网上找了一些画球的代码,看代码很难理解其思路,于是根据参考文献,http://paulbourke.net/miscellaneous/sphere_cylinder/自己画了半个球。比较简单的思路,可以引导一步一步优化。自己的思路是先把球的点画出来,再去画三角形,所以代码中有之前先画了半球的点的思路,最后半球由三角形组成的点如下:
private int la = 90; //定义经度,即最大时每一圈有多少个点
private int lo = 90; //定义纬度,纬度每上升1,点数减少la/lo个。比如3,60个,最大的圈60个点,第二个圈40个点,第三个圈20个点。(画球是每圈两个点和上层圈1个点绘制三角形,所以la最好和lo相等,否则画出的半球点不够)这两个值为30的时候就已经比较像半球了
vertices = new float[(la + la / lo + 2) * lo * 3];
int points = 0;
for (int j = 0; j < lo; j++) {
int pointNum = la - j * (la / lo);
for (int i = 0; i < pointNum; i++) {
vertices[3 * points] = (float) (Math.cos(toRadians(360 * i / pointNum)) * Math.cos(toRadians(j * 90 / lo)));
vertices[3 * points + 1] = (float) (Math.sin(toRadians(360 * i / pointNum)) * Math.cos(toRadians(j * 90 / lo)));
vertices[3 * points + 2] = (float) Math.sin(toRadians(j * 90 / lo));
points++;
if (pointNum == 1) {
break;
}
vertices[3 * points] = (float) (Math.cos(toRadians(360 * i / (pointNum - 1))) * Math.cos(toRadians((j + 1) * 90 / lo)));
vertices[3 * points + 1] = (float) (Math.sin(toRadians(360 * i / (pointNum - 1))) * Math.cos(toRadians((j + 1) * 90 / lo)));
vertices[3 * points + 2] = (float) Math.sin(toRadians((j + 1) * 90 / lo));
points++;
}
vertices[3 * points] = (float) (Math.cos(toRadians(0)) * Math.cos(toRadians(j * 90 / lo)));
vertices[3 * points + 1] = (float) (Math.sin(toRadians(0)) * Math.cos(toRadians(j * 90 / lo)));
vertices[3 * points + 2] = (float) Math.sin(toRadians(j * 90 / lo));
points++;
vertices[3 * points] = (float) (Math.cos(toRadians(0)) * Math.cos(toRadians((j + 1) * 90 / lo)));
vertices[3 * points + 1] = (float) (Math.sin(toRadians(0)) * Math.cos(toRadians((j + 1) * 90 / lo)));
vertices[3 * points + 2] = (float) Math.sin(toRadians((j + 1) * 90 / lo));
points++;
}
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, (la + la / lo + 2) * lo);//直接STRIP画半球了,不管一层一层单独画了。以后再优化
![](http://hi.csdn.net/attachment/201112/3/0_1322894459hB9n.gif)