Source Code Cross Referenced for Quadrics.java in  » 6.0-JDK-Modules » java-3d » com » sun » j3d » utils » geometry » Java Source Code / Java DocumentationJava Source Code and Java Documentation

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Java Source Code / Java Documentation » 6.0 JDK Modules » java 3d » com.sun.j3d.utils.geometry 
Source Cross Referenced  Class Diagram Java Document (Java Doc) 


001:        /*
002:         * $RCSfile: Quadrics.java,v $
003:         *
004:         * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
005:         *
006:         * Redistribution and use in source and binary forms, with or without
007:         * modification, are permitted provided that the following conditions
008:         * are met:
009:         *
010:         * - Redistribution of source code must retain the above copyright
011:         *   notice, this list of conditions and the following disclaimer.
012:         *
013:         * - Redistribution in binary form must reproduce the above copyright
014:         *   notice, this list of conditions and the following disclaimer in
015:         *   the documentation and/or other materials provided with the
016:         *   distribution.
017:         *
018:         * Neither the name of Sun Microsystems, Inc. or the names of
019:         * contributors may be used to endorse or promote products derived
020:         * from this software without specific prior written permission.
021:         *
022:         * This software is provided "AS IS," without a warranty of any
023:         * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
024:         * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
025:         * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
026:         * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
027:         * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
028:         * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
029:         * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
030:         * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
031:         * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
032:         * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
033:         * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
034:         * POSSIBILITY OF SUCH DAMAGES.
035:         *
036:         * You acknowledge that this software is not designed, licensed or
037:         * intended for use in the design, construction, operation or
038:         * maintenance of any nuclear facility.
039:         *
040:         * $Revision: 1.6 $
041:         * $Date: 2007/04/24 05:25:49 $
042:         * $State: Exp $
043:         */
044:
045:        package com.sun.j3d.utils.geometry;
046:
047:        import com.sun.j3d.utils.geometry.*;
048:        import java.io.*;
049:        import java.util.*;
050:        import javax.media.j3d.*;
051:        import javax.vecmath.*;
052:        import java.math.*;
053:
054:        class Quadrics extends Object {
055:
056:            Quadrics() {
057:            }
058:
059:            // new disk code to remove transforms in the primitive code
060:            GeomBuffer disk(double r, int xdiv, double y, boolean outside,
061:                    boolean texCoordYUp) {
062:
063:                double theta, dtheta, sign, sinTheta, cosTheta;
064:
065:                if (outside)
066:                    sign = 1.0;
067:                else
068:                    sign = -1.0;
069:
070:                dtheta = 2.0 * Math.PI / xdiv;
071:
072:                GeomBuffer gbuf = new GeomBuffer(xdiv + 2);
073:
074:                gbuf.begin(GeomBuffer.TRIANGLE_FAN);
075:                gbuf.normal3d(0.0, 1.0 * sign, 0.0);
076:                gbuf.texCoord2d(0.5, 0.5);
077:                gbuf.vertex3d(0.0, y, 0.0);
078:
079:                // create the disk by evaluating points along the unit circle.
080:                // theta is the angle around the y-axis. Then we obtain
081:                // (cos(theta), sin(theta)) = (x,z) sample points.  The y value
082:                // was passed in as a parameter.
083:                // texture coordinates are obtain from the unit circle centered at
084:                // (.5, .5) in s, t space.  thus portions of the texture are not used.
