Thanks, Janek.  I am a little confused with the last paragraph.  How do I make 
sure that, with time, OpenGL's orientation on the user interface is same as the 
quaternion which is used in calculation? 

 

Another question, in the file, I see vertices and faces being pushed back.  
Also there is a triangulation function.  Is this a general polygonization 
method for any equation?  Or is it only for a sphere-type particle?  I think I 
saw an opengl function in the web to draw spheres, sth like gluSphere.

 

 

Yours sincerely,

 

CW Boon

Will upload the routine in repository if it's successful

 

 

 
> Date: Thu, 19 Nov 2009 20:28:48 +0100
> From: [email protected]
> To: [email protected]
> Subject: Re: [Yade-users] New particle shape
> 
> boon chiaweng said: (by the date of Thu, 19 Nov 2009 22:50:23 +0800)
> 
> > 
> > I would like to have a new particle shape, namely an ellipsoid with an 
> > equation f(x,y,z) = (x^2/a^2) + (y^2/b^2) + (z^2/c^2) -1. I am at the 
> > moment confused with OpenGL. How can I do it? 
> 
> That's a squashed sphere right? So to draw it in OpenGL you need to
> modify just one line after you copy/paste code from GLDrawSphere:
> 
> glScalef(radius,radius,radius);
> 
> into:
> 
> glScalef(radius1,radius2,radius3);
> 
> this opengl scaling is linearly scaling the drawn stuff (in this case
> a sphere) in x,y,z directions. 
> 
> In fact a sphere with radius=1 is drawn but is scaled beforehand in
> x,y,z directions by a factor of "radius" variable.
> 
> 
> Make sure when your ellipsoids rotate, they will update their
> orientation quaternion. And before drawing anything in OpenGL it is
> rotated by this rotation. So in fact those radius1,2,3 will be sizes
> of your ellipsoids in x,y,z directions in coordinate system local to
> ellipsoid (not the global coordinate system).
> 
> -- 
> Janek Kozicki |
> 
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