|
|
|
@ -71,10 +71,10 @@
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutWireCube( GLdouble dSize )
|
|
|
|
|
{
|
|
|
|
|
float size = (float) dSize * 0.5f;
|
|
|
|
|
double size = dSize * 0.5;
|
|
|
|
|
|
|
|
|
|
# define V(a,b,c) glVertex3f( a size, b size, c size );
|
|
|
|
|
# define N(a,b,c) glNormal3f( a, b, c );
|
|
|
|
|
# define V(a,b,c) glVertex3d( a size, b size, c size );
|
|
|
|
|
# define N(a,b,c) glNormal3d( a, b, c );
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* PWO: I dared to convert the code to use macros...
|
|
|
|
@ -95,10 +95,10 @@ void FGAPIENTRY glutWireCube( GLdouble dSize )
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutSolidCube( GLdouble dSize )
|
|
|
|
|
{
|
|
|
|
|
float size = (float) dSize * 0.5f;
|
|
|
|
|
double size = dSize * 0.5;
|
|
|
|
|
|
|
|
|
|
# define V(a,b,c) glVertex3f( a size, b size, c size );
|
|
|
|
|
# define N(a,b,c) glNormal3f( a, b, c );
|
|
|
|
|
# define V(a,b,c) glVertex3d( a size, b size, c size );
|
|
|
|
|
# define N(a,b,c) glNormal3d( a, b, c );
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* PWO: Again, I dared to convert the code to use macros...
|
|
|
|
@ -121,18 +121,18 @@ void FGAPIENTRY glutSolidCube( GLdouble dSize )
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
{
|
|
|
|
|
float radius = (float) dRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
float* vertex;
|
|
|
|
|
double radius = dRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
double *vertex;
|
|
|
|
|
int i, j;
|
|
|
|
|
float cphi, sphi, cpsi, spsi ;
|
|
|
|
|
double cphi, sphi, cpsi, spsi ;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Allocate the vertices array
|
|
|
|
|
*/
|
|
|
|
|
vertex = calloc( sizeof(float), 3 * slices * (stacks - 1) );
|
|
|
|
|
vertex = calloc( sizeof(double), 3 * slices * (stacks - 1) );
|
|
|
|
|
|
|
|
|
|
glPushMatrix();
|
|
|
|
|
glScalef( radius, radius, radius );
|
|
|
|
|
glScaled( radius, radius, radius );
|
|
|
|
|
|
|
|
|
|
dpsi = M_PI / (stacks + 1);
|
|
|
|
|
dphi = 2 * M_PI / slices;
|
|
|
|
@ -140,15 +140,15 @@ void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
|
|
|
|
|
for( j=0; j<stacks-1; j++ )
|
|
|
|
|
{
|
|
|
|
|
cpsi = (float)cos ( psi ) ;
|
|
|
|
|
spsi = (float)sin ( psi ) ;
|
|
|
|
|
phi = 0;
|
|
|
|
|
cpsi = cos ( psi ) ;
|
|
|
|
|
spsi = sin ( psi ) ;
|
|
|
|
|
phi = 0.0;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<slices; i++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * slices + i ) ;
|
|
|
|
|
cphi = (float)cos ( phi ) ;
|
|
|
|
|
sphi = (float)sin ( phi ) ;
|
|
|
|
|
cphi = cos ( phi ) ;
|
|
|
|
|
sphi = sin ( phi ) ;
|
|
|
|
|
*(vertex + offset + 0) = sphi * spsi ;
|
|
|
|
|
*(vertex + offset + 1) = cphi * spsi ;
|
|
|
|
|
*(vertex + offset + 2) = cpsi ;
|
|
|
|
@ -161,18 +161,18 @@ void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
for( i=0; i<slices; i++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin( GL_LINE_STRIP );
|
|
|
|
|
glNormal3f( 0, 0, 1 );
|
|
|
|
|
glVertex3f( 0, 0, 1 );
|
|
|
|
|
glNormal3d( 0, 0, 1 );
|
|
|
|
|
glVertex3d( 0, 0, 1 );
|
|
|
|
|
|
|
|
|
|
for( j=0; j<stacks - 1; j++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * slices + i ) ;
|
|
|
|
|
glNormal3fv( vertex + offset );
|
|
|
|
|
glVertex3fv( vertex + offset );
|
|
|
|
|
glNormal3dv( vertex + offset );
|
|
|
|
|
glVertex3dv( vertex + offset );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glNormal3f(0, 0, -1);
|
|
|
|
|
glVertex3f(0, 0, -1);
|
|
|
|
|
glNormal3d(0, 0, -1);
|
|
|
|
|
glVertex3d(0, 0, -1);
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -183,8 +183,8 @@ void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
for( i=0; i<slices; i++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * slices + i ) ;
|
|
|
|
|
glNormal3fv( vertex + offset );
|
|
|
|
|
glVertex3fv( vertex + offset );
|
|
|
|
|
glNormal3dv( vertex + offset );
|
|
|
|
|
glVertex3dv( vertex + offset );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
@ -199,16 +199,16 @@ void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
{
|
|
|
|
|
float radius = (float) dRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
float *next, *tmp, *row;
|
|
|
|
|
double radius = dRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
double *next, *tmp, *row;
|
|
|
|
|
int i, j;
|
|
|
|
|
float cphi, sphi, cpsi, spsi ;
|
|
|
|
|
double cphi, sphi, cpsi, spsi ;
|
|
|
|
|
|
|
|
|
|
glPushMatrix();
|
|
|
|
|
/* glScalef( radius, radius, radius ); */
|
|
|
|
|
|
|
|
|
|
row = calloc( sizeof(float), slices * 3 );
|
|
|
|
|
next = calloc( sizeof(float), slices * 3 );
|
|
|
|
|
row = calloc( sizeof(double), slices * 3 );
|
|
|
|
|
next = calloc( sizeof(double), slices * 3 );