085:
086:                if (!outside) {
087:                    for (int i = 0; i <= xdiv; i++) {
088:                        theta = i * dtheta;
089:                        // add 90 degrees to theta so lines up wtih the body
090:                        sinTheta = Math.sin(theta - Math.PI / 2.0);
091:                        cosTheta = Math.cos(theta - Math.PI / 2.0);
092:                        gbuf.normal3d(0.0, 1.0 * sign, 0.0);
093:                        if (texCoordYUp) {
094:                            gbuf.texCoord2d(0.5 + cosTheta * 0.5,
095:                                    1.0 - (0.5 + sinTheta * 0.5));
096:                        } else {
097:                            gbuf.texCoord2d(0.5 + cosTheta * 0.5,
098:                                    0.5 + sinTheta * 0.5);
099:                        }
100:                        gbuf.vertex3d(r * cosTheta, y, r * sinTheta);
101:                    }
102:                } else {
103:                    for (int i = xdiv; i >= 0; i--) {
104:                        theta = i * dtheta;
105:                        // add 90 degrees to theta so lines up with the body
106:                        sinTheta = Math.sin(theta - Math.PI / 2.0);
107:                        cosTheta = Math.cos(theta - Math.PI / 2.0);
108:                        gbuf.normal3d(0.0, 1.0 * sign, 0.0);
109:                        if (texCoordYUp) {
110:                            gbuf.texCoord2d(0.5 + cosTheta * 0.5,
111:                                    1.0 - (0.5 - sinTheta * 0.5));
112:                        } else {
113:                            gbuf.texCoord2d(0.5 + cosTheta * 0.5,
114:                                    0.5 - sinTheta * 0.5);
115:                        }
116:                        gbuf.vertex3d(cosTheta * r, y, sinTheta * r);
117:                    }
118:                }
119:
120:                gbuf.end();
121:                return gbuf;
122:            }
123:
124:            // new cylinder to remove transforms in the cylinder code and to optimize
125:            // by using triangle strip
126:            GeomBuffer cylinder(double height, double radius, int xdiv,
127:                    int ydiv, boolean outside, boolean texCoordYUp) {
128:
129:                double sign;
130:
131:                if (outside)
132:                    sign = 1.0;
133:                else
134:                    sign = -1.0;
135:
136:                // compute the deltas
137:                double dtheta = 2.0 * Math.PI / (double) xdiv;
138:                double dy = height / (double) ydiv;
139:                double du = 1.0 / (double) xdiv;
140:                double dv = 1.0 / (double) ydiv;
141:
142:                GeomBuffer gbuf = new GeomBuffer(ydiv * 2 * (xdiv + 1));
143:
144:                double s = 0.0, t = 0.0;
145:                double px, pz, qx, qz;
146:                double py = -height / 2.0;
147:                double qy;
148:
149:                gbuf.begin(GeomBuffer.QUAD_STRIP);
150:
151:                for (int i = 0; i < ydiv; i++) {
152:                    qy = py + dy;
153:                    if (outside) {
154:                        px = Math.cos(xdiv * dtheta - Math.PI / 2.0);
155:                        pz = Math.sin(xdiv * dtheta - Math.PI / 2.0);
156:                        qx = Math.cos((xdiv - 1) * dtheta - Math.PI / 2.0);
157:                        qz = Math.sin((xdiv - 1) * dtheta - Math.PI / 2.0);
158:
159:                        // vert 2
160:                        gbuf.normal3d(px * sign, 0.0, pz * sign);
161:                        if (texCoordYUp) {
162:                            gbuf.texCoord2d(s, 1.0 - (t + dv));
163:                        } else {
164:                            gbuf.texCoord2d(s, t + dv);
165:                        }
166:                        gbuf.vertex3d(px * radius, qy, pz * radius);
167:
168:                        // vert 1
169:                        gbuf.normal3d(px * sign, 0.0, pz * sign);
170:                        if (texCoordYUp) {
171:                            gbuf.texCoord2d(s, 1.0 - t);
172:                        } else {
173:                            gbuf.texCoord2d(s, t);
174:                        }
175:                        gbuf.vertex3d(px * radius, py, pz * radius);
176:
177:                        // vert 4
178:                        gbuf.normal3d(qx * sign, 0.0, qz * sign);
179:                        if (texCoordYUp) {
180:                            gbuf.texCoord2d(s + du, 1.0 - (t + dv));
181:                        } else {
182:                            gbuf.texCoord2d(s + du, t + dv);
183:                        }
184:                        gbuf.vertex3d(qx * radius, qy, qz * radius);
185:
186:                        // vert 3
187:                        gbuf.normal3d(qx * sign, 0.0, qz * sign);
188:                        if (texCoordYUp) {
189:                            gbuf.texCoord2d(s + du, 1.0 - t);
190:                        } else {
191:                            gbuf.texCoord2d(s + du, t);
192:                        }
193:                        gbuf.vertex3d(qx * radius, py, qz * radius);
194:
195:                        s += (du * 2.0);
