/*
* util.cc
*
* Created on: Apr 2, 2011
* Author: jakob
*/
#include <QtOpenGL>
namespace vhc {
namespace util {
void torus(double R, double r, double fraction, int slices, int stacks) {
int i, j, k;
double s, t, x, y, z, twopi;
twopi = 2 * M_PI;
for (i = 0; i < slices; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= stacks * fraction ; j++) {
for (k = 1; k >= 0; k--) {
s = (i + k) % slices;// + 0.5;
t = j % stacks;
x = (R+r*cos(s*twopi/slices))*cos(t*twopi/stacks);
y = (R+r*cos(s*twopi/slices))*sin(t*twopi/stacks);
z = r * sin(s * twopi / slices);
// glColor3d(0, 1 - 1.0 * j / (stacks * fraction), 1.0 * j / (stacks * fraction));
glVertex3d(x, y, z);
}
}
glEnd();
}
}
void cylinder(double base, double top, double height, int slices, int stacks) {
GLUquadric* q = gluNewQuadric();
gluCylinder(q, base, top, height, slices, stacks);
gluDeleteQuadric(q);
}
void sphere(double radius, int slices, int stacks) {
GLUquadric* q = gluNewQuadric();
gluSphere(q, radius, slices, stacks);
gluDeleteQuadric(q);
}
void axes() {
glBegin(GL_LINES);
glColor3d(1, 0, 0);
glVertex3d(0, 0, 0);
glVertex3d(1, 0, 0);
glEnd();
glBegin(GL_LINES);
glColor3d(0, 1, 0);
glVertex3d(0, 0, 0);
glVertex3d(0, 1, 0);
glEnd();
glBegin(GL_LINES);
glColor3d(0, 0, 1);
glVertex3d(0, 0, 0);
glVertex3d(0, 0, 1);
glEnd();
}
void grid(int divisions) {
int size = divisions / 2;
glBegin(GL_LINES);
for (int i = 0; i <= 2 * size; ++i) {
glVertex3d(1.0 * (i - size) / size, -1, 0);
glVertex3d(1.0 * (i - size) / size, 1, 0);
};
glEnd();
glBegin(GL_LINES);
for (int i = 0; i <= 2 * size; ++i) {
glVertex3d(-1, 1.0 * (i - size) / size, 0);
glVertex3d(1, 1.0 * (i - size) / size, 0);
};
glEnd();
}
void crosshair() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
double vp[4];
glGetDoublev(GL_VIEWPORT, vp);
glOrtho(vp[0], vp[2], vp[1], vp[3],-1,1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(vp[2] / 2, vp[3] / 2, 0);
glBegin(GL_LINES);
glVertex3d(-5, 0,0);
glVertex3d(-2, 0, 0);
glVertex3d(2, 0, 0);
glVertex3d(5, 0, 0);
glVertex3d(0,-5,0);
glVertex3d(0, -2, 0);
glVertex3d(0, 2,0);
glVertex3d(0, 5, 0);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
}