git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@95 7f0cb862-5218-0410-a997-914c9d46530a
1050 lines
41 KiB
C
1050 lines
41 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 "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 )
|
|
{
|
|
double size = dSize * 0.5;
|
|
|
|
# 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...
|
|
*/
|
|
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 )
|
|
{
|
|
double size = dSize * 0.5;
|
|
|
|
# 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...
|
|
*/
|
|
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 )
|
|
{
|
|
double radius = dRadius, phi, psi, dpsi, dphi;
|
|
double *vertex;
|
|
int i, j;
|
|
double cphi, sphi, cpsi, spsi ;
|
|
|
|
/*
|
|
* Allocate the vertices array
|
|
*/
|
|
vertex = calloc( sizeof(double), 3 * slices * (stacks - 1) );
|
|
|
|
glPushMatrix();
|
|
glScaled( radius, radius, radius );
|
|
|
|
dpsi = M_PI / (stacks + 1);
|
|
dphi = 2 * M_PI / slices;
|
|
psi = dpsi;
|
|
|
|
for( j=0; j<stacks-1; j++ )
|
|
{
|
|
cpsi = cos ( psi ) ;
|
|
spsi = sin ( psi ) ;
|
|
phi = 0.0;
|
|
|
|
for( i=0; i<slices; i++ )
|
|
{
|
|
int offset = 3 * ( j * slices + i ) ;
|
|
cphi = cos ( phi ) ;
|
|
sphi = 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 );
|
|
glNormal3d( 0, 0, 1 );
|
|
glVertex3d( 0, 0, 1 );
|
|
|
|
for( j=0; j<stacks - 1; j++ )
|
|
{
|
|
int offset = 3 * ( j * slices + i ) ;
|
|
glNormal3dv( vertex + offset );
|
|
glVertex3dv( vertex + offset );
|
|
}
|
|
|
|
glNormal3d(0, 0, -1);
|
|
glVertex3d(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 ) ;
|
|
glNormal3dv( vertex + offset );
|
|
glVertex3dv( 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 )
|
|
{
|
|
double radius = dRadius, phi, psi, dpsi, dphi;
|
|
double *next, *tmp, *row;
|
|
int i, j;
|
|
double cphi, sphi, cpsi, spsi ;
|
|
|
|
glPushMatrix();
|
|
/* glScalef( radius, radius, radius ); */
|
|
|
|
row = calloc( sizeof(double), slices * 3 );
|
|
next = calloc( sizeof(double), 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 );
|
|
glNormal3d( 0.0, 0.0, 1.0 );
|
|
glVertex3d( 0.0, 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 );
|
|
|
|
glNormal3dv( row + 3 * i );
|
|
glVertex3d(
|
|
radius * *(row + 3 * i + 0),
|
|
radius * *(row + 3 * i + 1),
|
|
radius * *(row + 3 * i + 2)
|
|
);
|
|
|
|
phi += dphi;
|
|
}
|
|
|
|
glNormal3dv( row );
|
|
glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
|
|
glEnd();
|
|
|
|
for( j=0; j<stacks-1; j++ )
|
|
{
|
|
phi = 0.0;
|
|
psi += dpsi;
|
|
cpsi = cos ( psi ) ;
|
|
spsi = sin ( psi ) ;
|
|
|
|
/* get coords */
|
|
glBegin( GL_QUAD_STRIP );
|
|
|
|
/* glBegin(GL_LINE_LOOP); */
|
|
for( i=0; i<slices; i++ )
|
|
{
|
|
cphi = cos ( phi ) ;
|
|
sphi = sin ( phi ) ;
|
|
next[ i * 3 + 0 ] = sphi * spsi ;
|
|
next[ i * 3 + 1 ] = cphi * spsi ;
|
|
next[ i * 3 + 2 ] = cpsi ;
|
|
|
|
glNormal3dv( row + i * 3 );
|
|
glVertex3d(
|
|
radius * *(row + 3 * i + 0),
|
|
radius * *(row + 3 * i + 1),
|
|
radius * *(row + 3 * i + 2)
|
|
);
|
|
|
|
glNormal3dv( next + i * 3 );
|
|
glVertex3d(
|
|
radius * *(next + 3 * i + 0),
|
|
radius * *(next + 3 * i + 1),
|
|
radius * *(next + 3 * i + 2)
|
|
);
|
|
|
|
phi += dphi;
|
|
}
|
|
|
|
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;
|
|
row = next;
|
|
next = tmp;
|
|
}
|
|
|
|
/* south pole */
|
|
glBegin( GL_TRIANGLE_FAN );
|
|
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-- )
|
|
{
|
|
glNormal3dv(row + 3 * i);
|
|
glVertex3d(
|
|
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 )
|
|
{
|
|
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 )) ;
|
|
|
|
double *vertices = NULL;
|
|
int i, j;
|
|
|
|
/*
|
|
* We need 'slices' points on a circle
|
|
*/
|
|
