OZ++ Class: OpenGLRegularPolygon |
/****************************************************************************** * * Copyright (c) 2015 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. * * 2. The name of the author may not be used to endorse or promote products * 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. * IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * * OpenGLRegularPolygon.h * *****************************************************************************/ #pragma once #include <oz++/Exception.h> #include <oz++/opengl/OpenGLObject.h> #include <oz++/opengl/OpenGLQuadric.h> #include <oz++/opengl/Vertex3.h> #include <math.h> namespace OZ { class OpenGLRegularPolygon :public OpenGLObject { private: //OpenGLQuadric* quadric; GLuint number; GLenum primitive; Vertex3* polygon; public: OpenGLRegularPolygon(GLuint n, GLenum p=GL_TRIANGLE_FAN, float z=0.0f) :OpenGLObject(), number(n), primitive(p), polygon(NULL) { float delta = 2.0 * MATH_PI / (float)n; polygon = new Vertex3[n+1]; for (int i = 0; i<=n; i++) { polygon[i].x = cos(delta * i); polygon[i].y = sin(delta * i); polygon[i].z = z; } } ~OpenGLRegularPolygon() { delete [] polygon; polygon = NULL; } void draw(OpenGLGC* gc) { gc-> begin(primitive); if (primitive == GL_TRIANGLE_FAN) { gc -> vertex(0.0f, 0.0f, 0.0f); } for (int i= 0; i<= number; i++) { gc->vertex(polygon[i].x, polygon[i].y, polygon[i].z); } gc->end(); } }; }