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Cylinder.h
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#ifndef CYLINDER_H
#define CYLINDER_H
#include "Shape.h"
class Cylinder : public Shape {
public:
Cylinder() {
};
~Cylinder() {};
void draw() {
Shape shape;
glBegin(GL_TRIANGLES);
std::vector<Point> top = getTopPoints(m_segmentsX, m_segmentsY);
std::vector<Point> bottom = getBottomPoints(m_segmentsX, m_segmentsY);
for (int i = 1; i < m_segmentsX; i++) {
double x1 = top[i][0];
double y1 = top[i][1];
double z1 = top[i][2];
double x2 = top[i+1][0];
double y2 = top[i+1][1];
double z2 = top[i+1][2];
double x3 = bottom[i][0];
double y3 = bottom[i][1];
double z3 = bottom[i][2];
double x4 = bottom[i+1][0];
double y4 = bottom[i+1][1];
double z4 = bottom[i+1][2];
glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);
glVertex3f(0, .5, 0);
glVertex3f(x3, y3, z3);
glVertex3f(x4, y4, z4);
glVertex3f(0, -.5, 0);
}
//glColor3f(1.0, 0.0, 0.0);
glVertex3f(top[m_segmentsX][0], top[m_segmentsX][1], top[m_segmentsX][2]);
glVertex3f(0, .5, 0);
glVertex3f(top[1][0], top[1][1], top[1][2]);
glVertex3f(bottom[m_segmentsX][0], bottom[m_segmentsX][1], bottom[m_segmentsX][2]);
glVertex3f(bottom[0][0], bottom[0][1], bottom[0][2]);
glVertex3f(bottom[1][0], bottom[1][1], bottom[1][2]);
for (int i = 1; i <= m_segmentsX; i++) {
double dy1 = 1.0/m_segmentsY;
double dy2 = dy1;
double dy3 = 0;
for (int j = 0; j < m_segmentsY; j++){
double x1 = top[i][0];
double y1 = top[i][1];
double z1 = top[i][2];
double x2 = top[i+1][0];
double y2 = top[i+1][1];
double z2 = top[i+1][2];
glVertex3f(x1, y1-dy3, z1);
glVertex3f(x2, y2-dy3, z2);
glVertex3f(x2, y2-dy2, z2);
glVertex3f(x1, y1-dy3, z1);
glVertex3f(x1, y1-dy2, z1);
glVertex3f(x2, y2-dy2, z2);
dy2 += dy1;
dy3 += dy1;
}
}
glEnd();
};
void drawNormal() {
std::vector<Point> top = getTopPoints(m_segmentsX,m_segmentsY);
std::vector<Point> bottom = getBottomPoints(m_segmentsX, m_segmentsY);
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
//double r, t, z;
//double dy = 1.0/m_segmentsY;
/*double dy2 = dy1;
double dy3 = 0;
*/
/*for (int i = 1; i < top.size() + 1; i++) {
for (int j = 0; j < m_segmentsY; j++) {
double x1 = top[i][0];
double y1 = top[i][1];
double z1 = top[i][2] + j*dy;
r = sqrt(SQR(x1) + SQR(y1));
t = atan(y1/x1) ;
glVertex3f(x1, z1, y1);
glVertex3f(r*cos(t), z1, r*sin(t));
}
} */
for (int i = 1; i <= m_segmentsX; i++) {
double dy1 = 1.0/m_segmentsY;
double dy2 = dy1;
double dy3 = 0;
for (int j = 0; j < m_segmentsY; j++){
std::vector<Vector> CPvector;
double x1 = top[i][0];
double y1 = top[i][1];
double z1 = top[i][2];
double x2 = top[i+1][0];
double y2 = top[i+1][1];
double z2 = top[i+1][2];
//std::cout<<"Y1, y2: "<<y1<<", "<<y2<<std::endl;
CPvector.push_back(Vector(x1, y1-dy3, z1));
CPvector.push_back(Vector(x2, y2-dy3, z2));
