void GLC_Cone::createMeshAndWire()
{
	Q_ASSERT(GLC_Mesh::isEmpty());
	Q_ASSERT(m_WireData.isEmpty());

	// Create cosinus and sinus array according to the discretion and radius
	const int vertexNumber= m_Discret + 1;
	// Normals values
	QVector<float> cosNormalArray(vertexNumber);
	QVector<float> sinNormalArray(vertexNumber);

	QVector<float> cosArray(vertexNumber);
	QVector<float> sinArray(vertexNumber);

	const double angle= (2.0 * glc::PI) / static_cast<double>(m_Discret);

	// Normal Z value
	GLC_Vector3d normalVector(1.0, 0.0, 0.0);
	GLC_Matrix4x4 rotation(glc::Y_AXIS, -atan(m_Radius / m_Length));
	normalVector= rotation * normalVector;
	const float normalZ= static_cast<float>(normalVector.z());
	const double factor= normalVector.x(); // Normailsation factor

	for (int i= 0; i < vertexNumber; ++i)
	{
		const double cosValue= cos(static_cast<double>(i) * angle);
		const double sinValue= sin(static_cast<double>(i) * angle);

		cosNormalArray[i]= static_cast<GLfloat>(factor * cosValue);
		sinNormalArray[i]= static_cast<GLfloat>(factor * sinValue);

		cosArray[i]= static_cast<GLfloat>(m_Radius * cosValue);
		sinArray[i]= static_cast<GLfloat>(m_Radius * sinValue);
	}


	// Mesh Data
	GLfloatVector verticeVector;
	GLfloatVector normalsVector;
	GLfloatVector texelVector;

	// Wire Data
	GLfloatVector bottomWireData(vertexNumber * 3);

	const int size= vertexNumber * 3;
	verticeVector.resize(3 * size);
	normalsVector.resize(3 * size);
	texelVector.resize(2 * size);

	for (int i= 0; i < vertexNumber; ++i)
	{
		// Bottom Mesh
		verticeVector[3 * i]= cosArray[i];
		verticeVector[3 * i + 1]= sinArray[i];
		verticeVector[3 * i + 2]= 0.0f;

		normalsVector[3 * i]= cosNormalArray[i];
		normalsVector[3 * i + 1]= sinNormalArray[i];
		normalsVector[3 * i + 2]= normalZ;

		texelVector[2 * i]= static_cast<float>(i) / static_cast<float>(m_Discret);
		texelVector[2 * i + 1]= 0.0f;

		// Bottom Wire
		bottomWireData[3 * i]= cosArray[i];
		bottomWireData[3 * i + 1]= sinArray[i];
		bottomWireData[3 * i + 2]= 0.0f;

		// Top
		verticeVector[3 * i + 3 * vertexNumber]= 0.0f;
		verticeVector[3 * i + 1 + 3 * vertexNumber]= 0.0f;
		verticeVector[3 * i + 2 + 3 * vertexNumber]= static_cast<float>(m_Length);

		normalsVector[3 * i + 3 * vertexNumber]= cosNormalArray[i];
		normalsVector[3 * i + 1 + 3 * vertexNumber]= sinNormalArray[i];
		normalsVector[3 * i + 2 + 3 * vertexNumber]= normalZ;

		texelVector[2 * i + 2 * vertexNumber]= texelVector[i];
		texelVector[2 * i + 1 + 2 * vertexNumber]= 1.0f;

		// Bottom Cap ends
		verticeVector[3 * i + 2 * 3 * vertexNumber]= cosArray[i];
		verticeVector[3 * i + 1 + 2 * 3 * vertexNumber]= sinArray[i];
		verticeVector[3 * i + 2 + 2 * 3 * vertexNumber]= 0.0f;

		normalsVector[3 * i + 2 * 3 * vertexNumber]= 0.0f;
		normalsVector[3 * i + 1 + 2 * 3 * vertexNumber]= 0.0f;
		normalsVector[3 * i + 2 + 2 * 3 * vertexNumber]= -1.0f;

		texelVector[2 * i + 2 * 2 * vertexNumber]= texelVector[i];
		texelVector[2 * i + 1 + 2 * 2 * vertexNumber]= 0.0f;

	}

	// Add bulk data in to the mesh
	GLC_Mesh::addVertice(verticeVector);
	GLC_Mesh::addNormals(normalsVector);
	GLC_Mesh::addTexels(texelVector);