|
|
|
|
|
|
|
|
|
|
dpsi = M_PI / (stacks + 1);
|
|
|
|
|
dphi = 2 * M_PI / slices;
|
|
|
|
@ -217,8 +217,8 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
|
|
|
|
|
/* init first line + do polar cap */
|
|
|
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
|
|
|
glNormal3f( 0, 0, 1 );
|
|
|
|
|
glVertex3f( 0, 0, radius );
|
|
|
|
|
glNormal3d( 0.0, 0.0, 1.0 );
|
|
|
|
|
glVertex3d( 0.0, 0.0, radius );
|
|
|
|
|
|
|
|
|
|
for( i=0; i<slices; i++ )
|
|
|
|
|
{
|
|
|
|
@ -226,8 +226,8 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
row[ i * 3 + 1 ] = cos( phi ) * sin( psi );
|
|
|
|
|
row[ i * 3 + 2 ] = cos( psi );
|
|
|
|
|
|
|
|
|
|
glNormal3fv( row + 3 * i );
|
|
|
|
|
glVertex3f(
|
|
|
|
|
glNormal3dv( row + 3 * i );
|
|
|
|
|
glVertex3d(
|
|
|
|
|
radius * *(row + 3 * i + 0),
|
|
|
|
|
radius * *(row + 3 * i + 1),
|
|
|
|
|
radius * *(row + 3 * i + 2)
|
|
|
|
@ -236,16 +236,16 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
phi += dphi;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glNormal3fv( row );
|
|
|
|
|
glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
glNormal3dv( row );
|
|
|
|
|
glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
for( j=0; j<stacks-1; j++ )
|
|
|
|
|
{
|
|
|
|
|
phi = 0;
|
|
|
|
|
phi = 0.0;
|
|
|
|
|
psi += dpsi;
|
|
|
|
|
cpsi = (float)cos ( psi ) ;
|
|
|
|
|
spsi = (float)sin ( psi ) ;
|
|
|
|
|
cpsi = cos ( psi ) ;
|
|
|
|
|
spsi = sin ( psi ) ;
|
|
|
|
|
|
|
|
|
|
/* get coords */
|
|
|
|
|
glBegin( GL_QUAD_STRIP );
|
|
|
|
@ -253,21 +253,21 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
/* glBegin(GL_LINE_LOOP); */
|
|
|
|
|
for( i=0; i<slices; i++ )
|
|
|
|
|
{
|
|
|
|
|
cphi = (float)cos ( phi ) ;
|
|
|
|
|
sphi = (float)sin ( phi ) ;
|
|
|
|
|
cphi = cos ( phi ) ;
|
|
|
|
|
sphi = sin ( phi ) ;
|
|
|
|
|
next[ i * 3 + 0 ] = sphi * spsi ;
|
|
|
|
|
next[ i * 3 + 1 ] = cphi * spsi ;
|
|
|
|
|
next[ i * 3 + 2 ] = cpsi ;
|
|
|
|
|
|
|
|
|
|
glNormal3fv( row + i * 3 );
|
|
|
|
|
glVertex3f(
|
|
|
|
|
glNormal3dv( row + i * 3 );
|
|
|
|
|
glVertex3d(
|
|
|
|
|
radius * *(row + 3 * i + 0),
|
|
|
|
|
radius * *(row + 3 * i + 1),
|
|
|
|
|
radius * *(row + 3 * i + 2)
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
glNormal3fv( next + i * 3 );
|
|
|
|
|
glVertex3f(
|
|
|
|
|
glNormal3dv( next + i * 3 );
|
|
|
|
|
glVertex3d(
|
|
|
|
|
radius * *(next + 3 * i + 0),
|
|
|
|
|
radius * *(next + 3 * i + 1),
|
|
|
|
|
radius * *(next + 3 * i + 2)
|
|
|
|
@ -276,10 +276,10 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
phi += dphi;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glNormal3fv( row );
|
|
|
|
|
glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
glNormal3fv( next );
|
|
|
|
|
glVertex3f( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
|
|
|
|
|
glNormal3dv( row );
|
|
|
|
|
glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
glNormal3dv( next );
|
|
|
|
|
glVertex3d( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
tmp = row;
|
|
|
|
@ -289,15 +289,15 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
|
|
|
|
|
/* south pole */
|
|
|
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
|
|
|
glNormal3f( 0, 0, -1 );
|
|
|
|
|
glVertex3f( 0, 0, -radius );
|
|
|
|
|
glNormal3fv( row );
|
|
|
|
|
glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
glNormal3d( 0.0, 0.0, -1.0 );
|
|
|
|
|
glVertex3d( 0.0, 0.0, -radius );
|
|
|
|
|
glNormal3dv( row );
|
|
|
|
|
glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
|
|
|
|
|
|
|
|
for( i=slices-1; i>=0; i-- )
|
|
|
|
|
{
|
|
|
|
|
glNormal3fv(row + 3 * i);
|
|
|
|
|
glVertex3f(
|
|
|
|
|
glNormal3dv(row + 3 * i);
|
|
|
|
|
glVertex3d(
|
|
|
|
|
radius * *(row + 3 * i + 0),
|
|
|
|
|
radius * *(row + 3 * i + 1),
|
|
|
|
|
radius * *(row + 3 * i + 2)
|
|
|
|
@ -316,20 +316,20 @@ void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
|
|
|
|
|
{
|
|
|
|
|
float alt = (float) height / (float) (stacks + 1);
|
|
|
|
|
float angle = (float) M_PI / (float) slices * 2.0f;
|
|
|
|
|
float slope = (float) ( height / base );
|
|
|
|
|
float sBase = (float)base ;
|
|
|
|
|
float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
|
|
|
|
|
float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
|
|
|
|
|
double alt = height / (double) (stacks + 1);
|
|
|
|
|
double angle = M_PI / (double) slices * 2.0;
|
|
|
|
|
double slope = ( height / base );
|
|
|
|
|
double sBase = base ;
|
|
|
|
|
double sinNormal = ( base / sqrt ( height * height + base * base )) ;
|
|
|
|
|
double cosNormal = ( height / sqrt ( height * height + base * base )) ;
|
|
|
|
|
|
|
|
|
|
float* vertices = NULL;
|
|
|
|
|
double *vertices = NULL;