196:
197:                        for (int j = xdiv - 2; j >= 0; j--) {
198:                            px = Math.cos(j * dtheta - Math.PI / 2.0);
199:                            pz = Math.sin(j * dtheta - Math.PI / 2.0);
200:
201:                            // vert 6
202:                            gbuf.normal3d(px * sign, 0.0, pz * sign);
203:                            if (texCoordYUp) {
204:                                gbuf.texCoord2d(s, 1.0 - (t + dv));
205:                            } else {
206:                                gbuf.texCoord2d(s, t + dv);
207:                            }
208:                            gbuf.vertex3d(px * radius, qy, pz * radius);
209:
210:                            // vert 5
211:                            gbuf.normal3d(px * sign, 0.0, pz * sign);
212:                            if (texCoordYUp) {
213:                                gbuf.texCoord2d(s, 1.0 - t);
214:                            } else {
215:                                gbuf.texCoord2d(s, t);
216:                            }
217:                            gbuf.vertex3d(px * radius, py, pz * radius);
218:
219:                            s += du;
220:                        }
221:
222:                    } else {
223:                        // 		c = 0;
224:                        px = Math.cos(-Math.PI / 2.0);
225:                        pz = Math.sin(-Math.PI / 2.0);
226:                        qx = Math.cos(dtheta - Math.PI / 2.0);
227:                        qz = Math.sin(dtheta - Math.PI / 2.0);
228:
229:                        gbuf.normal3d(px * sign, 0.0, pz * sign);
230:                        if (texCoordYUp) {
231:                            gbuf.texCoord2d(s, 1.0 - (t + dv));
232:                        } else {
233:                            gbuf.texCoord2d(s, t + dv);
234:                        }
235:                        gbuf.vertex3d(px * radius, qy, pz * radius);
236:
237:                        // vert 1
238:                        gbuf.normal3d(px * sign, 0.0, pz * sign);
239:                        if (texCoordYUp) {
240:                            gbuf.texCoord2d(s, 1.0 - t);
241:                        } else {
242:                            gbuf.texCoord2d(s, t);
243:                        }
244:                        gbuf.vertex3d(px * radius, py, pz * radius);
245:
246:                        gbuf.normal3d(qx * sign, 0.0, qz * sign);
247:                        if (texCoordYUp) {
248:                            gbuf.texCoord2d(s + du, 1.0 - (t + dv));
249:                        } else {
250:                            gbuf.texCoord2d(s + du, t + dv);
251:                        }
252:                        gbuf.vertex3d(qx * radius, qy, qz * radius);
253:
254:                        gbuf.normal3d(qx * sign, 0.0, qz * sign);
255:                        if (texCoordYUp) {
256:                            gbuf.texCoord2d(s + du, 1.0 - t);
257:                        } else {
258:                            gbuf.texCoord2d(s + du, t);
259:                        }
260:                        gbuf.vertex3d(qx * radius, py, qz * radius);
261:
262:                        s += (du * 2.0);
263:
264:                        for (int j = 2; j <= xdiv; j++) {
265:                            px = Math.cos(j * dtheta - Math.PI / 2.0);
266:                            pz = Math.sin(j * dtheta - Math.PI / 2.0);
267:
268:                            gbuf.normal3d(px * sign, 0.0, pz * sign);
269:                            if (texCoordYUp) {
270:                                gbuf.texCoord2d(s, 1.0 - (t + dv));
271:                            } else {
272:                                gbuf.texCoord2d(s, t + dv);
273:                            }
274:                            gbuf.vertex3d(px * radius, qy, pz * radius);
275:
276:                            gbuf.normal3d(px * sign, 0.0, pz * sign);
277:                            if (texCoordYUp) {
278:                                gbuf.texCoord2d(s, 1.0 - t);
279:                            } else {
280:                                gbuf.texCoord2d(s, t);
281:                            }
282:                            gbuf.vertex3d(px * radius, py, pz * radius);
283:
284:                            s += du;
285:                        }
286:
287:                    }
288:                    s = 0.0;
289:                    t += dv;
290:                    py += dy;
291:                }
292:
293:                gbuf.end();
294:
295:                return gbuf;
296:            }
297:
298:            // new coneBody method to remove transform in the Cone primitive
299:            // and to optimize by using triangle strip
300:            GeomBuffer coneBody(double bottom, double top, double bottomR,
301:                    double topR, int xdiv, int ydiv, double dv,
302:                    boolean outside, boolean texCoordYUp) {
303:
304:                double r, sign;
305:
306:                if (outside)
307:                    sign = 1.0;
308:                else
309:                    sign = -1.0;
310:
311:                // compute the deltas
312:                double dtheta = 2.0 * Math.PI / (double) xdiv;