CPvector.push_back(Vector(x2, y2-dy2, z2));
CPvector.push_back(Vector(x1, y1-dy2, z1));
Vector v1 = cross(CPvector[1],CPvector[3]);
double v1x = v1[0];
double v1y = v1[1];
double v1z = v1[2];
Vector v2 = cross(CPvector[1],CPvector[2]);
double v2x = v2[0];
double v2y = v2[1];
double v2z = v2[2];
Vector v3 = cross(CPvector[2], CPvector[1]);
double v3x = v3[0];
double v3y = v3[1];
double v3z = v3[2];
//std::cout<<"v1x, v2x, v3x: "<<v1x<<", "<<v2x<<", "<<v3x<<std::endl;
Vector v4 = cross(CPvector[4], CPvector[5]);
double v4x = v3[0];
double v4y = v3[1];
double v4z = v3[2];
for (int h = 4; h > 0; h--){
CPvector.pop_back();
}
glVertex3f(1 + v1x, 1 + v1z, 1 + v1y);
glVertex3f(x1, y1-dy3, z1);
//std::cout<<"x1, y1-dy3, z1: "<<x1<<", "<<y1-dy3<<", "<<z1<<std::endl;
//glVertex3f(2.0*v1x, 2.0*v1y, 2.0*v1z);
//std::cout<<"v1x, v1y, v1z: "<<v1x<<", "<<v1y<<", "<<v1z<<std::endl;
//glVertex3f(x2, y2-dy3, z2);
//glVertex3f(1.5*v2x, 1.5*v2y, 1.5*v2z);
//glVertex3f(x2, y2-dy2, z2);
//glVertex3f(1.5*v3x, 1.5*v3y, 1.5*v3z);
//glVertex3f(x1, y1-dy3, z1);
//glVertex3f(v3x, v3y, v3z);
//glVertex3f(x1, y1-dy2, z1);
//glVertex3f(1.5*v4x, 1.5*v4y, 1.5*v4z);
//glVertex3f(x2, y2-dy2, z2);
//glVertex3f(v3x, v3y, v3z);
dy2 += dy1;
dy3 += dy1;
}
}
glEnd();
};
protected:
inline Vector cross(const Vector& u, const Vector& v) {
Vector t(u[1] * v[2] - u[2] * v[1], u[2] * v[0] - u[0] * v[2], u[0] * v[1] - u[1] * v[0]);
return t;
};
std::vector<Point> getTopPoints(int m_segmentsX, int m_segmentsY) {
std::vector<Point> top;// = new std::vector<Point>;
double r = .5;
double z = .5;
double x, y;
top.push_back(Point(0, .5, 0));
for (int i = 0; i <= m_segmentsX; i++) {
x = r * cos(2*PI*i/m_segmentsX);
y = r * sin(2*PI*i/m_segmentsX);
top.push_back(Point(x, z, y));
}
return top;
}
std::vector<Point> getBottomPoints(int m_segmentsX, int m_segmentsY) {
std::vector<Point> bottom;// = new std::vector<Point>;
double r = .5;
double z = -.5;
double x, y;
bottom.push_back(Point(0, -.5, 0));
for (int i = 0; i < m_segmentsX; i++) {
x = r * cos(2*PI*i/m_segmentsX);
y = r * sin(2*PI*i/m_segmentsX);
bottom.push_back(Point(x, z, y));
}
return bottom;
}
/*
std::vector<Point> * getSidePoints(int m_segmentsX, int m_segmentsY, std::vector<Point> top_points){
std::vector<Point> *sides = new std::vector<Point>[m_segmentsY];
//double dz = 1/m_segmentsX;
double x = -.5;
double y = -.5;
double z = -.5;
int index = 0;
for (int i = 0; i <= m_segmentsX; i++) {
y = -.5;
for (int j = 0; j <= m_segmentsY; j++) {
(face[0]).push_back(Point(x, y, -0.5));
(face[1]).push_back(Point(x, y, 0.5));
(face[2]).push_back(Point(x, -0.5, y));
(face[3]).push_back(Point(x, 0.5, y));
(face[4]).push_back(Point(-0.5, y, x));
(face[5]).push_back(Point( 0.5, y, x));
index ++;
//std::cout<<"y "<<y<<std::endl;
y += dy;
}
x += dx;
}
return face;
};
//std::vector<Point> face[6];
*/
};
#endif