|
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* We need 'slices' points on a circle
|
|
|
|
|
*/
|
|
|
|
|
vertices = calloc( sizeof(float), 2 * (slices + 1) );
|
|
|
|
|
vertices = calloc( sizeof(double), 2 * (slices + 1) );
|
|
|
|
|
|
|
|
|
|
for( j=0; j<slices+1; j++ )
|
|
|
|
|
{
|
|
|
|
@ -343,10 +343,10 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
|
glNormal3f( 0, 0, -1 );
|
|
|
|
|
glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3f( 0, 0, 0 );
|
|
|
|
|
glNormal3d( 0.0, 0.0, -1.0 );
|
|
|
|
|
glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3d( 0.0, 0.0, 0.0 );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -355,27 +355,27 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
|
|
|
|
|
*/
|
|
|
|
|
for( i=0; i<stacks; i++ )
|
|
|
|
|
{
|
|
|
|
|
float alt_a = i * alt, alt_b = (i + 1) * alt;
|
|
|
|
|
float scl_a = (height - alt_a) / slope;
|
|
|
|
|
float scl_b = (height - alt_b) / slope;
|
|
|
|
|
double alt_a = i * alt, alt_b = (i + 1) * alt;
|
|
|
|
|
double scl_a = (height - alt_a) / slope;
|
|
|
|
|
double scl_b = (height - alt_b) / slope;
|
|
|
|
|
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -385,14 +385,14 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
|
|
|
|
|
*/
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
float scl = alt / slope;
|
|
|
|
|
double scl = alt / slope;
|
|
|
|
|
|
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
|
|
|
|
|
glVertex3f( 0, 0, height );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
|
|
|
|
|
glVertex3d( 0, 0, height );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -402,20 +402,20 @@ void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLin
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
|
|
|
|
|
{
|
|
|
|
|
float alt = (float) height / (float) (stacks + 1);
|
|
|
|
|
float angle = (float) M_PI / (float) slices * 2.0f;
|
|
|
|
|
float slope = (float) ( height / base );
|
|
|
|
|
float sBase = (float)base ;
|
|
|
|
|
float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
|
|
|
|
|
float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
|
|
|
|
|
double alt = height / (double) (stacks + 1);
|
|
|
|
|
double angle = M_PI / (double) slices * 2.0f;
|
|
|
|
|
double slope = ( height / base );
|
|
|
|
|
double sBase = base ;
|
|
|
|
|
double sinNormal = ( base / sqrt ( height * height + base * base )) ;
|
|
|
|
|
double cosNormal = ( height / sqrt ( height * height + base * base )) ;
|
|
|
|
|
|
|
|
|
|
float* vertices = NULL;
|
|
|
|
|
double *vertices = NULL;
|
|
|
|
|
int i, j;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* We need 'slices' points on a circle
|
|
|
|
|
*/
|
|
|
|
|
vertices = calloc( sizeof(float), 2 * (slices + 1) );
|
|
|
|
|
vertices = calloc( sizeof(double), 2 * (slices + 1) );
|
|
|
|
|
|
|
|
|
|
for( j=0; j<slices+1; j++ )
|
|
|
|
|
{
|
|
|
|
@ -428,13 +428,13 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
|
|
|
|
|
*/
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
float scl = height / slope;
|
|
|
|
|
double scl = height / slope;
|
|
|
|
|
|
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
|
|
|
glNormal3f( 0, 0, -1 );
|
|
|
|
|
glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3f( 0, 0, 0 );
|
|
|
|
|
glNormal3d( 0.0, 0.0, -1.0 );
|
|
|
|
|
glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
|
|
|
|
|
glVertex3d( 0.0, 0.0, 0.0 );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -443,27 +443,27 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
|
|
|
|
|
*/
|
|
|
|
|
for( i=0; i<stacks; i++ )
|
|
|
|
|
{
|
|
|
|
|
float alt_a = i * alt, alt_b = (i + 1) * alt;
|
|
|
|
|
float scl_a = (height - alt_a) / slope;
|
|
|
|
|
float scl_b = (height - alt_b) / slope;
|
|
|
|
|
double alt_a = i * alt, alt_b = (i + 1) * alt;
|
|
|
|
|
double scl_a = (height - alt_a) / slope;
|
|
|
|
|
double scl_b = (height - alt_b) / slope;
|
|
|
|
|
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glEnd();
|
|
|
|
|
|
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
|
|
|
|
|
glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
|
|
|
|
|
glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -473,14 +473,14 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
|
|
|
|
|
*/
|
|
|
|
|
for( j=0; j<slices; j++ )
|
|
|
|
|
{
|
|
|
|
|
float scl = alt / slope;
|
|
|
|
|
double scl = alt / slope;
|
|
|
|
|
|
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
|
|
|
|
|
glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
|
|
|
|
|
glVertex3f( 0, 0, height );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
|
|
|
|
|
glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
|
|
|
|
|
glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
|
|
|
|
|
glVertex3d( 0, 0, height );
|
|
|
|
|
glEnd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -490,34 +490,34 @@ void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLi
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
|
|
|
|
|
{
|
|
|
|
|
float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
float* vertex, *normal;
|
|
|
|
|
double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
double *vertex, *normal;
|
|
|
|
|
int i, j;
|
|
|
|
|
float spsi, cpsi, sphi, cphi ;
|
|
|
|
|
double spsi, cpsi, sphi, cphi ;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Allocate the vertices array
|
|
|
|
|
*/
|
|
|
|
|
vertex = calloc( sizeof(float), 3 * nSides * nRings );
|
|
|
|
|
normal = calloc( sizeof(float), 3 * nSides * nRings );
|
|
|
|
|
vertex = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
|
normal = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
|
|
|
|
|
|
glPushMatrix();
|
|
|
|
|
|
|
|
|
|
dpsi = 2.0 * M_PI / (float)nRings ;
|
|
|
|
|
dphi = 2.0 * M_PI / (float)nSides ;
|
|
|
|
|
dpsi = 2.0 * M_PI / (double)nRings ;
|
|
|
|
|
dphi = 2.0 * M_PI / (double)nSides ;
|
|
|
|
|
psi = 0.0;
|
|
|
|
|
|
|
|
|
|
for( j=0; j<nRings; j++ )
|
|
|
|
|
{
|
|
|
|
|
cpsi = (float)cos ( psi ) ;
|
|
|
|
|
spsi = (float)sin ( psi ) ;
|
|
|
|
|
cpsi = cos ( psi ) ;
|
|
|
|
|
spsi = sin ( psi ) ;
|
|
|
|
|
phi = 0.0;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<nSides; i++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
|
|
|
cphi = (float)cos ( phi ) ;
|
|
|
|
|
sphi = (float)sin ( phi ) ;
|
|
|
|
|
cphi = cos ( phi ) ;
|
|
|
|
|
sphi = sin ( phi ) ;
|
|
|
|
|
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
|
|
|
|
|
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
|
|
|
|
|
*(vertex + offset + 2) = sphi * iradius ;
|
|
|
|
@ -537,8 +537,8 @@ void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLi
|
|
|
|
|
for( j=0; j<nRings; j++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
|
|
|
glNormal3fv( normal + offset );
|
|
|
|
|
glVertex3fv( vertex + offset );
|
|
|
|
|
glNormal3dv( normal + offset );
|
|
|
|
|
glVertex3dv( vertex + offset );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
@ -551,8 +551,8 @@ void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLi
|
|
|
|
|
for( i=0; i<nSides; i++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
|
|
|
glNormal3fv( normal + offset );
|
|
|
|
|
glVertex3fv( vertex + offset );
|
|
|
|
|
glNormal3dv( normal + offset );
|
|
|
|
|
glVertex3dv( vertex + offset );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd();
|
|
|
|
@ -568,10 +568,10 @@ void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLi
|
|
|
|
|
*/
|
|
|
|
|
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
|
|
|
|
|
{
|
|
|
|
|
float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
float* vertex, *normal;
|
|
|
|
|
double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
|
|
|
|
|
double *vertex, *normal;
|
|
|
|
|
int i, j;
|
|
|
|
|
float spsi, cpsi, sphi, cphi ;
|
|
|
|
|
double spsi, cpsi, sphi, cphi ;
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Increment the number of sides and rings to allow for one more point than surface
|
|
|
|
@ -582,26 +582,26 @@ void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GL
|
|
|
|
|
/*
|
|
|
|
|
* Allocate the vertices array
|
|
|
|
|
*/
|
|
|
|
|
vertex = calloc( sizeof(float), 3 * nSides * nRings );
|
|
|
|
|
normal = calloc( sizeof(float), 3 * nSides * nRings );
|
|
|
|
|
vertex = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
|
normal = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
|
|
|
|
|
|
glPushMatrix();
|
|
|
|
|
|
|
|
|
|
dpsi = 2.0 * M_PI / (float)(nRings - 1) ;
|
|
|
|
|
dphi = 2.0 * M_PI / (float)(nSides - 1) ;
|
|
|
|
|
dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
|
|
|
|
|
dphi = 2.0 * M_PI / (double)(nSides - 1) ;
|
|
|
|
|
psi = 0.0;
|
|
|
|
|
|
|
|
|
|
for( j=0; j<nRings; j++ )
|
|
|
|
|
{
|
|
|
|
|
cpsi = (float)cos ( psi ) ;
|
|
|
|
|
spsi = (float)sin ( psi ) ;
|
|
|
|
|
cpsi = cos ( psi ) ;
|
|
|
|
|
spsi = sin ( psi ) ;
|
|
|
|
|
phi = 0.0;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<nSides; i++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
|
|
|
cphi = (float)cos ( phi ) ;
|
|
|
|
|
sphi = (float)sin ( phi ) ;
|
|
|
|
|
cphi = cos ( phi ) ;
|
|
|
|
|
sphi = sin ( phi ) ;
|
|
|
|
|
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
|
|
|
|
|
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
|
|
|
|
|
*(vertex + offset + 2) = sphi * iradius ;
|
|
|
|
@ -620,14 +620,14 @@ void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GL
|
|
|
|
|
