight Java Game Library
/*
* 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 static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.*;
/**
* Disk.java
*
*
* Created 23-dec-2003
* @author Erik Duijs
*/
public class Disk extends Quadric {
/**
* Constructor for Disk.
*/
public Disk() {
super();
}
/**
* 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 draw(float innerRadius, float outerRadius, int slices, int loops)
{
float da, dr;
/* Normal vectors */
if (super.normals != GLU_NONE) {
if (super.orientation == GLU_OUTSIDE) {
glNormal3f(0.0f, 0.0f, +1.0f);
}
else {
glNormal3f(0.0f, 0.0f, -1.0f);
}
}
da = 2.0f * PI / slices;
dr = (outerRadius - innerRadius) / loops;
switch (super.drawStyle) {
case 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 (super.orientation == GLU_OUTSIDE) {
int s;
glBegin(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(0.5f + sa * r2 / dtc, 0.5f + ca * r2 / dtc);
glVertex2f(r2 * sa, r2 * ca);
TXTR_COORD(0.5f + sa * r1 / dtc, 0.5f + ca * r1 / dtc);
glVertex2f(r1 * sa, r1 * ca);
}
glEnd();
}
else {
int s;
glBegin(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(0.5f - sa * r2 / dtc, 0.5f + ca * r2 / dtc);
glVertex2f(r2 * sa, r2 * ca);
TXTR_COORD(0.5f - sa * r1 / dtc, 0.5f + ca * r1 / dtc);
glVertex2f(r1 * sa, r1 * ca);
}
glEnd();
}
r1 = r2;
}
break;
}
case GLU_LINE:
{
int l, s;
/* draw loops */
for (l = 0; l <= loops; l++) {
float r = innerRadius + l * dr;
glBegin(GL_LINE_LOOP);
for (s = 0; s < slices; s++) {
float a = s * da;
glVertex2f(r * sin(a), r * cos(a));
}
glEnd();
}
/* draw spokes */
for (s = 0; s < slices; s++) {
float a = s * da;
float x = sin(a);
float y = cos(a);
glBegin(GL_LINE_STRIP);
for (l = 0; l <= loops; l++) {
float r = innerRadius + l * dr;
glVertex2f(r * x, r * y);
}
glEnd();
}
break;
}
case GLU_POINT:
{
int s;
glBegin(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;
glVertex2f(r * x, r * y);
}
}
glEnd();
break;
}
case GLU_SILHOUETTE:
{
if (innerRadius != 0.0) {
float a;
glBegin(GL_LINE_LOOP);
for (a = 0.0f; a < 2.0 * PI; a += da) {
float x = innerRadius * sin(a);
float y = innerRadius * cos(a);
glVertex2f(x, y);
}
glEnd();
}
{
float a;
glBegin(GL_LINE_LOOP);
for (a = 0; a < 2.0f * PI; a += da) {
float x = outerRadius * sin(a);
float y = outerRadius * cos(a);
glVertex2f(x, y);
}
glEnd();
}
break;
}
default:
return;
}
}
}