Source code
/******************************************************************************
*
* Copyright (c) 2016 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions, and the following disclaimer.
*
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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*
* OpenGLCircle.h
*
*****************************************************************************/
#pragma once
#include <es++/opengl/OpenGLObject.h>
#include <es++/opengl/OpenGLGC.h>
#include <es++/openglarb/OpenGLBufferARB.h>
#include <es++/opengl/Vertex3.h>
namespace Es {
class OpenGLCircle : public OpenGLObject {
private:
static const int CIRCLE_ANGLE = 360;
SmartPtr<OpenGLBufferARB> vertexBuffer;
Vertex3 vertices[CIRCLE_ANGLE];
GLuint indices[CIRCLE_ANGLE];
public:
OpenGLCircle(
float px = 0.0f,
float py = 0.0f,
float pz = 0.5f,
float radius = 1.0f)
:OpenGLObject()
{
if (radius < 0.0f) {
throw IException("Invalid parameter.");
}
// Create a vertexBuffer and an indexBuffer
createCircle(px, py, pz, radius);
}
void createCircle(float px, float py, float pz, float radius)
{
int vertexCount = CIRCLE_ANGLE;
for (int i = 0; i<vertexCount - 1; i += 2) {
vertices[i ].x = px + radius * COS(i );
vertices[i ].y = py + radius * SIN(i );
vertices[i ].z = pz;
vertices[i + 1].x = px + radius * COS(i + 1);
vertices[i + 1].y = py + radius * SIN(i + 1);
vertices[i + 1].z = pz;
}
for (int i = 0; i<CIRCLE_ANGLE ; i++) {
indices[i] = i;
}
vertexBuffer = new OpenGLBufferARB();
vertexBuffer->bind();
vertexBuffer->data(sizeof(vertices), vertexCount, vertices, 3);
vertexBuffer->unbind();
}
Vertex3 getOrbitPosition(int angle)
{
if (angle > CIRCLE_ANGLE) {
angle -= CIRCLE_ANGLE;
}
if (angle < 0) {
angle = 0;
}
return vertices[angle];
}
virtual void draw(OpenGLGC* gc)
{
vertexBuffer->drawArray(gc, GL_LINE_LOOP);
}
};
}
Last modified: 4 Apr 2019
Copyright (c) 2019 Antillia.com ALL RIGHTS RESERVED.