// $Id$
-#include <plib/ssg.h>
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
+#include <simgear/compiler.h>
+
+#include STL_IOSTREAM
+#include <plib/ssg.h>
+#include <simgear/constants.h>
// return a sphere object as an ssgBranch
ssgBranch *ssgMakeSphere( ssgSimpleState *state, ssgColourArray *cl,
- double radius, int slices, int stacks )
+ double radius, int slices, int stacks,
+ ssgCallback predraw, ssgCallback postdraw )
{
float rho, drho, theta, dtheta;
float x, y, z;
sgVec2 vec2;
sgVec3 vec3;
- // handle cl whether it is preinitialized or not
- if ( cl == NULL ) {
- // create a new array if needed
- cl = new ssgColourArray( 1 );
- }
-
- sgVec3 color;
- sgSetVec3( color, 1.0, 1.0, 1.0 );
-
- if ( cl->getNum() > 1 ) {
- cl->removeAll();
- cl->add( color );
- } else if ( cl->getNum() == 0 ) {
- cl->add( color );
- } else {
- // accept value as given to us in
- }
-
- drho = M_PI / (float) stacks;
- dtheta = 2.0 * M_PI / (float) slices;
+ drho = FG_PI / (float) stacks;
+ dtheta = 2.0 * FG_PI / (float) slices;
/* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y
axis t goes from -1.0/+1.0 at z = -radius/+radius (linear along
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
+ sgNormalizeVec3( vec3 );
nl->add( vec3 );
// glTexCoord2f(s,t);
- sgSetVec2( vec2, 2, t );
+ sgSetVec2( vec2, s, t );
tl->add( vec2 );
// glVertex3f( x*radius, y*radius, z*radius );
// glNormal3f( x*nsign, y*nsign, z*nsign );
sgSetVec3( vec3, x*nsign, y*nsign, z*nsign );
+ sgNormalizeVec3( vec3 );
nl->add( vec3 );
// glTexCoord2f(s,t-dt);
ssgLeaf *slice =
new ssgVtxTable ( GL_TRIANGLE_STRIP, vl, nl, tl, cl );
+
+ if ( vl->getNum() != nl->getNum() ) {
+ cout << "bad sphere1\n";
+ exit(-1);
+ }
+ if ( vl->getNum() != tl->getNum() ) {
+ cout << "bad sphere2\n";
+ exit(-1);
+ }
slice->setState( state );
+ slice->setCallback( SSG_CALLBACK_PREDRAW, predraw );
+ slice->setCallback( SSG_CALLBACK_POSTDRAW, postdraw );
sphere->addKid( slice );