	// Add polyline to wire data
	GLC_Geometry::addPolyline(bottomWireData);

	// Set the material to use
	GLC_Material* pCylinderMaterial;
	if (hasMaterial())
	{
		pCylinderMaterial= this->firstMaterial();
	}
	else
	{
		pCylinderMaterial= new GLC_Material();
	}

	IndexList circumferenceStrips;
	// Create the index
	for (int i= 0; i < vertexNumber; ++i)
	{
		circumferenceStrips.append(i + vertexNumber);
		circumferenceStrips.append(i);
	}
	addTrianglesStrip(pCylinderMaterial, circumferenceStrips);

	{
		IndexList bottomCap;
		IndexList topCap;
		int id1= 0;
		int id2= m_Discret - 1;
		const int size= m_Discret / 2 + (m_Discret % 2);
		for (int i= 0; i < size; ++i)
		{
			bottomCap.append(id1 + 2 * vertexNumber);
			bottomCap.append(id2 + 2 * vertexNumber);

			id1+= 1;
			id2-= 1;
		}
		addTrianglesStrip(pCylinderMaterial, bottomCap);
	}

	finish();
}
// Create the cylinder mesh
void GLC_Disc::createMeshAndWire()
{
	Q_ASSERT(GLC_Mesh::isEmpty());
	Q_ASSERT(m_WireData.isEmpty());

	m_Step= static_cast<GLuint>(static_cast<double>(m_Discret) * (m_Angle / (2 * glc::PI)));
	if (m_Step < 2) m_Step= 2;

	// Create cosinus and sinus array according to the discretion and radius
	const int vertexNumber= m_Step + 1;

	QVector<float> cosArray(vertexNumber);
	QVector<float> sinArray(vertexNumber);

	const double angle= m_Angle / static_cast<double>(m_Step);
	for (int i= 0; i < vertexNumber; ++i)
	{
		const double cosValue= cos(static_cast<double>(i) * angle);
		const double sinValue= sin(static_cast<double>(i) * angle);

		cosArray[i]= static_cast<GLfloat>(m_Radius * cosValue);
		sinArray[i]= static_cast<GLfloat>(m_Radius * sinValue);
	}

	// Mesh Data
	GLfloatVector verticeVector(vertexNumber * 3);
	GLfloatVector normalsVector(vertexNumber * 3);
	GLfloatVector texelVector(vertexNumber * 2);

	// Wire Data
	GLfloatVector wireData(vertexNumber * 3);

	for (int i= 0; i < vertexNumber; ++i)
	{
		verticeVector[3 * i]= cosArray[i];
		verticeVector[3 * i + 1]= sinArray[i];
		verticeVector[3 * i + 2]= 0.0f;

		normalsVector[3 * i]= 0.0f;
		normalsVector[3 * i + 1]= 0.0f;
		normalsVector[3 * i + 2]= 1.0f;

		texelVector[2 * i]= texelVector[i];
		texelVector[2 * i + 1]= 0.0f;

		wireData[3 * i]= cosArray[i];
		wireData[3 * i + 1]= sinArray[i];
		wireData[3 * i + 2]= 0.0f;
	}
	// Center Point
	verticeVector << 0.0f << 0.0f << 0.0f;
	normalsVector << 0.0f << 0.0f << 1.0f;
	texelVector << 0.5f << 0.5f;

	if (!qFuzzyCompare(m_Angle, (2.0 * glc::PI)))
	{
		wireData << 0.0f << 0.0f << 0.0f;
		wireData << wireData[0] << wireData[1] << wireData[2];
	}

	// Add bulk data in to the mesh
	GLC_Mesh::addVertice(verticeVector);
	GLC_Mesh::addNormals(normalsVector);
	GLC_Mesh::addTexels(texelVector);

	// Add polyline to wire data
	GLC_Geometry::addVerticeGroup(wireData);

	// Set the material to use
	GLC_Material* pDiscMaterial;
	if (hasMaterial())
	{
		pDiscMaterial= this->firstMaterial();
	}
	else
	{
		pDiscMaterial= new GLC_Material();
	}

	IndexList discIndex;
	discIndex << vertexNumber;
	for (int i= 0; i < vertexNumber; ++i)
	{
		discIndex << i;
	}

	addTrianglesFan(pDiscMaterial, discIndex);

	finish();
}