vertices = calloc( sizeof(double), 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 );
|
|
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();
|
|
}
|
|
|
|
/*
|
|
* Then all the stacks between the bottom and the top
|
|
*/
|
|
for( i=0; i<stacks; i++ )
|
|
{
|
|
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 );
|
|
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 );
|
|
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();
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Finally have the top part drawn...
|
|
*/
|
|
for( j=0; j<slices; j++ )
|
|
{
|
|
double scl = alt / slope;
|
|
|
|
glBegin( GL_LINE_LOOP );
|
|
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();
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Draws a solid cone
|
|
*/
|
|
void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
|
|
{
|
|
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 )) ;
|
|
|
|
double *vertices = NULL;
|
|
int i, j;
|
|
|
|
/*
|
|
* We need 'slices' points on a circle
|
|
*/
|
|
vertices = calloc( sizeof(double), 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++ )
|
|
{
|
|
double scl = height / slope;
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
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();
|
|
}
|
|
|
|
/*
|
|
* Then all the stacks between the bottom and the top
|
|
*/
|
|
for( i=0; i<stacks; i++ )
|
|
{
|
|
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 );
|
|
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 );
|
|
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();
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Finally have the top part drawn...
|
|
*/
|
|
for( j=0; j<slices; j++ )
|
|
{
|
|
double scl = alt / slope;
|
|
|
|
glBegin( GL_TRIANGLES );
|
|
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();
|
|
}
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
|
|
{
|
|
double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
|
|
double *vertex, *normal;
|
|
int i, j;
|
|
double spsi, cpsi, sphi, cphi ;
|
|
|
|
/*
|
|
* Allocate the vertices array
|
|
*/
|
|
vertex = calloc( sizeof(double), 3 * nSides * nRings );
|
|
normal = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
glPushMatrix();
|
|
|
|
dpsi = 2.0 * M_PI / (double)nRings ;
|
|
dphi = 2.0 * M_PI / (double)nSides ;
|
|
psi = 0.0;
|
|
|
|
for( j=0; j<nRings; j++ )
|
|
{
|
|
cpsi = cos ( psi ) ;
|
|
spsi = sin ( psi ) ;
|
|
phi = 0.0;
|
|
|
|
for( i=0; i<nSides; i++ )
|
|
{
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
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 ;
|
|
*(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 ) ;
|
|
glNormal3dv( normal + offset );
|
|
glVertex3dv( 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 ) ;
|
|
glNormal3dv( normal + offset );
|
|
glVertex3dv( vertex + offset );
|
|
}
|
|
|
|
glEnd();
|
|
}
|
|
|
|
free ( vertex ) ;
|
|
free ( normal ) ;
|
|
glPopMatrix();
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
|
|
{
|
|
double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
|
|
double *vertex, *normal;
|
|
int i, j;
|
|
double 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(double), 3 * nSides * nRings );
|
|
normal = calloc( sizeof(double), 3 * nSides * nRings );
|
|
|
|
glPushMatrix();
|
|
|
|
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 = cos ( psi ) ;
|
|
spsi = sin ( psi ) ;
|
|
phi = 0.0;
|
|
|
|
for( i=0; i<nSides; i++ )
|
|
{
|
|
int offset = 3 * ( j * nSides + i ) ;
|
|
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 ;
|
|
*(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 ) ;
|
|
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 );
|
|
}
|
|
}
|
|
|
|
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 = 0.61803398875 and z = 1.61803398875.
