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CylinderSlice.cpp
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CylinderSlice.cpp
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//
// CylinderSlice.cpp
// CGFExample
//
// Created by Eduardo Almeida on 19/03/14.
// Copyright (c) 2014 me. All rights reserved.
//
#include "CylinderSlice.h"
#include "CGFappearance.h"
#include <cmath>
static float pi = acos(-1.0);
static float deg2rad = pi/180.0;
CylinderSlice::CylinderSlice(int slices, bool smooth) {
_slices = slices;
_smooth = smooth;
}
void CylinderSlice::draw() {
drawBase(0);
drawBase(1);
float angle = (360.0f / _slices)*deg2rad;
glPushMatrix();
for (int i =0; i<_slices;i++)
{
glBegin(GL_QUADS);
if(_smooth) {
glNormal3f(cos(angle*i), 0,sin(angle*i));
glVertex3f(cos(angle*i),0,sin(angle*i));
glNormal3f(cos(angle*i), 0,sin(angle*i));
glVertex3f(cos(angle*i),1, sin(angle*i));
glNormal3f(cos(angle*(i+1)), 0,sin(angle*(i+1)));
glVertex3f(cos(angle*(i+1)),1,sin(angle*(i+1)));
glNormal3f(cos(angle*(i+1)), 0,sin(angle*(i+1)));
glVertex3f(cos(angle*(i+1)),0 ,sin(angle*(i+1)));
}
else {
glNormal3f(cos(angle*i + angle/2),0,sin(angle*i + angle/2));
glVertex3f(cos(angle*i),0,sin(angle*i));
glVertex3f(cos(angle*i), 1,sin(angle*i));
glVertex3f(cos(angle*(i+1)),1,sin(angle*(i+1)));
glVertex3f(cos(angle*(i+1)),0,sin(angle*(i+1)));
}
glEnd();
}
glPopMatrix();
}
void CylinderSlice::drawBase(float yAxis) {
float angle = 360.0f / _slices;
float last_angle = 0.0f;
glPushMatrix();
if (_isClockBase) {
float amb[3] = {1, 1, 1};
float dif[3] = {1, 1, 1};
float spec[3] = {1, 1, 1};
float shininess = 10.0f;
CGFappearance *clockAppearance = new CGFappearance(amb, dif, spec, shininess);
clockAppearance->setTexture("clock.png");
clockAppearance->apply();
}
if (yAxis) {
glTranslated(0, yAxis, 0);
glRotated(180, 0.0f, 0.0f, 1.0f);
if (_smooth)
glNormal3f(0, 1, 0);
} else if (_smooth)
glNormal3f(0, -1, 0);
/*glBegin(GL_POLYGON);
crd first_crd;
first_crd.x = -0.5f / _slices;
first_crd.y = 0.0f;
first_crd.z = 0.5f / _slices;
glTexCoord2d((cos(_slices-1 * deg2rad) +1) / 2,
(sin(_slices-1 * deg2rad) +1) / 2);
glVertex3f(first_crd.x, first_crd.y, first_crd.z);
_vertices.push_back(first_crd);
crd second_crd;
second_crd.x = 0.5f / _slices;
second_crd.y = 0.0f;
second_crd.z = 0.5f / _slices;
glTexCoord2d((cos(_slices-2 * deg2rad) +1) / 2,
(sin(_slices-2 * deg2rad) +1) / 2);
glVertex3f(second_crd.x, second_crd.y, second_crd.z);
_vertices.push_back(second_crd);
crd last_crd;
last_crd.x = 0.5f / _slices;
last_crd.y = 0.0f;
last_crd.z = 0.5f / _slices;
for (int i = 0; i < _slices - 2; i++) {
last_crd.x += cosf(deg2rad * (angle + last_angle)) / _slices;
last_crd.z += sinf(deg2rad * (angle + last_angle)) / _slices;
last_angle += angle;
_vertices.push_back(last_crd);
// glTexCoord2d(last_crd.x, last_crd.z);
glTexCoord2d((cos(i * deg2rad) +1) / 2,
(sin(i * deg2rad) +1) / 2);
glVertex3f(last_crd.x, last_crd.y, last_crd.z);
}
glEnd();*/
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 1, 0);
glTexCoord2f(0.5, 0.5);
glVertex3f(0, 0, 0);
for (int i =0; i<=_slices;i++) {
glTexCoord2f((cos(angle*i)+1)/2,(sin(angle*i)+1)/2);
glVertex3f(cos(angle*i), 0, sin(angle*i));
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, -1, 0);
glVertex3f(0, 1, 0);
for (int i =0; i<=_slices;i++) {
glVertex3f(cos(-angle*i), 1, sin(-angle*i));
}
glEnd();
glPopMatrix();
}