for( j=0; j<nRings-1; j++ )
|
|
|
|
|
{
|
|
|
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
|
|
|
glNormal3fv( normal + offset );
|
|
|
|
|
glVertex3fv( vertex + offset );
|
|
|
|
|
glNormal3fv( normal + offset + 3 );
|
|
|
|
|
glVertex3fv( vertex + offset + 3 );
|
|
|
|
|
glNormal3fv( normal + offset + 3 * nSides + 3 );
|
|
|
|
|
glVertex3fv( vertex + offset + 3 * nSides + 3 );
|
|
|
|
|
glNormal3fv( normal + offset + 3 * nSides );
|
|
|
|
|
glVertex3fv( vertex + offset + 3 * nSides );
|
|
|
|
|
glNormal3dv( normal + offset );
|
|
|
|
|
glVertex3dv( vertex + offset );
|
|
|
|
|
glNormal3dv( normal + offset + 3 );
|
|
|
|
|
glVertex3dv( vertex + offset + 3 );
|
|
|
|
|
glNormal3dv( normal + offset + 3 * nSides + 3 );
|
|
|
|
|
glVertex3dv( vertex + offset + 3 * nSides + 3 );
|
|
|
|
|
glNormal3dv( normal + offset + 3 * nSides );
|
|
|
|
|
glVertex3dv( vertex + offset + 3 * nSides );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -646,45 +646,45 @@ void FGAPIENTRY glutWireDodecahedron( void )
|
|
|
|
|
/* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
|
|
|
|
|
* of a cube. The coordinates of the points are:
|
|
|
|
|
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
|
|
|
|
|
* where x = 0.618033989 and z = 1.618033939.
|
|
|
|
|
* where x = 0.61803398875 and z = 1.61803398875.
|
|
|
|
|
*/
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, 0.525731, 0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, 0.525731, -0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, -0.525731, 0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, -0.525731, -0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.850651, 0.0, 0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.850651, 0.0, 0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.850651, 0.0, -0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.850651, 0.0, -0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.525731, 0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.525731, -0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.525731, 0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.525731, -0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -696,45 +696,45 @@ void FGAPIENTRY glutSolidDodecahedron( void )
|
|
|
|
|
/* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
|
|
|
|
|
* of a cube. The coordinates of the points are:
|
|
|
|
|
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
|
|
|
|
|
* where x = 0.618033989 and z = 1.618033939.
|
|
|
|
|
* where x = 0.61803398875 and z = 1.61803398875.
|
|
|
|
|
*/
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, 0.525731, 0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, 0.525731, -0.850651 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, -0.525731, 0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.0, -0.525731, -0.850651 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.850651, 0.0, 0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.850651, 0.0, 0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.850651, 0.0, -0.525731 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.850651, 0.0, -0.525731 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.525731, 0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( 0.525731, -0.850651, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.525731, 0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
glBegin ( GL_POLYGON ) ;
|
|
|
|
|
glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ;
|
|
|
|
|
glNormal3d ( -0.525731, -0.850651, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -745,14 +745,14 @@ void FGAPIENTRY glutWireOctahedron( void )
|
|
|
|
|
{
|
|
|
|
|
#define RADIUS 1.0f
|
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
|
|
|
glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3d( 0.577350, 0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d( 0.577350, 0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d( 0.577350,-0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d( 0.577350,-0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d(-0.577350, 0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d(-0.577350, 0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d(-0.577350,-0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d(-0.577350,-0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glEnd();
|
|
|
|
|
#undef RADIUS
|
|
|
|
|
}
|
|
|
|
@ -764,14 +764,14 @@ void FGAPIENTRY glutSolidOctahedron( void )
|
|
|
|
|
{
|
|
|
|
|
#define RADIUS 1.0f
|
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
|
|
|
glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS );
|
|
|
|
|
glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS );
|
|
|
|
|
glNormal3d( 0.577350, 0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d( 0.577350, 0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d( 0.577350,-0.577350, 0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d( 0.577350,-0.577350,-0.577350f); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d(-0.577350, 0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d(-0.577350, 0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glNormal3d(-0.577350,-0.577350, 0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
|
|
|
glNormal3d(-0.577350,-0.577350,-0.577350f); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
|
|
|
glEnd();
|
|
|
|
|
#undef RADIUS
|
|
|
|
|
}
|
|
|
|
@ -791,16 +791,16 @@ void FGAPIENTRY glutWireTetrahedron( void )
|
|
|
|
|
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
float r0[3] = { 1.0f, 0.0f, 0.0f } ;
|
|
|
|
|
float r1[3] = { -0.333333f, 0.942809f, 0.0f } ;
|
|
|
|
|
float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ;
|
|
|
|
|
float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ;
|
|
|
|
|
double r0[3] = { 1.0, 0.0, 0.0 } ;
|
|
|
|
|
double r1[3] = { -0.333333, 0.942809, 0.0 } ;
|
|
|
|
|
double r2[3] = { -0.333333, -0.471405, 0.816497 } ;
|
|
|
|
|
double r3[3] = { -0.333333, -0.471405, -0.816497 } ;
|
|
|
|
|
|
|
|
|
|
glBegin( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ;
|
|
|
|
|
glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, -0.942809, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, 0.471405, -0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, 0.471405, 0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
|
|
|
|
|
glEnd() ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -819,26 +819,26 @@ void FGAPIENTRY glutSolidTetrahedron( void )
|
|
|
|
|
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
float r0[3] = { 1.0f, 0.0f, 0.0f } ;
|
|
|
|
|
float r1[3] = { -0.333333f, 0.942809f, 0.0f } ;
|
|
|
|
|
float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ;
|
|
|
|
|
float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ;
|
|
|
|
|
double r0[3] = { 1.0, 0.0, 0.0 } ;
|
|
|
|
|
double r1[3] = { -0.333333, 0.942809, 0.0 } ;
|
|
|
|
|
double r2[3] = { -0.333333, -0.471405, 0.816497 } ;
|
|
|
|
|
double r3[3] = { -0.333333, -0.471405, -0.816497 } ;
|
|
|
|
|
|
|
|
|
|
glBegin( GL_TRIANGLES ) ;
|
|
|
|
|
glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ;
|
|
|
|
|
glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ;
|
|
|
|
|
glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, -0.942809, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, 0.471405, -0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
|
|
|
|
|
glNormal3d ( 0.333333, 0.471405, 0.816497 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
|
|
|
|
|
glEnd() ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
*
|
|
|
|
|
*/
|
|
|
|
|
float icos_r[12][3] = { { 1.0f, 0.0f, 0.0f },
|
|
|
|
|
{ 0.447214f, 0.894427f, 0.0f }, { 0.447214f, 0.276393f, 0.850651f }, { 0.447214f, -0.723607f, 0.525731f }, { 0.447214f, -0.723607f, -0.525731f }, { 0.447214f, 0.276393f, -0.850651f },
|
|
|
|
|
{ -0.447214f, -0.894427f, 0.0f }, { -0.447214f, -0.276393f, 0.850651f }, { -0.447214f, 0.723607f, 0.525731f }, { -0.447214f, 0.723607f, -0.525731f }, { -0.447214f, -0.276393f, -0.850651f },
|
|
|
|
|
{ -1.0f, 0.0f, 0.0f } } ;
|
|
|
|
|
double icos_r[12][3] = { { 1.0, 0.0, 0.0 },
|
|
|
|
|
{ 0.447214, 0.894427, 0.0 }, { 0.447214, 0.276393, 0.850651 }, { 0.447214, -0.723607, 0.525731 }, { 0.447214, -0.723607, -0.525731 }, { 0.447214, 0.276393, -0.850651 },
|
|
|
|
|
{ -0.447214, -0.894427, 0.0 }, { -0.447214, -0.276393, 0.850651 }, { -0.447214, 0.723607, 0.525731 }, { -0.447214, 0.723607, -0.525731 }, { -0.447214, -0.276393, -0.850651 },
|
|
|
|
|
{ -1.0, 0.0, 0.0 } } ;
|
|
|
|
|
int icos_v [20][3] = { { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 4 }, { 0, 4, 5 }, { 0, 5, 1 },
|
|
|
|
|
{ 1, 8, 2 }, { 2, 7, 3 }, { 3, 6, 4 }, { 4, 10, 5 }, { 5, 9, 1 },
|
|
|
|
|
{ 1, 9, 8 }, { 2, 8, 7 }, { 3, 7, 6 }, { 4, 6, 10 }, { 5, 10, 9 },
|
|
|
|
@ -849,15 +849,15 @@ void FGAPIENTRY glutWireIcosahedron( void )
|
|
|
|
|
int i ;
|
|
|
|
|
for ( i = 0; i < 20; i++ )
|
|
|
|
|
{
|
|
|
|
|
float normal[3] ;
|
|
|
|
|
double normal[3] ;
|
|
|
|
|
normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
|
|
|
|
|
normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
|
|
|
|
|
normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3fv ( normal ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][0]] ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][1]] ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][2]] ) ;
|
|
|
|
|