|
|
*/
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( 0.525731112119, 0.850650808354, 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 ) ;
|
|
glNormal3d ( 0.525731112119, -0.850650808354, 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 ) ;
|
|
glNormal3d ( -0.525731112119, 0.850650808354, 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 ) ;
|
|
glNormal3d ( -0.525731112119, -0.850650808354, 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 () ;
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
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 = 0.61803398875 and z = 1.61803398875.
|
|
*/
|
|
glBegin ( GL_POLYGON ) ;
|
|
glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; 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 ) ;
|
|
glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; 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 ) ;
|
|
glNormal3d ( 0.525731112119, 0.850650808354, 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 ) ;
|
|
glNormal3d ( 0.525731112119, -0.850650808354, 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 ) ;
|
|
glNormal3d ( -0.525731112119, 0.850650808354, 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 ) ;
|
|
glNormal3d ( -0.525731112119, -0.850650808354, 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 () ;
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutWireOctahedron( void )
|
|
{
|
|
#define RADIUS 1.0f
|
|
glBegin( GL_LINE_LOOP );
|
|
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glEnd();
|
|
#undef RADIUS
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutSolidOctahedron( void )
|
|
{
|
|
#define RADIUS 1.0f
|
|
glBegin( GL_TRIANGLES );
|
|
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
|
|
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
|
|
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-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.
|
|
*/
|
|
|
|
double r0[3] = { 1.0, 0.0, 0.0 } ;
|
|
double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ;
|
|
double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ;
|
|
double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ;
|
|
|
|
glBegin( GL_LINE_LOOP ) ;
|
|
glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
|
|
glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
|
|
glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
|
|
glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( 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.
|
|
*/
|
|
|
|
double r0[3] = { 1.0, 0.0, 0.0 } ;
|
|
double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ;
|
|
double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ;
|
|
double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ;
|
|
|
|
glBegin( GL_TRIANGLES ) ;
|
|
glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
|
|
glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
|
|
glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
|
|
glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
|
|
glEnd() ;
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
double icos_r[12][3] = { { 1.0, 0.0, 0.0 },
|
|
{ 0.447213595500, 0.894427191000, 0.0 }, { 0.447213595500, 0.276393202252, 0.850650808354 }, { 0.447213595500, -0.723606797748, 0.525731112119 }, { 0.447213595500, -0.723606797748, -0.525731112119 }, { 0.447213595500, 0.276393202252, -0.850650808354 },
|
|
{ -0.447213595500, -0.894427191000, 0.0 }, { -0.447213595500, -0.276393202252, 0.850650808354 }, { -0.447213595500, 0.723606797748, 0.525731112119 }, { -0.447213595500, 0.723606797748, -0.525731112119 }, { -0.447213595500, -0.276393202252, -0.850650808354 },
|
|
{ -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 },
|
|
{ 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++ )
|
|
{
|
|
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 ) ;
|
|
glNormal3dv ( normal ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][0]] ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][1]] ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][2]] ) ;
|
|
glEnd () ;
|
|
}
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutSolidIcosahedron( void )
|
