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BoySurface.cpp
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BoySurface.cpp
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#include "BoySurface.h"
#include "Point.h"
#include <glm/gtc/constants.hpp>
#include <glm/vec3.hpp>
#include <glm/glm.hpp>
BoySurface::BoySurface(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("Boy's Surface");
buildMesh();
}
BoySurface::~BoySurface()
{
}
TriangleMesh* BoySurface::clone()
{
return new BoySurface(_prog, _radius, _slices, _stacks, _sMax, _tMax);
}
float BoySurface::firstUParameter() const
{
return 0.0;
}
float BoySurface::lastUParameter() const
{
return glm::pi<float>();
}
float BoySurface::firstVParameter() const
{
return 0.0;
}
float BoySurface::lastVParameter() const
{
return glm::pi<float>();
}
Point BoySurface::pointAtParameter(const float& u, const float& v)
{
Point P;
float x, y, z;
//Boy Surface
// Where A = 2/3 and B = sqrt(2)
// and 0 <= u, v <= pi
float A = 2.0f / 3.0f;
float B = sqrt(2.0f);
x = _radius * (A * ((cos(u) * sin(2 * v) - B * sin(u) * sin(v)) * cos(u)) / (B - sin(2 * u) * sin(3 * v)));
y = _radius * (A * ((cos(u) * cos(2 * v) + B * sin(u) * cos(v)) * cos(u)) / (B - sin(2 * u) * sin(3 * v)));
z = _radius * (B * (cos(u) * cos(u)) / (B - sin(2 * u) * sin(3 * v))) - _radius;
P.setParam(x, y, z);
return P;
}