/* * * Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * Further, this software is distributed without any warranty that it is * free of the rightful claim of any third person regarding infringement * or the like. Any license provided herein, whether implied or * otherwise, applies only to this software file. Patent licenses, if * any, provided herein do not apply to combinations of this program with * other software, or any other product whatsoever. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy, * Mountain View, CA 94043, or: * * http://www.sgi.com * * For further information regarding this notice, see: * * http://oss.sgi.com/projects/GenInfo/NoticeExplan/ * */ // // Code to generate a sphere made out of a single quad-mesh. Note: // the Inventor Sphere node is much, much smarter than this. Don't // even think about using this for your sphere unless you need to // interpolate them into some other shape. // #include #include "QuadThing.h" #include #include #include QuadThing * createQuadSphere(int sizex, int sizey) { SbVec3f *points = new SbVec3f[sizex*sizey]; int row, column; for (row = 0; row < sizey; row++) { float yAngle = M_PI*row/(sizey-1); float y = cos(yAngle); float radius = sqrt(1.0 - y*y); for (column = 0; column < sizex; column++) { float angle = (2.0*M_PI*column)/(sizex-1); float x = -radius * sin(angle); float z = -radius * cos(angle); points[row*sizex+column].setValue(x*.1, y*.1, z*.1); } } QuadThing *result = new QuadThing(sizex, sizey, points); return result; } main(int argc, char **argv) { SoDB::init(); QuadThing *result = createQuadSphere(40, 40); // Now write it out to stdout SoWriteAction wa; wa.apply(result->getSceneGraph()); return 0; }