modificato:
- void Cone(..) aggiustate le normali per avere un effetto piu' gradevole.
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7df3a00426
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@ -158,6 +158,8 @@ namespace vcg
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glNormal3f(1,0,0);
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glVertex3d(1,0,1);
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glEnd();
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if (useDisplList)
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glEndList();
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}
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@ -250,32 +252,46 @@ namespace vcg
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if (((!glIsList(cone_List))&&(useDisplList))||(!useDisplList))
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{
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int h;
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vcg::Point3d p0;
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int h=1;
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vcg::Point3f p0;
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vcg::Point3f P[2];
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vcg::Point3f N[2];
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glScaled(lenght,width,width);
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if (useDisplList)
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{
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cone_List = glGenLists(1);
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glNewList(cone_List, GL_COMPILE);
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}
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for(h=0; h < 2; ++h){
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glBegin(GL_TRIANGLE_FAN);
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p0 = Point3d(0,0,0);
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if(h==0)
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//p0[0]+=lenght;
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p0[0]+=1.f;
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glNormal3f(1,0.0,0.0);
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glVertex3d(p0[0],p0[1],p0[2]);
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for(h=0; h < 2; ++h)
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{
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//glBegin(GL_TRIANGLE_FAN);
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p0 = Point3f(0,0,0);
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if(h==0) p0[0]+=1.f;
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//glNormal3f(1,0.0,0.0);
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//glVertex3d(p0[0],p0[1],p0[2]);
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N[0]= Point3f( 1.f,sinf(0),cosf(0) );
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P[0]= Point3f( 0,sinf(0),cosf(0));
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int b;
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for(b = 0; b <= slices; ++b){
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for(b = 1; b <= slices; ++b)
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{
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double angle = -6.28*b/(double)slices;
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//double ratio= lenght/width;
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//Point3d N0( ratio,ratio*sin(angle),ratio* cos(angle) );
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Point3d N0( 1.f,sin(angle),cos(angle) );
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glNormal3f(N0[0],N0[1],N0[2]);
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//p0 = Point3d( 0, width * sin(angle),width * cos(angle));
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p0 = Point3d( 0,sin(angle),cos(angle));
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glVertex3d(p0[0],p0[1],p0[2]);
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if (b==slices) angle=0;
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N[1] = Point3f( 1.f, sinf(angle), cosf(angle) );
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P[1] = Point3f( 0, sinf(angle), cosf(angle));
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glBegin(GL_TRIANGLES);
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Point3f n = ( (P[0]-p0) ^ (P[2]-p0) ).Normalize();
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glNormal3f(n[0],n[1],n[2]);
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glVertex3f(p0[0],p0[1],p0[2]);
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glNormal3f(N[0][0],N[0][1],N[0][2]);
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glVertex3f(P[0][0],P[0][1],P[0][2]);
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glNormal3f(N[1][0],N[1][1],N[1][2]);
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glVertex3f(P[1][0],P[1][1],P[1][2]);
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glEnd();
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N[0] = N[1];
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P[0] = P[1];
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}
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glEnd();
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}
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