MeshPtr Mesh::sphere( float radius, int nSubdivsU, int nSubdivsV, vec3_t center, float uMin, float uMax, float vMin, float vMax ) { MeshPtr m = MeshPtr( new Mesh() ); float dPhi = MATH_2PIf/nSubdivsU; float dTheta = MATH_PIf/nSubdivsV; float theta, phi; std::vector<Mesh::PointHandle> points; // y for (theta=MATH_PIf/2.0f+dTheta;theta<=(3.0f*MATH_PIf)/2.0f-dTheta;theta+=dTheta) { vec3_t p; float y = sin(theta); // x-z phi = 0.0f; for( int j = 0; j<nSubdivsU; ++j ) { p.x = cos(theta) * cos(phi); p.y = y; p.z = cos(theta) * sin(phi); p = p*radius + center; points.push_back( m->addPoint(p) ); phi+=dPhi; } } Mesh::PointHandle pole1 = m->addPoint( math::Vec3f(0.0f, 1.0f, 0.0f)*radius + center ); Mesh::PointHandle pole2 = m->addPoint( math::Vec3f(0.0f, -1.0f, 0.0f)*radius + center ); points.push_back(pole1); points.push_back(pole2); // add faces for( int j=0; j<nSubdivsV-3;++j ) { int offset = j*(nSubdivsU); int i = 0; for( i=0; i<nSubdivsU-1; ++i ) { m->addTriangle(points[offset+i+1], points[offset+i + nSubdivsU], points[offset+i]); m->addTriangle(points[offset+i+1], points[offset+i+nSubdivsU+1], points[offset+i + nSubdivsU]); } m->addTriangle(points[offset+0],points[offset+i + nSubdivsU],points[offset+i]); m->addTriangle(points[offset],points[offset + nSubdivsU],points[offset+i + nSubdivsU]); } for( int i=0; i<nSubdivsU-1; ++i ) { m->addTriangle(points[i+1], points[i],pole1); m->addTriangle(points[nSubdivsU*(nSubdivsV-3)+i], points[nSubdivsU*(nSubdivsV-3)+i+1], pole2); } m->addTriangle(points[0], points[nSubdivsU-1], pole1); m->addTriangle(points[nSubdivsV*(nSubdivsV-2)-1], points[nSubdivsU*(nSubdivsV-3)], pole2); return m; }