rayzor
diff src/object.cc @ 1:a826bf0fb169
fixed line endings
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 05 Apr 2014 09:05:26 +0300 |
parents | 2a5340a6eee4 |
children | 5fcf72837b69 |
line diff
1.1 --- a/src/object.cc Sat Apr 05 08:46:27 2014 +0300 1.2 +++ b/src/object.cc Sat Apr 05 09:05:26 2014 +0300 1.3 @@ -1,53 +1,53 @@ 1.4 -#include "object.h" 1.5 -#include "vmath.h" 1.6 -#include "min3d.h" 1.7 - 1.8 -Object::Object() 1.9 -{ 1.10 -} 1.11 - 1.12 -Object::~Object() 1.13 -{ 1.14 -} 1.15 - 1.16 -// ---- sphere ---- 1.17 -Sphere::Sphere() 1.18 -{ 1.19 -} 1.20 - 1.21 -Sphere::~Sphere() 1.22 -{ 1.23 -} 1.24 - 1.25 -#define USUB 16 1.26 -#define VSUB 8 1.27 - 1.28 -void Sphere::draw() const 1.29 -{ 1.30 - static Vector3 *varr; 1.31 - static int num_verts; 1.32 - if(!varr) { 1.33 - int uverts = USUB; 1.34 - int vverts = VSUB + 1; 1.35 - num_verts = uverts * vverts; 1.36 - varr = new Vector3[num_verts]; 1.37 - 1.38 - Vector3 *vptr = varr; 1.39 - for(int i=0; i<uverts; i++) { 1.40 - float u = (float)i / (float)USUB; 1.41 - float theta = u * M_PI * 2.0; 1.42 - for(int j=0; j<vverts; j++) { 1.43 - float v = (float)j / (float)VSUB; 1.44 - float phi = (v - 0.5) * M_PI; 1.45 - 1.46 - float x = sin(theta) * cos(phi); 1.47 - float y = sin(phi); 1.48 - float z = cos(theta) * cos(phi); 1.49 - 1.50 - *vptr++ = Vector3(x, y, z); 1.51 - } 1.52 - } 1.53 - } 1.54 - 1.55 - m3d_draw(M3D_POINTS, &varr->x, num_verts); 1.56 -} 1.57 +#include "object.h" 1.58 +#include "vmath.h" 1.59 +#include "min3d.h" 1.60 + 1.61 +Object::Object() 1.62 +{ 1.63 +} 1.64 + 1.65 +Object::~Object() 1.66 +{ 1.67 +} 1.68 + 1.69 +// ---- sphere ---- 1.70 +Sphere::Sphere() 1.71 +{ 1.72 +} 1.73 + 1.74 +Sphere::~Sphere() 1.75 +{ 1.76 +} 1.77 + 1.78 +#define USUB 16 1.79 +#define VSUB 8 1.80 + 1.81 +void Sphere::draw() const 1.82 +{ 1.83 + static Vector3 *varr; 1.84 + static int num_verts; 1.85 + if(!varr) { 1.86 + int uverts = USUB; 1.87 + int vverts = VSUB + 1; 1.88 + num_verts = uverts * vverts; 1.89 + varr = new Vector3[num_verts]; 1.90 + 1.91 + Vector3 *vptr = varr; 1.92 + for(int i=0; i<uverts; i++) { 1.93 + float u = (float)i / (float)USUB; 1.94 + float theta = u * M_PI * 2.0; 1.95 + for(int j=0; j<vverts; j++) { 1.96 + float v = (float)j / (float)VSUB; 1.97 + float phi = (v - 0.5) * M_PI; 1.98 + 1.99 + float x = sin(theta) * cos(phi); 1.100 + float y = sin(phi); 1.101 + float z = cos(theta) * cos(phi); 1.102 + 1.103 + *vptr++ = Vector3(x, y, z); 1.104 + } 1.105 + } 1.106 + } 1.107 + 1.108 + m3d_draw(M3D_POINTS, &varr->x, num_verts); 1.109 +}