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AppleSurface.cpp
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AppleSurface.cpp
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#include "AppleSurface.h"
#include "Point.h"
#include <glm/gtc/constants.hpp>
#include <glm/vec3.hpp>
#include <glm/glm.hpp>
AppleSurface::AppleSurface(QOpenGLShaderProgram* prog, float radius, unsigned int nSlices, unsigned int nStacks, unsigned int sMax, unsigned int tMax) :
ParametricSurface(prog, nSlices, nStacks, sMax, tMax),
_radius(radius)
{
setAutoIncrName("Apple Surface");
buildMesh();
}
AppleSurface::~AppleSurface()
{
}
TriangleMesh* AppleSurface::clone()
{
return new AppleSurface(_prog, _radius, _slices, _stacks, _sMax, _tMax);
}
float AppleSurface::firstUParameter() const
{
return 0.0;
}
float AppleSurface::lastUParameter() const
{
return glm::two_pi<float>();
}
float AppleSurface::firstVParameter() const
{
return -glm::pi<float>();
}
float AppleSurface::lastVParameter() const
{
return glm::pi<float>();
}
Point AppleSurface::pointAtParameter(const float& u, const float& v)
{
Point P;
float x, y, z;
//http://paulbourke.net/geometry/toroidal/
// Apple Surface
// Where 0 <= u <= 2 pi, -pi <= v <= pi
x = _radius * (cos(u) * (4 + 3.8 * cos(v)));
y = _radius * (sin(u) * (4 + 3.8 * cos(v)));
z = _radius * ((cos(v) + sin(v) - 1) * (1 + sin(v)) * log(1 - glm::pi<float>() * v / 10) + 7.5 * sin(v));
P.setParam(x, y, z);
return P;
}