/* ** License Applicability. Except to the extent portions of this file are ** made subject to an alternative license as permitted in the SGI Free ** Software License B, Version 2.0 (the "License"), the contents of this ** file are subject only to the provisions of the License. You may not use ** this file except in compliance with the License. You may obtain a copy ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at: ** ** http://oss.sgi.com/projects/FreeB ** ** Note that, as provided in the License, the Software is distributed on an ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT. ** ** NOTE: The Original Code (as defined below) has been licensed to Sun ** Microsystems, Inc. ("Sun") under the SGI Free Software License B ** (Version 1.1), shown above ("SGI License"). Pursuant to Section ** 3.2(3) of the SGI License, Sun is distributing the Covered Code to ** you under an alternative license ("Alternative License"). This ** Alternative License includes all of the provisions of the SGI License ** except that Section 2.2 and 11 are omitted. Any differences between ** the Alternative License and the SGI License are offered solely by Sun ** and not by SGI. ** ** Original Code. The Original Code is: OpenGL Sample Implementation, ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics, ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc. ** Copyright in any portions created by third parties is as indicated ** elsewhere herein. All Rights Reserved. ** ** Additional Notice Provisions: The application programming interfaces ** established by SGI in conjunction with the Original Code are The ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X ** Window System(R) (Version 1.3), released October 19, 1998. This software ** was created using the OpenGL(R) version 1.2.1 Sample Implementation ** published by SGI, but has not been independently verified as being ** compliant with the OpenGL(R) version 1.2.1 Specification. ** ** $Date: 2009-03-04 17:23:34 -0800 (Wed, 04 Mar 2009) $ $Revision: 1856 $ ** $Header$ */ /* * Copyright (c) 2002-2004 LWJGL Project * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'LWJGL' nor the names of * its contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. */ package net.sf.openrocket.gui.figure3d.geometry; import javax.media.opengl.GL; import javax.media.opengl.GL2; import net.sf.openrocket.rocketcomponent.MassObject; final class MassObjectRenderer { private static final boolean textureFlag = true; private MassObjectRenderer() { } static final void drawMassObject(final GL2 gl, final MassObject o, final int slices, final int stacks) { double da, r, dz; double x, y, z; int i, j; da = 2.0f * PI / slices; dz = o.getLength() / stacks; double ds = 1.0f / slices; double dt = 1.0f / stacks; double t = 0.0f; z = 0.0f; for (j = 0; j < stacks; j++) { r = getRadius(o, z); double rNext = getRadius(o, z + dz); if (j == stacks - 1) rNext = 0; double s = 0.0f; glBegin(gl, GL2.GL_QUAD_STRIP); for (i = 0; i <= slices; i++) { if (i == slices) { x = sin(0.0f); y = cos(0.0f); } else { x = sin((i * da)); y = cos((i * da)); } if (r == 0) normal3d(gl, 0, 0, 1); else normal3d(gl, x, y, z); TXTR_COORD(gl, s, t); glVertex3d(gl, (x * r), (y * r), z); if (rNext == 0) normal3d(gl, 0, 0, -1); else normal3d(gl, x, y, z); TXTR_COORD(gl, s, t + dt); glVertex3d(gl, (x * rNext), (y * rNext), (z + dz)); s += ds; } // for slices glEnd(gl); // r += dr; t += dt; z += dz; } // for stacks } private static final double getRadius(MassObject o, double z) { double arc = Math.min(o.getLength(), 2 * o.getRadius()) * 0.35f; double r = o.getRadius(); if (z == 0 || z == o.getLength()) return 0; if (z < arc) { double zz = z - arc; return (r - arc) + Math.sqrt(arc * arc - zz * zz); } if (z > o.getLength() - arc) { double zz = (z - o.getLength() + arc); return (r - arc) + Math.sqrt(arc * arc - zz * zz); } return o.getRadius(); } // ---------------------------------------------------------------------- // Internals only below this point // private static final double PI = Math.PI; private static final void glBegin(GL gl, int mode) { gl.getGL2().glBegin(mode); } private static final void glEnd(GL gl) { gl.getGL2().glEnd(); } private static final void glVertex3d(GL gl, double x, double y, double z) { gl.getGL2().glVertex3d(x, y, z); } private static final void glNormal3d(GL gl, double x, double y, double z) { gl.getGL2().glNormal3d(x, y, z); } private static final void glTexCoord2d(GL gl, double x, double y) { gl.getGL2().glTexCoord2d(x, y); } /** * Call glNormal3f after scaling normal to unit length. * * @param x * @param y * @param z */ private static final void normal3d(GL gl, double x, double y, double z) { double mag; mag = Math.sqrt(x * x + y * y + z * z); if (mag > 0.00001F) { x /= mag; y /= mag; z /= mag; } glNormal3d(gl, x, y, z); } private static final void TXTR_COORD(GL gl, double x, double y) { if (textureFlag) glTexCoord2d(gl, x, y); } private static final double sin(double r) { return Math.sin(r); } private static final double cos(double r) { return Math.cos(r); } }