This repository has been archived on 2024-06-25. You can view files and clone it, but cannot push or open issues or pull requests.
dheyse 6d93edeb79 Many updates from John Fay.
git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@32 7f0cb862-5218-0410-a997-914c9d46530a
2002-11-28 23:31:40 +00:00

1050 lines
40 KiB
C

/*
* freeglut_geometry.c
*
* Freeglut geometry rendering methods.
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Fri Dec 3 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define G_LOG_DOMAIN "freeglut-geometry"
#include "../include/GL/freeglut.h"
#include "../include/GL/freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
*
* Following functions have been contributed by Andreas Umbach.
*
* glutWireCube() -- looks OK
* glutSolidCube() -- OK
* glutWireSphere() -- OK
* glutSolidSphere() -- OK
*
* Following functions have been implemented by Pawel and modified by John Fay:
*
* glutWireCone() -- looks OK
* glutSolidCone() -- looks OK
*
* Those functions have been implemented by John Fay.
*
* glutWireTorus() -- looks OK
* glutSolidTorus() -- looks OK
* glutWireDodecahedron() -- looks OK
* glutSolidDodecahedron() -- looks OK
* glutWireOctahedron() -- looks OK
* glutSolidOctahedron() -- looks OK
* glutWireTetrahedron() -- looks OK
* glutSolidTetrahedron() -- looks OK
* glutWireIcosahedron() -- looks OK
* glutSolidIcosahedron() -- looks OK
*/
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
* Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutWireCube( GLdouble dSize )
{
float size = (float) dSize * 0.5f;
# define V(a,b,c) glVertex3f( a size, b size, c size );
# define N(a,b,c) glNormal3f( a, b, c );
/*
* PWO: I dared to convert the code to use macros...
*/
glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();
glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
# undef V
# undef N
}
/*
* Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutSolidCube( GLdouble dSize )
{
float size = (float) dSize * 0.5f;
# define V(a,b,c) glVertex3f( a size, b size, c size );
# define N(a,b,c) glNormal3f( a, b, c );
/*
* PWO: Again, I dared to convert the code to use macros...
*/
glBegin( GL_QUADS );
N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);
glEnd();
# undef V
# undef N
}
/*
* Draws a wire sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float* vertex;
int i, j;
float cphi, sphi, cpsi, spsi ;
/*
* Allocate the vertices array
*/
vertex = calloc( sizeof(float), 3 * slices * (stacks - 1) );
glPushMatrix();
glScalef( radius, radius, radius );
dpsi = M_PI / (stacks + 1);
dphi = 2 * M_PI / slices;
psi = dpsi;
for( j=0; j<stacks-1; j++ )
{
cpsi = (float)cos ( psi ) ;
spsi = (float)sin ( psi ) ;
phi = 0;
for( i=0; i<slices; i++ )
{
int offset = 3 * ( j * slices + i ) ;
cphi = (float)cos ( phi ) ;
sphi = (float)sin ( phi ) ;
*(vertex + offset + 0) = sphi * spsi ;
*(vertex + offset + 1) = cphi * spsi ;
*(vertex + offset + 2) = cpsi ;
phi += dphi;
}
psi += dpsi;
}
for( i=0; i<slices; i++ )
{
glBegin( GL_LINE_STRIP );
glNormal3f( 0, 0, 1 );
glVertex3f( 0, 0, 1 );
for( j=0; j<stacks - 1; j++ )
{
int offset = 3 * ( j * slices + i ) ;
glNormal3fv( vertex + offset );
glVertex3fv( vertex + offset );
}
glNormal3f(0, 0, -1);
glVertex3f(0, 0, -1);
glEnd();
}
for( j=0; j<stacks-1; j++ )
{
glBegin(GL_LINE_LOOP);
for( i=0; i<slices; i++ )
{
int offset = 3 * ( j * slices + i ) ;
glNormal3fv( vertex + offset );
glVertex3fv( vertex + offset );
}
glEnd();
}
free( vertex );
glPopMatrix();
}
/*
* Draws a solid sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float *next, *tmp, *row;
int i, j;
float cphi, sphi, cpsi, spsi ;
glPushMatrix();
//glScalef( radius, radius, radius );
row = calloc( sizeof(float), slices * 3 );
next = calloc( sizeof(float), slices * 3 );
dpsi = M_PI / (stacks + 1);
dphi = 2 * M_PI / slices;
psi = dpsi;
phi = 0;
/* init first line + do polar cap */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0, 0, 1 );
glVertex3f( 0, 0, radius );
for( i=0; i<slices; i++ )
{
row[ i * 3 + 0 ] = sin( phi ) * sin( psi );
row[ i * 3 + 1 ] = cos( phi ) * sin( psi );
row[ i * 3 + 2 ] = cos( psi );
glNormal3fv( row + 3 * i );
glVertex3f(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
radius * *(row + 3 * i + 2)
);
phi += dphi;
}
glNormal3fv( row );
glVertex3f( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
glEnd();
for( j=0; j<stacks-1; j++ )
{
phi = 0;
psi += dpsi;
cpsi = (float)cos ( psi ) ;
spsi = (float)sin ( psi ) ;
/* get coords */
glBegin( GL_QUAD_STRIP );
/* glBegin(GL_LINE_LOOP); */
for( i=0; i<slices; i++ )
{
cphi = (float)cos ( phi ) ;