glNormal3dv ( normal ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][0]] ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][1]] ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][2]] ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -872,14 +872,14 @@ void FGAPIENTRY glutSolidIcosahedron( void )
|
|
|
|
|
glBegin ( GL_TRIANGLES ) ;
|
|
|
|
|
for ( i = 0; i < 20; i++ )
|
|
|
|
|
{
|
|
|
|
|
float normal[3] ;
|
|
|
|
|
double normal[3] ;
|
|
|
|
|
normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
|
|
|
|
|
normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
|
|
|
|
|
normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
|
|
|
|
|
glNormal3fv ( normal ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][0]] ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][1]] ) ;
|
|
|
|
|
glVertex3fv ( icos_r[icos_v[i][2]] ) ;
|
|
|
|
|
glNormal3dv ( normal ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][0]] ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][1]] ) ;
|
|
|
|
|
glVertex3dv ( icos_r[icos_v[i][2]] ) ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd () ;
|
|
|
|
@ -888,18 +888,18 @@ void FGAPIENTRY glutSolidIcosahedron( void )
|
|
|
|
|
/*
|
|
|
|
|
*
|
|
|
|
|
*/
|
|
|
|
|
float rdod_r[14][3] = { { 0.0f, 0.0f, 1.0f },
|
|
|
|
|
{ 0.707107f, 0.000000f, 0.5f }, { 0.000000f, 0.707107f, 0.5f }, { -0.707107f, 0.000000f, 0.5f }, { 0.000000f, -0.707107f, 0.5f },
|
|
|
|
|
{ 0.707107f, 0.707107f, 0.0f }, { -0.707107f, 0.707107f, 0.0f }, { -0.707107f, -0.707107f, 0.0f }, { 0.707107f, -0.707107f, 0.0f },
|
|
|
|
|
{ 0.707107f, 0.000000f, -0.5f }, { 0.000000f, 0.707107f, -0.5f }, { -0.707107f, 0.000000f, -0.5f }, { 0.000000f, -0.707107f, -0.5f },
|
|
|
|
|
{ 0.0f, 0.0f, -1.0f } } ;
|
|
|
|
|
double rdod_r[14][3] = { { 0.0, 0.0, 1.0 },
|
|
|
|
|
{ 0.707107, 0.000000, 0.5 }, { 0.000000, 0.707107, 0.5 }, { -0.707107, 0.000000, 0.5 }, { 0.000000, -0.707107, 0.5 },
|
|
|
|
|
{ 0.707107, 0.707107, 0.0 }, { -0.707107, 0.707107, 0.0 }, { -0.707107, -0.707107, 0.0 }, { 0.707107, -0.707107, 0.0 },
|
|
|
|
|
{ 0.707107, 0.000000, -0.5 }, { 0.000000, 0.707107, -0.5 }, { -0.707107, 0.000000, -0.5 }, { 0.000000, -0.707107, -0.5 },
|
|
|
|
|
{ 0.0, 0.0, -1.0 } } ;
|
|
|
|
|
int rdod_v [12][4] = { { 0, 1, 5, 2 }, { 0, 2, 6, 3 }, { 0, 3, 7, 4 }, { 0, 4, 8, 1 },
|
|
|
|
|
{ 5, 10, 6, 2 }, { 6, 11, 7, 3 }, { 7, 12, 8, 4 }, { 8, 9, 5, 1 },
|
|
|
|
|
{ 5, 9, 13, 10 }, { 6, 10, 13, 11 }, { 7, 11, 13, 12 }, { 8, 12, 13, 9 } } ;
|
|
|
|
|
float rdod_n[12][3] = {
|
|
|
|
|
{ 0.353553f, 0.353553f, 0.5f }, { -0.353553f, 0.353553f, 0.5f }, { -0.353553f, -0.353553f, 0.5f }, { 0.353553f, -0.353553f, 0.5f },
|
|
|
|
|
{ 0.000000f, 1.000000f, 0.0f }, { -1.000000f, 0.000000f, 0.0f }, { 0.000000f, -1.000000f, 0.0f }, { 1.000000f, 0.000000f, 0.0f },
|
|
|
|
|
{ 0.353553f, 0.353553f, -0.5f }, { -0.353553f, 0.353553f, -0.5f }, { -0.353553f, -0.353553f, -0.5f }, { 0.353553f, -0.353553f, -0.5f }
|
|
|
|
|
double rdod_n[12][3] = {
|
|
|
|
|
{ 0.353553, 0.353553, 0.5 }, { -0.353553, 0.353553, 0.5 }, { -0.353553, -0.353553, 0.5 }, { 0.353553, -0.353553, 0.5 },
|
|
|
|
|
{ 0.000000, 1.000000, 0.0 }, { -1.000000, 0.000000, 0.0 }, { 0.000000, -1.000000, 0.0 }, { 1.000000, 0.000000, 0.0 },
|
|
|
|
|
{ 0.353553, 0.353553, -0.5 }, { -0.353553, 0.353553, -0.5 }, { -0.353553, -0.353553, -0.5 }, { 0.353553, -0.353553, -0.5 }
|
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|
|
void FGAPIENTRY glutWireRhombicDodecahedron( void )
|
|
|
|
@ -908,11 +908,11 @@ void FGAPIENTRY glutWireRhombicDodecahedron( void )
|
|
|
|
|
for ( i = 0; i < 12; i++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3fv ( rdod_n[i] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
|
|
|
|
|
glNormal3dv ( rdod_n[i] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
|
|
|
|
|
glEnd () ;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -927,11 +927,11 @@ void FGAPIENTRY glutSolidRhombicDodecahedron( void )
|
|
|
|
|
glBegin ( GL_QUADS ) ;
|
|
|
|
|
for ( i = 0; i < 12; i++ )
|
|
|
|
|
{
|
|
|
|
|
glNormal3fv ( rdod_n[i] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
|
|
|
|
|
glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
|
|
|
|
|
glNormal3dv ( rdod_n[i] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
|
|
|
|
|
glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd () ;
|
|
|
|
@ -939,7 +939,7 @@ void FGAPIENTRY glutSolidRhombicDodecahedron( void )
|
|
|
|
|
|
|
|
|
|
#define NUM_FACES 4
|
|
|
|
|
|
|
|
|
|
static GLfloat tetrahedron_v[4][3] = /* Vertices */
|
|
|
|
|
static GLdouble tetrahedron_v[4][3] = /* Vertices */
|
|
|
|
|
{
|
|
|
|
|
{ -0.5, -0.288675134, -0.144337567 },
|
|
|
|
|
