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torus.cpp
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torus.cpp
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#include "torus.h"
torus::torus(float inner, float outer, int slices, int loops)
{
this->inner = inner;
this->outer = outer;
this->slices= slices;
this->loops = loops;
pi = acos(-1.0);
majorStep = 2.0f*pi / slices;
minorStep = 2.0f*pi / loops;
for (int i=0; i<slices; i++)
{
double a0 = i * majorStep;
x.push_back(cos(a0));
y.push_back(sin(a0));
for (int j=0; j<=loops; ++j)
{
double b = j * minorStep;
c.push_back(cos(b));
r.push_back(inner * c[j] + outer);
z.push_back(inner *sin(b));
}
glEnd();
}
}
float torus::getInner()const
{
return inner;
}
float torus::getOuter()const
{
return outer;
}
int torus::getSlices()const
{
return slices;
}
int torus::getLoops()const
{
return loops;
}
void torus::draw()
{
double pi = acos(-1.0);
float vNormal[3];
double majorStep = 2.0f*pi / slices;
double minorStep = 2.0f*pi / loops;
for (int i=0; i<slices; ++i)
{
glBegin(GL_TRIANGLE_STRIP);
for (int j=0; j<=loops; ++j)
{
// First point
glTexCoord2f((float)(i)/(float)(loops), (float)(j)/(float)(slices));
vNormal[0] = x[i]*c[j];
vNormal[1] = y[i]*c[j];
vNormal[2] = z[j]/inner;
//gltNormalizeVector(vNormal);
glNormal3fv(vNormal);
glVertex3f(x[i]*r[j], y[i]*r[j], z[j]);
glTexCoord2f((float)(i+1)/(float)(loops), (float)(j)/(float)(slices));
if(i+1 < slices)
{
vNormal[0] = x[i+1]*c[j];
vNormal[1] = y[i+1]*c[j];
vNormal[2] = z[j]/inner;
glNormal3f(vNormal[0],vNormal[1],vNormal[2]);
glVertex3f(x[i+1]*r[j], y[i+1]*r[j], z[j]);
}
else
{
vNormal[0] = x[0]*c[j];
vNormal[1] = y[0]*c[j];
vNormal[2] = z[j]/inner;
glNormal3f(vNormal[0],vNormal[1],vNormal[2]);
glVertex3f(x[0]*r[j], y[0]*r[j], z[j]);
}
}
glEnd();
}
}
torus::~torus(void)
{
}