sphi = (float)sin ( phi ) ;
next[ i * 3 + 0 ] = sphi * spsi ;
next[ i * 3 + 1 ] = cphi * spsi ;
next[ i * 3 + 2 ] = cpsi ;
glNormal3fv( row + i * 3 );
glVertex3f(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
radius * *(row + 3 * i + 2)
);
glNormal3fv( next + i * 3 );
glVertex3f(
radius * *(next + 3 * i + 0),
radius * *(next + 3 * i + 1),
radius * *(next + 3 * i + 2)
);
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) );
glEnd();
tmp = row;
row = next;
next = tmp;
}
/* 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) );
for( i=slices-1; i>=0; i-- )
{
glNormal3fv(row + 3 * i);
glVertex3f(
radius * *(row + 3 * i + 0),
radius * *(row + 3 * i + 1),
radius * *(row + 3 * i + 2)
);
}
glEnd();
free(row);
free(next);
glPopMatrix();
}
/*
* Draws a wire cone
*/
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 )) ;
float* vertices = NULL;
int i, j;
/*
* We need 'slices' points on a circle
*/
vertices = calloc( sizeof(float), 2 * (slices + 1) );
for( j=0; j<slices+1; j++ )
{
vertices[ j*2 + 0 ] = cos( angle * j );
vertices[ j*2 + 1 ] = sin( angle * j );
}
/*
* First the cone's bottom...
*/
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 );
glEnd();
}
/*
* Then all the stacks between the bottom and the top
*/
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;
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 );
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 );
glEnd();
}
}
/*
* Finally have the top part drawn...
*/
for( j=0; j<slices; j++ )
{
float 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 );
glEnd();
}
}
/*
* Draws a solid cone
*/
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 )) ;
float* vertices = NULL;
int i, j;
/*
* We need 'slices' points on a circle
*/
vertices = calloc( sizeof(float), 2 * (slices + 1) );
for( j=0; j<slices+1; j++ )
{
vertices[ j*2 + 0 ] = cos( angle * j );
vertices[ j*2 + 1 ] = sin( angle * j );
}
/*
* First the cone's bottom...
*/
for( j=0; j<slices; j++ )
{
float 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 );
glEnd();
}
/*
* Then all the stacks between the bottom and the top
*/
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;
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 );
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 );
glEnd();
}
}
/*
* Finally have the top part drawn...
*/
for( j=0; j<slices; j++ )
{
float 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 );
glEnd();
}
}
/*
*
*/
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;
int i, j;
float spsi, cpsi, sphi, cphi ;
/*
* Allocate the vertices array
*/
vertex = calloc( sizeof(float), 3 * nSides * nRings );
normal = calloc( sizeof(float), 3 * nSides * nRings );
glPushMatrix();
dpsi = 2.0 * M_PI / (float)nRings ;
dphi = 2.0 * M_PI / (float)nSides ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
cpsi = (float)cos ( psi ) ;
spsi = (float)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 ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
*(normal + offset + 0) = cpsi * cphi ;
*(normal + offset + 1) = spsi * cphi ;
*(normal + offset + 2) = sphi ;
phi += dphi;
}
psi += dpsi;
}
for( i=0; i<nSides; i++ )
{
glBegin( GL_LINE_LOOP );
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
glNormal3fv( normal + offset );
glVertex3fv( vertex + offset );
}
glEnd();
}
for( j=0; j<nRings; j++ )
{
glBegin(GL_LINE_LOOP);
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
glNormal3fv( normal + offset );
glVertex3fv( vertex + offset );
}
glEnd();
}
free ( vertex ) ;
free ( normal ) ;
glPopMatrix();
}
/*
*
*/
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;
int i, j;
float spsi, cpsi, sphi, cphi ;
/*
* Increment the number of sides and rings to allow for one more point than surface
*/
nSides ++ ;
nRings ++ ;
/*
* Allocate the vertices array
*/
vertex = calloc( sizeof(float), 3 * nSides * nRings );
normal = calloc( sizeof(float), 3 * nSides * nRings );
glPushMatrix();
dpsi = 2.0 * M_PI / (float)(nRings - 1) ;
dphi = 2.0 * M_PI / (float)(nSides - 1) ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
cpsi = (float)cos ( psi ) ;
spsi = (float)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 ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
*(normal + offset + 0) = cpsi * cphi ;
*(normal + offset + 1) = spsi * cphi ;
*(normal + offset + 2) = sphi ;
phi += dphi;
}
psi += dpsi;
}
glBegin( GL_QUADS );
for( i=0; i<nSides-1; i++ )
{
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 );
}
}
glEnd();
free ( vertex ) ;
free ( normal ) ;
glPopMatrix();
}
/*
*
*/
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.
