Exemple #1
0
RectTorus::RectTorus(Geometry *g, qreal iRad, qreal oRad, qreal depth, int k)
{
    QVector<QVector3D> inside;
    QVector<QVector3D> outside;
    for (int i = 0; i < k; ++i) {
        qreal angle = (i * 2 * M_PI) / k;
        inside << QVector3D(iRad * qSin(angle), iRad * qCos(angle), depth / 2.0);
        outside << QVector3D(oRad * qSin(angle), oRad * qCos(angle), depth / 2.0);
    }
    inside << QVector3D(0.0, iRad, 0.0);
    outside << QVector3D(0.0, oRad, 0.0);
    QVector<QVector3D> in_back = extrude(inside, depth);
    QVector<QVector3D> out_back = extrude(outside, depth);

    // Create front, back and sides as separate patches so that smooth normals
    // are generated for the curving sides, but a faceted edge is created between
    // sides and front/back
    Patch *front = new Patch(g);
    for (int i = 0; i < k; ++i)
        front->addQuad(outside[i], inside[i],
                       inside[(i + 1) % k], outside[(i + 1) % k]);
    Patch *back = new Patch(g);
    for (int i = 0; i < k; ++i)
        back->addQuad(in_back[i], out_back[i],
                      out_back[(i + 1) % k], in_back[(i + 1) % k]);
    Patch *is = new Patch(g);
    for (int i = 0; i < k; ++i)
        is->addQuad(in_back[i], in_back[(i + 1) % k],
                    inside[(i + 1) % k], inside[i]);
    Patch *os = new Patch(g);
    for (int i = 0; i < k; ++i)
        os->addQuad(out_back[(i + 1) % k], out_back[i],
                    outside[i], outside[(i + 1) % k]);
    parts << front << back << is << os;
}
Exemple #2
0
RectPrism::RectPrism(Geometry *g, qreal width, qreal height, qreal depth)
{
    enum { bl, br, tr, tl };
    Patch *fb = new Patch(g);
    fb->setSmoothing(Patch::Faceted);

    // front face
    QVector<QVector3D> r(4);
    r[br].setX(width);
    r[tr].setX(width);
    r[tr].setY(height);
    r[tl].setY(height);
    QVector3D adjToCenter(-width / 2.0, -height / 2.0, depth / 2.0);
    for (int i = 0; i < 4; ++i)
        r[i] += adjToCenter;
    fb->addQuad(r[bl], r[br], r[tr], r[tl]);

    // back face
    QVector<QVector3D> s = extrude(r, depth);
    fb->addQuad(s[tl], s[tr], s[br], s[bl]);

    // side faces
    Patch *sides = new Patch(g);
    sides->setSmoothing(Patch::Faceted);
    sides->addQuad(s[bl], s[br], r[br], r[bl]);
    sides->addQuad(s[br], s[tr], r[tr], r[br]);
    sides->addQuad(s[tr], s[tl], r[tl], r[tr]);
    sides->addQuad(s[tl], s[bl], r[bl], r[tl]);

    parts << fb << sides;
}