Add draw cylinder
parent
a0ebc379b4
commit
230bc2d04a
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@ -11,7 +11,10 @@ From my initial thought, Dust3D should be a tool like [Makehuman](http://www.mak
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Progress
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==============
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Drawing Sphere
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Drawing Primitives
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-----------
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*Sphere*
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I don't want the whole project have any unnecessary dependent, like glu library.
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Let's start with [drawing a sphere without gluSphere]( http://stackoverflow.com/questions/7687148/drawing-sphere-in-opengl-without-using-glusphere), because I want implement the same balls which presented in the [B-Mesh paper](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.357.7134&rep=rep1&type=pdf).
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*Cylinder*
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Two caps and many strips composites a cylinder.
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@ -23,6 +23,7 @@ typedef struct {
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void normalize(point *p);
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void midpoint(point *a, point *b, point *mid);
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void drawTriangle(triangle *poly);
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int drawCylinder(int slices, float radius, float height);
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#ifdef __cplusplus
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}
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@ -1,5 +1,6 @@
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#ifndef DRAW_SPHERE_H
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#define DRAW_SPHERE_H
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#include "drawcommon.h"
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#ifdef __cplusplus
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extern "C" {
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@ -1,6 +1,7 @@
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#include <QtGui>
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#include <QtOpenGL>
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#include <assert.h>
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#include <math.h>
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#include "glwidget.h"
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#include "drawcommon.h"
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#include "drawsphere.h"
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@ -16,8 +17,71 @@ void drawTriangle(triangle *poly) {
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glEnd();
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}
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int drawCylinder(int slices, float radius, float height) {
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float theta = (2.0 * M_PI) / (float)slices;
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float a = 0.0f;
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int lv;
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float halfHeight = height / 2;
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float x, y, z;
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if (slices <= 0) {
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fprintf(stderr, "%s:Invalid parameter(slices:%d).\n", __FUNCTION__, slices);
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return -1;
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}
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// bottom cap
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z = -halfHeight;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, -1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, -1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// top cap
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z = halfHeight;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, 1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, 1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// strips
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glBegin(GL_TRIANGLE_STRIP);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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float cosa = cos(a);
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float sina = sin(a);
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x = cosa * radius;
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y = sina * radius;
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z = -halfHeight;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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z = halfHeight;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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return 0;
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}
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent) {
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent) {
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QTimer *timer = new QTimer(this);
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connect(timer, SIGNAL(timeout()), this, SLOT(update()));
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timer->start(100);
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}
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GLWidget::~GLWidget() {
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@ -47,8 +111,14 @@ void GLWidget::initializeGL() {
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}
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void GLWidget::paintGL() {
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static int angle = 0;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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drawSphere(3);
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//drawSphere(3);
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glPushMatrix();
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glRotatef(angle, 1, 0, 0);
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angle = (angle + 1) % 360;
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drawCylinder(50, 0.2, 2);
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glPopMatrix();
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}
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void GLWidget::resizeGL(int w, int h) {
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