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📄 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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