gamnit: move `Model::uv_sphere` to `UVSphere`
[nit.git] / lib / gamnit / depth / depth_core.nit
index 45863dc..1c3e916 100644 (file)
@@ -105,58 +105,6 @@ class Mesh
 
        # `GLDrawMode` used to display this mesh, defaults to `gl_TRIANGLES`
        fun draw_mode: GLDrawMode do return gl_TRIANGLES
-
-       # Create an UV sphere of `radius` with `n_meridians` and `n_parallels`
-       init uv_sphere(radius: Float, n_meridians, n_parallels: Int)
-       do
-               var w = n_meridians
-               var h = n_parallels
-
-               var vertices = new Array[Float].with_capacity(w*h*3)
-               self.vertices = vertices
-
-               var texture_coords = new Array[Float].with_capacity(w*h*2)
-               self.texture_coords = texture_coords
-
-               var normals = new Array[Float].with_capacity(w*h*3)
-               self.normals = normals
-
-               # Build vertices
-               for m in [0..w[ do
-                       for p in [0..h[ do
-                               var u = m.to_f * 2.0 * pi / (w-1).to_f
-                               var v = p.to_f * pi / (h-1).to_f
-
-                               vertices.add radius * u.cos * v.sin
-                               vertices.add radius * v.cos
-                               vertices.add radius * u.sin * v.sin
-
-                               texture_coords.add (1.0 - m.to_f/(w-1).to_f)
-                               texture_coords.add(p.to_f/(h-1).to_f)
-
-                               normals.add u.cos * v.sin
-                               normals.add v.cos
-                               normals.add u.sin * v.sin
-                       end
-               end
-
-               # Build faces
-               var indices = new Array[Int].with_capacity((w-1)*(h-1)*6)
-               self.indices = indices
-               for m in [0..w-1[ do
-                       for p in [0..h-1[ do
-                               var a = m*h + p
-
-                               indices.add a
-                               indices.add a+h
-                               indices.add a+1
-
-                               indices.add a+h
-                               indices.add a+h+1
-                               indices.add a+1
-                       end
-               end
-       end
 end
 
 # Source of light