*/
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
glEnd () ;
}
/*
*
*/
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.
*/
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
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 ) ;
glEnd () ;
}
/*
*
*/
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 );
glEnd();
#undef RADIUS
}
/*
*
*/
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 );
glEnd();
#undef RADIUS
}
/*
*
*/
void FGAPIENTRY glutWireTetrahedron( void )
{
/* Magic Numbers: r0 = ( 1, 0, 0 )
* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
* r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
* r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )
* |r0| = |r1| = |r2| = |r3| = 1
* Distance between any two points is 2 sqrt(6) / 3
*
* 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 } ;
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 ) ;
glEnd() ;
}
/*
*
*/
void FGAPIENTRY glutSolidTetrahedron( void )
{
/* Magic Numbers: r0 = ( 1, 0, 0 )
* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
* r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
* r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )
* |r0| = |r1| = |r2| = |r3| = 1
* Distance between any two points is 2 sqrt(6) / 3
*
* 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 } ;
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 ) ;
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 } } ;
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 },
{ 11, 9, 10 }, { 11, 8, 9 }, { 11, 7, 8 }, { 11, 6, 7 }, { 11, 10, 6 } } ;
void FGAPIENTRY glutWireIcosahedron( void )
{
int i ;
for ( i = 0; i < 20; i++ )
{
float 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]] ) ;
glEnd () ;
}
}
/*
*
*/
void FGAPIENTRY glutSolidIcosahedron( void )
{
int i ;
glBegin ( GL_TRIANGLES ) ;
for ( i = 0; i < 20; i++ )
{
float 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]] ) ;
}
glEnd () ;
}
/*
*
*/
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 } } ;
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 }
} ;
void FGAPIENTRY glutWireRhombicDodecahedron( void )
{
int i ;
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]] ) ;
glEnd () ;
}
}
/*
*
*/
void FGAPIENTRY glutSolidRhombicDodecahedron( void )
{
int i ;
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]] ) ;
}
glEnd () ;
}
#define NUM_FACES 4
static GLfloat tetrahedron_v[4][3] = /* Vertices */
{
{ -0.5, -0.288675134, -0.144337567 },
{ 0.5, -0.288675134, -0.144337567 },
{ 0.0, 0.577350269, -0.144337567 },
{ 0.0, 0.0, 0.672159013 }
} ;
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 */
{
{ 0.0, 0.0, -1.0 },
{ -0.816496581, 0.471404521, 0.333333333 },
{ 0.0, -0.942809042, 0.333333333 },
{ 0.816496581, 0.471404521, 0.333333333 }
} ;
void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
{
int i, j ;
if ( num_levels == 0 )
{
for ( i = 0 ; i < NUM_FACES ; i++ )
{
glBegin ( GL_LINE_LOOP ) ;
glNormal3fv ( 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 ) ;
}
glEnd () ;
}
}
else
{
GLfloat 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] ;
local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[0] += scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[0] -= 0.5 * scale ;
local_offset[1] += 0.866025403 * scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[1] -= 0.577350269 * scale ;
local_offset[2] += 0.816496581 * scale ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
{
int i, j ;
if ( num_levels == 0 )
{
glBegin ( GL_TRIANGLES ) ;
for ( i = 0 ; i < NUM_FACES ; i++ )
{
glNormal3fv ( 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 ) ;
}
}
glEnd () ;
}
else
{
GLfloat 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] ;
local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[0] += scale ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[0] -= 0.5 * scale ;
local_offset[1] += 0.866025403 * scale ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
local_offset[1] -= 0.577350269 * scale ;
local_offset[2] += 0.816496581 * scale ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}
#undef NUM_FACES
/*** END OF FILE ***/