|
{
|
|
int i ;
|
|
|
|
glBegin ( GL_TRIANGLES ) ;
|
|
for ( i = 0; i < 20; i++ )
|
|
{
|
|
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] ) ;
|
|
glNormal3dv ( normal ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][0]] ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][1]] ) ;
|
|
glVertex3dv ( icos_r[icos_v[i][2]] ) ;
|
|
}
|
|
|
|
glEnd () ;
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
double rdod_r[14][3] = { { 0.0, 0.0, 1.0 },
|
|
{ 0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, 0.707106781187, 0.5 }, { -0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, -0.707106781187, 0.5 },
|
|
{ 0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, -0.707106781187, 0.0 }, { 0.707106781187, -0.707106781187, 0.0 },
|
|
{ 0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, 0.707106781187, -0.5 }, { -0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, -0.707106781187, -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 } } ;
|
|
double rdod_n[12][3] = {
|
|
{ 0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, -0.353553390594, 0.5 }, { 0.353553390594, -0.353553390594, 0.5 },
|
|
{ 0.000000000000, 1.000000000000, 0.0 }, { -1.000000000000, 0.000000000000, 0.0 }, { 0.000000000000, -1.000000000000, 0.0 }, { 1.000000000000, 0.000000000000, 0.0 },
|
|
{ 0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, -0.353553390594, -0.5 }, { 0.353553390594, -0.353553390594, -0.5 }
|
|
} ;
|
|
|
|
void FGAPIENTRY glutWireRhombicDodecahedron( void )
|
|
{
|
|
int i ;
|
|
for ( i = 0; i < 12; i++ )
|
|
{
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
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 () ;
|
|
}
|
|
}
|
|
|
|
/*
|
|
*
|
|
*/
|
|
void FGAPIENTRY glutSolidRhombicDodecahedron( void )
|
|
{
|
|
int i ;
|
|
|
|
glBegin ( GL_QUADS ) ;
|
|
for ( i = 0; i < 12; i++ )
|
|
{
|
|
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 () ;
|
|
}
|
|
|
|
#define NUM_FACES 4
|
|
|
|
static GLdouble tetrahedron_v[4][3] = /* Vertices */
|
|
{
|
|
{ -0.5, -0.288675134595, -0.144337567297 },
|
|
{ 0.5, -0.288675134595, -0.144337567297 },
|
|
{ 0.0, 0.577350269189, -0.144337567297 },
|
|
{ 0.0, 0.0, 0.672159013631 }
|
|
} ;
|
|
|
|
static GLint tetrahedron_i[4][3] = /* Vertex indices */
|
|
{
|
|
{ 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 }
|
|
} ;
|
|
|
|
static GLdouble tetrahedron_n[4][3] = /* Normals */
|
|
{
|
|
{ 0.0, 0.0, -1.0 },
|
|
{ -0.816496580928, 0.471404520791, 0.333333333333 },
|
|
{ 0.0, -0.942809041582, 0.333333333333 },
|
|
{ 0.816496580928, 0.471404520791, 0.333333333333 }
|
|
} ;
|
|
|
|
void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
|
|
{
|
|
int i, j ;
|
|
|
|
if ( num_levels == 0 )
|
|
{
|
|
|
|
for ( i = 0 ; i < NUM_FACES ; i++ )
|
|
{
|
|
glBegin ( GL_LINE_LOOP ) ;
|
|
glNormal3dv ( tetrahedron_n[i] ) ;
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
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 () ;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
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] ;
|
|
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] += 0.866025403784 * scale ;
|
|
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
local_offset[1] -= 0.577350269189 * scale ;
|
|
local_offset[2] += 0.816496580928 * scale ;
|
|
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
}
|
|
}
|
|
|
|
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
|
|
{
|
|
int i, j ;
|
|
|
|
if ( num_levels == 0 )
|
|
{
|
|
glBegin ( GL_TRIANGLES ) ;
|
|
|
|
for ( i = 0 ; i < NUM_FACES ; i++ )
|
|
{
|
|
glNormal3dv ( tetrahedron_n[i] ) ;
|
|
for ( j = 0; j < 3; j++ )
|
|
{
|
|
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 () ;
|
|
}
|
|
else
|
|
{
|
|
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] ;
|
|
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] += 0.866025403784 * scale ;
|
|
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
local_offset[1] -= 0.577350269189 * scale ;
|
|
local_offset[2] += 0.816496580928 * scale ;
|
|
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
|
|
}
|
|
}
|
|
|
|
#undef NUM_FACES
|
|
|
|
/*** END OF FILE ***/
|