Beispiel #1
0
void makeSphere(GeometryBatch &b, float radius, int divisions, 
    bool normals, bool uvs, const LColor *color)
{

  b.init(GL_TRIANGLES, "sphere");
  b.ps.clear();

  b.uvs[0].clear();
  //  0, 45, 90, 135, 180
  //  0  1   2    3   4    45
  for (int i = 1; i < divisions-1; ++i)
  {
    float e0 =  c_LPI * ((float)i / (float)divisions) - c_LPI / 2.0f;
    float e1 =  c_LPI * (float)(i+1) / (float)divisions - c_LPI / 2.0f;
    for (int j = 0; j < divisions; ++j)
    {
      float a0 = 2.0f * c_LPI * (float)j / (float)divisions;
      float a1 = 2.0f * c_LPI * (float)(j+1) / (float)divisions;

      //      cout << "(e=" << LDegrees(e0) << ",a=" << LDegrees(a0) << ") => " << pointOnSphere(radius, e0, a0) << "\n";

      b.ps.push_back(pointOnSphere(radius, e0, a0));
      b.ps.push_back(pointOnSphere(radius, e0, a1));
      b.ps.push_back(pointOnSphere(radius, e1, a0));
      b.ps.push_back(pointOnSphere(radius, e1, a0));
      b.ps.push_back(pointOnSphere(radius, e0, a1));
      b.ps.push_back(pointOnSphere(radius, e1, a1));

      if (uvs)
      {
        float a0n = normalizeAzimuth(a0);
        float a1n = normalizeAzimuth(a1);
        float e0n = normalizeElevation(e0);
        float e1n = normalizeElevation(e1);
        b.uvs[0].push_back(UV(a0n,e0n));
        b.uvs[0].push_back(UV(a1n,e0n));
        b.uvs[0].push_back(UV(a0n,e1n));
        b.uvs[0].push_back(UV(a0n,e1n));
        b.uvs[0].push_back(UV(a1n,e0n));
        b.uvs[0].push_back(UV(a1n,e1n));
      }
    }
  }

  if (normals)
  {
    for (int n = 0; n < b.ps.size(); ++n)
    {
      b.ns.push_back(LNormal(b.ps[n] - LPoint(0,0,0)));
    }
  }
  if (color)
  {
    b.cs.assign(b.ps.size(), *color);
  }

  //  ostream_iterator<LPoint> osi(cout, "\n");
  //  copy(b.ps.begin(), b.ps.end(), osi);
}
Beispiel #2
0
void Particle_SphereSpread(ParticleSystem* psystem, float maxRadius, Vec3 emitterPos) {
	u16 n = psystem->n_particles;

	for (u16 i = 0; i < n; i++) {
		float altitude = RandRange(0, M_PI);
		float azimuth = RandRange(0, 2*M_PI);
		float radius = RandRange(0.1f, maxRadius);

		float sinAlt = sin(altitude);

		float x = sinAlt * cos(azimuth);
		float y = sinAlt * sin(azimuth);
		float z = cos(altitude);

		Vec3 pointOnSphere(x, y, z);
		Vec3 pos = pointOnSphere*radius + emitterPos;

		f32 speed = RandRange(3, 6);
		Vec3 vel = pointOnSphere * speed;

		psystem->positions[i] = pos;
		psystem->velocities[i] = vel;
	}
}