313:                double dr = (topR - bottomR) / (double) ydiv;
314:                double height = top - bottom;
315:                double dy = height / (double) ydiv;
316:                double ynormal = (bottomR - topR) / height;
317:                double du = 1.0 / (double) xdiv;
318:                // 	double dv = 1.0/(double)(ydiv+1);
319:
320:                GeomBuffer gbuf = new GeomBuffer(ydiv * 2 * (xdiv + 1));
321:
322:                double s = 0.0, t = 0.0;
323:                double px, pz, qx, qz;
324:                double py = bottom;
325:                double qy;
326:                r = bottomR;
327:
328:                gbuf.begin(GeomBuffer.QUAD_STRIP);
329:
330:                for (int i = 0; i < ydiv; i++) {
331:                    qy = py + dy;
332:                    if (outside) {
333:                        px = Math.cos(xdiv * dtheta - Math.PI / 2.0);
334:                        pz = Math.sin(xdiv * dtheta - Math.PI / 2.0);
335:                        qx = Math.cos((xdiv - 1) * dtheta - Math.PI / 2.0);
336:                        qz = Math.sin((xdiv - 1) * dtheta - Math.PI / 2.0);
337:
338:                        // vert2
339:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
340:                        if (texCoordYUp) {
341:                            gbuf.texCoord2d(s, 1.0 - (t + dv));
342:                        } else {
343:                            gbuf.texCoord2d(s, t + dv);
344:                        }
345:                        gbuf.vertex3d(px * (r + dr), qy, pz * (r + dr));
346:
347:                        // vert1
348:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
349:                        if (texCoordYUp) {
350:                            gbuf.texCoord2d(s, 1.0 - t);
351:                        } else {
352:                            gbuf.texCoord2d(s, t);
353:                        }
354:                        gbuf.vertex3d(px * r, py, pz * r);
355:
356:                        // vert4
357:                        gbuf.normal3d(qx * sign, ynormal * sign, qz * sign);
358:                        if (texCoordYUp) {
359:                            gbuf.texCoord2d(s + du, 1.0 - (t + dv));
360:                        } else {
361:                            gbuf.texCoord2d(s + du, t + dv);
362:                        }
363:                        gbuf.vertex3d(qx * (r + dr), qy, qz * (r + dr));
364:
365:                        // vert3
366:                        gbuf.normal3d(qx * sign, ynormal * sign, qz * sign);
367:                        if (texCoordYUp) {
368:                            gbuf.texCoord2d(s + du, 1.0 - t);
369:                        } else {
370:                            gbuf.texCoord2d(s + du, t);
371:                        }
372:                        gbuf.vertex3d(qx * r, py, qz * r);
373:
374:                        s += (du * 2.0);
375:
376:                        for (int j = xdiv - 2; j >= 0; j--) {
377:                            px = Math.cos(j * dtheta - Math.PI / 2.0);
378:                            pz = Math.sin(j * dtheta - Math.PI / 2.0);
379:
380:                            // vert 6
381:                            gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
382:                            if (texCoordYUp) {
383:                                gbuf.texCoord2d(s, 1.0 - (t + dv));
384:                            } else {
385:                                gbuf.texCoord2d(s, t + dv);
386:                            }
387:                            gbuf.vertex3d(px * (r + dr), qy, pz * (r + dr));
388:
389:                            // vert 5
390:                            gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
391:                            if (texCoordYUp) {
392:                                gbuf.texCoord2d(s, 1.0 - t);
393:                            } else {
394:                                gbuf.texCoord2d(s, t);
395:                            }
396:                            gbuf.vertex3d(px * r, py, pz * r);
397:
398:                            s += du;
399:                        }
400:                    } else {
401:                        px = Math.cos(-Math.PI / 2.0);
402:                        pz = Math.sin(-Math.PI / 2.0);
403:                        qx = Math.cos(dtheta - Math.PI / 2.0);
404:                        qz = Math.sin(dtheta - Math.PI / 2.0);
405:
406:                        // vert1
407:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
408:                        if (texCoordYUp) {
409:                            gbuf.texCoord2d(s, 1.0 - (t + dv));
410:                        } else {
411:                            gbuf.texCoord2d(s, t + dv);
412:                        }
413:                        gbuf.vertex3d(px * (r + dr), qy, pz * (r + dr));
414:
415:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
416:                        if (texCoordYUp) {
417:                            gbuf.texCoord2d(s, 1.0 - t);
418:                        } else {
419:                            gbuf.texCoord2d(s, t);
420:                        }
421:                        gbuf.vertex3d(px * r, py, pz * r);
