📄 fglupartialdisk.html
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<HTML><BODY><PRE> <STRONG>NAME</STRONG> <STRONG>fgluPartialDisk</STRONG> - draw an arc of a disk <STRONG>FORTRAN</STRONG> <STRONG>SPECIFICATION</STRONG> SUBROUTINE <STRONG>fgluPartialDisk</STRONG>( CHARACTER*8 <EM>quad</EM>, REAL*8 <EM>inner</EM>, REAL*8 <EM>outer</EM>, INTEGER*4 <EM>slices</EM>, INTEGER*4 <EM>loops</EM>, REAL*8 <EM>start</EM>, REAL*8 <EM>sweep</EM> ) <STRONG>PARAMETERS</STRONG> <EM>quad</EM> Specifies a quadrics object (created with <STRONG>fgluNewQuadric</STRONG>). <EM>inner</EM> Specifies the inner radius of the partial disk (can be 0). <EM>outer</EM> Specifies the outer radius of the partial disk. <EM>slices</EM> Specifies the number of subdivisions around the <EM>z</EM> axis. <EM>loops</EM> Specifies the number of concentric rings about the origin into which the partial disk is subdivided. <EM>start</EM> Specifies the starting angle, in degrees, of the disk portion. <EM>sweep</EM> Specifies the sweep angle, in degrees, of the disk portion. <STRONG>DESCRIPTION</STRONG> <STRONG>fgluPartialDisk</STRONG> renders a partial disk on the z=0 plane. A partial disk is similar to a full disk, except that only the subset of the disk from <EM>start</EM> through <EM>start</EM> + <EM>sweep</EM> is included (where 0 degrees is along the +<EM>y</EM> axis, 90 degrees along the +<EM>x</EM> axis, 180 along the -<EM>y</EM> axis, and 270 along the -<EM>x</EM> axis). The partial disk has a radius of <EM>outer</EM>, and contains a concentric circular hole with a radius of <EM>inner</EM>. If <EM>inner</EM> is 0, then no hole is generated. The partial disk is subdivided around the <EM>z</EM> axis into slices (like pizza slices), and also about the <EM>z</EM> axis into rings (as specified by <EM>slices</EM> and <EM>loops</EM>, respectively). With respect to orientation, the +<EM>z</EM> side of the partial disk is considered to be outside (see <STRONG>fgluQuadricOrientation</STRONG>). This means that if the orientation is set to <STRONG>GLU_OUTSIDE</STRONG>, then any normals generated point along the +<EM>z</EM> axis. Otherwise, they point along the -<EM>z</EM> axis. If texturing is turned on (with <STRONG>fgluQuadricTexture</STRONG>), texture coordinates are generated linearly such that where r=outer, the value at (<EM>r</EM>, 0, 0) is (1.0, 0.5), at (0, <EM>r</EM>, 0) it is (0.5, 1.0), at (-<EM>r</EM>, 0, 0) it is (0.0, 0.5), and at (0, -<EM>r</EM>, 0) it is (0.5, 0.0). <STRONG>SEE</STRONG> <STRONG>ALSO</STRONG> <STRONG>fgluCylinder</STRONG>, <STRONG>fgluDisk</STRONG>, <STRONG>fgluNewQuadric</STRONG>, <STRONG>fgluQuadricOrientation</STRONG>, <STRONG>fgluQuadricTexture</STRONG>, <STRONG>fgluSphere</STRONG></PRE></BODY></HTML>
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