{ 0.5, -0.288675134, -0.144337567 },
|
|
|
|
@ -952,7 +952,7 @@ static GLint tetrahedron_i[4][3] = /* Vertex indices */
|
|
|
|
|
{ 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 }
|
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|
|
static GLfloat tetrahedron_n[4][3] = /* Normals */
|
|
|
|
|
static GLdouble tetrahedron_n[4][3] = /* Normals */
|
|
|
|
|
{
|
|
|
|
|
{ 0.0, 0.0, -1.0 },
|
|
|
|
|
{ -0.816496581, 0.471404521, 0.333333333 },
|
|
|
|
@ -960,7 +960,7 @@ static GLfloat tetrahedron_n[4][3] = /* Normals */
|
|
|
|
|
{ 0.816496581, 0.471404521, 0.333333333 }
|
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|
|
void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
|
|
|
|
|
void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
|
|
|
|
|
{
|
|
|
|
|
int i, j ;
|
|
|
|
|
|
|
|
|
@ -970,13 +970,13 @@ void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GL
|
|
|
|
|
for ( i = 0 ; i < NUM_FACES ; i++ )
|
|
|
|
|
{
|
|
|
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
|
|
|
glNormal3fv ( tetrahedron_n[i] ) ;
|
|
|
|
|
glNormal3dv ( tetrahedron_n[i] ) ;
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
|
|
|
|
|
float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
|
|
|
|
|
float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
|
|
|
|
|
glVertex3f ( x, y, z ) ;
|
|
|
|
|
double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
|
|
|
|
|
double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
|
|
|
|
|
double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
|
|
|
|
|
glVertex3d ( x, y, z ) ;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
glEnd () ;
|
|
|
|
@ -984,7 +984,7 @@ void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GL
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GLfloat local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
|
|
|
|
|
GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
|
|
|
|
|
num_levels -- ;
|
|
|
|
|
scale /= 2.0 ;
|
|
|
|
|
local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
|
|
|
|
@ -994,15 +994,15 @@ void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GL
|
|
|
|
|
local_offset[0] += scale ;
|
|
|
|
|
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
local_offset[0] -= 0.5 * scale ;
|
|
|
|
|
local_offset[1] += 0.866025403 * scale ;
|
|
|
|
|
local_offset[1] += 0.866025403784 * scale ;
|
|
|
|
|
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
local_offset[1] -= 0.577350269 * scale ;
|
|
|
|
|
local_offset[2] += 0.816496581 * scale ;
|
|
|
|
|
local_offset[1] -= 0.577350269189 * scale ;
|
|
|
|
|
local_offset[2] += 0.816496580929 * scale ;
|
|
|
|
|
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
|
|
|
|
|
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
|
|
|
|
|
{
|
|
|
|
|
int i, j ;
|
|
|
|
|
|
|
|
|
@ -1012,13 +1012,13 @@ void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], G
|
|
|
|
|
|
|
|
|
|
for ( i = 0 ; i < NUM_FACES ; i++ )
|
|
|
|
|
{
|
|
|
|
|
glNormal3fv ( tetrahedron_n[i] ) ;
|
|
|
|
|
glNormal3dv ( tetrahedron_n[i] ) ;
|
|
|
|
|
for ( j = 0; j < 3; j++ )
|
|
|
|
|
{
|
|
|
|
|
float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
|
|
|
|
|
float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
|
|
|
|
|
float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
|
|
|
|
|
glVertex3f ( x, y, z ) ;
|
|
|
|
|
double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
|
|
|
|
|
double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
|
|
|
|
|
double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
|
|
|
|
|
glVertex3d ( x, y, z ) ;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -1026,7 +1026,7 @@ void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], G
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
GLfloat local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
|
|
|
|
|
GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
|
|
|
|
|
num_levels -- ;
|
|
|
|
|
scale /= 2.0 ;
|
|
|
|
|
local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
|
|
|
|
@ -1036,10 +1036,10 @@ void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], G
|
|
|
|
|
local_offset[0] += scale ;
|
|
|
|
|
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
local_offset[0] -= 0.5 * scale ;
|
|
|
|
|
local_offset[1] += 0.866025403 * scale ;
|
|
|
|
|
local_offset[1] += 0.866025403784 * scale ;
|
|
|
|
|
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
local_offset[1] -= 0.577350269 * scale ;
|
|
|
|
|
local_offset[2] += 0.816496581 * scale ;
|
|
|
|
|
local_offset[1] -= 0.577350269189 * scale ;
|
|
|
|
|
local_offset[2] += 0.816496580929 * scale ;
|
|
|
|
|
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|