422:
423:                        gbuf.normal3d(qx * sign, ynormal * sign, qz * sign);
424:                        if (texCoordYUp) {
425:                            gbuf.texCoord2d(s + du, 1.0 - (t + dv));
426:                        } else {
427:                            gbuf.texCoord2d(s + du, t + dv);
428:                        }
429:                        gbuf.vertex3d(qx * (r + dr), qy, qz * (r + dr));
430:
431:                        gbuf.normal3d(qx * sign, ynormal * sign, qz * sign);
432:                        if (texCoordYUp) {
433:                            gbuf.texCoord2d(s + du, 1.0 - t);
434:                        } else {
435:                            gbuf.texCoord2d(s + du, t);
436:                        }
437:                        gbuf.vertex3d(qx * r, py, qz * r);
438:
439:                        s += (du * 2.0);
440:
441:                        for (int j = 2; j <= xdiv; j++) {
442:                            px = Math.cos(j * dtheta - Math.PI / 2.0);
443:                            pz = Math.sin(j * dtheta - Math.PI / 2.0);
444:
445:                            gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
446:                            if (texCoordYUp) {
447:                                gbuf.texCoord2d(s, 1.0 - (t + dv));
448:                            } else {
449:                                gbuf.texCoord2d(s, t + dv);
450:                            }
451:                            gbuf.vertex3d(px * (r + dr), qy, pz * (r + dr));
452:
453:                            gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
454:                            if (texCoordYUp) {
455:                                gbuf.texCoord2d(s, 1.0 - t);
456:                            } else {
457:                                gbuf.texCoord2d(s, t);
458:                            }
459:                            gbuf.vertex3d(px * r, py, pz * r);
460:
461:                            s += du;
462:                        }
463:                    }
464:                    s = 0.0;
465:                    t += dv;
466:                    py += dy;
467:                    r += dr;
468:                }
469:                gbuf.end();
470:
471:                return gbuf;
472:            }
473:
474:            // new coneTop method to remove transforms in the cone code
475:            GeomBuffer coneTop(double bottom, double radius, double height,
476:                    int xdiv, double t, boolean outside, boolean texCoordYUp) {
477:
478:                double sign;
479:
480:                if (outside)
481:                    sign = 1.0;
482:                else
483:                    sign = -1.0;
484:
485:                // compute the deltas
486:                double dtheta = 2.0 * Math.PI / (double) xdiv;
487:                double ynormal = radius / height;
488:                double du = 1.0 / (double) xdiv;
489:                double top = bottom + height;
490:
491:                // initialize the geometry buffer
492:                GeomBuffer gbuf = new GeomBuffer(xdiv + 2);
493:                gbuf.begin(GeomBuffer.TRIANGLE_FAN);
494:
495:                // add the tip, which is the center of the fan
496:                gbuf.normal3d(0.0, ynormal * sign, 0.0);
497:                if (texCoordYUp) {
498:                    gbuf.texCoord2d(.5, 0.0);
499:                } else {
500:                    gbuf.texCoord2d(.5, 1.0);
501:                }
502:                gbuf.vertex3d(0.0, top, 0.0);
503:
504:                // go around the circle and add the rest of the fan
505:                double s = 0.0;
506:                double px, pz;
507:                if (outside) {
508:                    for (int i = xdiv; i >= 0; i--) {
509:                        px = Math.cos(i * dtheta - Math.PI / 2.0);
510:                        pz = Math.sin(i * dtheta - Math.PI / 2.0);
511:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
512:                        if (texCoordYUp) {
513:                            gbuf.texCoord2d(s, 1.0 - t);
514:                        } else {
515:                            gbuf.texCoord2d(s, t);
516:                        }
517:                        gbuf.vertex3d(px * radius, bottom, pz * radius);
518:
519:                        s += du;
520:                    }
521:                } else {
522:                    for (int i = 0; i <= xdiv; i++) {
523:                        px = Math.cos(i * dtheta - Math.PI / 2.0);
524:                        pz = Math.sin(i * dtheta - Math.PI / 2.0);
525:                        gbuf.normal3d(px * sign, ynormal * sign, pz * sign);
526:                        if (texCoordYUp) {
527:                            gbuf.texCoord2d(s, 1.0 - t);
528:                        } else {
529:                            gbuf.texCoord2d(s, t);
530:                        }
531:                        gbuf.vertex3d(px * radius, bottom, pz * radius);
532:                        s += du;
533:                    }
534:                }
535:                gbuf.end();
536:                return gbuf;
537:            }
538:        }
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