Back to project page 3dmultiplayer.
The source code is released under:
Apache License Version 2.0, January 2004 http://www.apache.org/licenses/ TERMS AND CONDITIONS FOR USE, REPRODUC...
If you think the Android project 3dmultiplayer listed in this page is inappropriate, such as containing malicious code/tools or violating the copyright, please email info at java2s dot com, thanks.
/* * Copyright 2013 Mark Injerd// w w w . j a va 2s .co m * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.pilot51.multi3d.object; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.opengles.GL10; public class Sphere { private static FloatBuffer sphereVertex; private static final double DEG = Math.PI / 180; private double mRaduis, mStep; private int mPoints; /** * The value of step will define the size of each facet as well as the number of facets * * @param radius * @param step */ public Sphere(float radius, double step) { this.mRaduis = radius; this.mStep = step; sphereVertex = ByteBuffer.allocateDirect(40000).order(ByteOrder.nativeOrder()).asFloatBuffer(); /** * x = p * sin(phi) * cos(theta) y = p * sin(phi) * sin(theta) z = p * cos(phi) */ double dTheta = mStep * DEG; double dPhi = dTheta; for (double phi = -(Math.PI); phi <= Math.PI; phi += dPhi) { //for each stage calculating the slices for (double theta = 0.0; theta <= (Math.PI * 2); theta += dTheta) { sphereVertex.put((float)(mRaduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float)(mRaduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float)(mRaduis * Math.cos(phi))); mPoints++; } } sphereVertex.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glColor4f(1.0f, 0.0f, 0.0f, 1.0f); gl.glDrawArrays(GL10.GL_LINE_STRIP, 0, mPoints); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } }