#define G_LOG_DOMAIN "freeglut-geometry"
#include "../include/GL/freeglut.h"
-#include "../include/GL/freeglut_internal.h"
+#include "freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
*
- * Following functions have been contributed by Andreas Umbach. I modified
- * them a bit to make them use GLib (for memory allocation).
+ * Following functions have been contributed by Andreas Umbach.
*
- * glutWireCube() -- could add normal vectors so that lighting works
+ * glutWireCube() -- looks OK
* glutSolidCube() -- OK
* glutWireSphere() -- OK
* glutSolidSphere() -- OK
*
- * Following functions have been implemented by me:
+ * Following functions have been implemented by Pawel and modified by John Fay:
*
* glutWireCone() -- looks OK
- * glutSolidCone() -- normals are missing, there are holes in the thing
+ * glutSolidCone() -- looks OK
*
- * Those functions need to be implemented, as nothing has been done yet.
- * For now all of them draw a wire or solid cube, just to mark their presence.
+ * Those functions have been implemented by John Fay.
*
- * glutWireTorus() --
- * glutSolidTorus() --
- * glutWireDodecahedron() --
- * glutSolidDodecahedron() --
- * glutWireOctahedron() --
- * glutSolidOctahedron() --
- * glutWireTetrahedron() --
- * glutSolidTetrahedron() --
- * glutWireIcosahedron() --
- * glutSolidIcosahedron() --
+ * 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
*/
*/
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 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 ); V(-,-,+); V(+,-,+); V(+,+,+); V(-,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
- glBegin( GL_LINES );
- V(-,-,+); V(-,-,-); V(-,+,+); V(-,+,-);
- 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();
+ 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
}
/*
*/
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...
*/
glBegin( GL_QUADS );
- N( 1, 0, 0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
- N( 0, 1, 0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
- N( 0, 0, 1); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
- N(-1, 0, 0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
- N( 0,-1, 0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
- N( 0, 0,-1); 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(+,-,+);
+ 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
*/
void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
- float radius = (float) dRadius, phi, psi, dpsi, dphi;
- float* vertex;
- gint i, j;
+ double radius = dRadius, phi, psi, dpsi, dphi;
+ double *vertex;
+ int i, j;
+ double cphi, sphi, cpsi, spsi ;
/*
* Allocate the vertices array
*/
- vertex = g_new0( 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;
for( j=0; j<stacks-1; j++ )
{
- phi = 0;
+ cpsi = cos ( psi ) ;
+ spsi = sin ( psi ) ;
+ phi = 0.0;
for( i=0; i<slices; i++ )
{
- *(vertex + 3 * j * slices + 3 * i + 0) = sin( phi ) * sin( psi );
- *(vertex + 3 * j * slices + 3 * i + 1) = cos( phi ) * sin( psi );
- *(vertex + 3 * j * slices + 3 * i + 2) = cos( psi );
+ 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;
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
}
psi += dpsi;
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++ )
{
- glNormal3fv( vertex + 3 * j * slices + 3 * i );
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
+ int offset = 3 * ( j * slices + i ) ;
+ glNormal3dv( vertex + offset );
+ glVertex3dv( vertex + offset );
}
- glNormal3f(0, 0, -1);
- glVertex3f(0, 0, -1);
+ glNormal3d(0, 0, -1);
+ glVertex3d(0, 0, -1);
glEnd();
}
for( i=0; i<slices; i++ )
{
- glNormal3fv( vertex + 3 * j * slices + 3 * i );
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
+ int offset = 3 * ( j * slices + i ) ;
+ glNormal3dv( vertex + offset );
+ glVertex3dv( vertex + offset );
}
glEnd();
}
- g_free( vertex );
+ free( vertex );
glPopMatrix();
}
*/
void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
{
- float radius = (float) dRadius, phi, psi, dpsi, dphi;
- float *next, *tmp, *row;
- gint i, j;
+ double radius = dRadius, phi, psi, dpsi, dphi;
+ double *next, *tmp, *row;
+ int i, j;
+ double cphi, sphi, cpsi, spsi ;
glPushMatrix();
- //glScalef( radius, radius, radius );
+ /* glScalef( radius, radius, radius ); */
- row = g_new0( float, slices * 3 );
- next = g_new0( 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;
/* 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++ )
{
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)
+ radius * *(row + 3 * i + 2)
);
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 = cos ( psi ) ;
+ spsi = sin ( psi ) ;
/* get coords */
glBegin( GL_QUAD_STRIP );
/* glBegin(GL_LINE_LOOP); */
for( i=0; i<slices; i++ )
{
- next[ i * 3 + 0 ] = sin( phi ) * sin( psi );
- next[ i * 3 + 1 ] = cos( phi ) * sin( psi );
- next[ i * 3 + 2 ] = cos( psi );
-
- glNormal3fv( row + i * 3 );
- glVertex3f(
+ 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)
);
- 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)
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;
/* 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)
+ radius * *(row + 3 * i + 2)
);
}
glEnd();
- g_free(row);
- g_free(next);
+ free(row);
+ free(next);
glPopMatrix();
}
*/
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) tan( height / base );
- float* vertices = NULL;
- gint i, j;
-
- /*
- * We need 'slices' points on a circle
- */
- vertices = g_new0( float, 2 * (slices + 1) );
-
- for( i=0; i<slices+1; i++ )
+ 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++ )
{
- vertices[ i*2 + 0 ] = cos( angle * i );
- vertices[ i*2 + 1 ] = sin( angle * i );
+ 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();
+ }
+}
- /*
- * First the cone's bottom...
- */
- for( i=0; i<slices; i++ )
+/*
+ * 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++ )
{
- float scl = height / slope;
-
- glBegin( GL_LINE_LOOP );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, 0 );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, 0 );
- glVertex3f( 0, 0, 0 );
- 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_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();
+ }
+}
- /*
- * Then all the stacks between the bottom and the top
- *
- * ekhm jak wektor normalny z trojkata?
- */
- for( i=0; i<stacks; i++ )
+/*
+ *
+ */
+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++ )
{
- 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 );
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_LINE_LOOP );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- 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();
- }
+ 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;
}
- /*
- * Finally have the top part drawn...
- */
- for( i=0; i<slices; i++ )
+ psi += dpsi;
+ }
+
+ for( i=0; i<nSides; i++ )
+ {
+ glBegin( GL_LINE_LOOP );
+
+ for( j=0; j<nRings; j++ )
{
- float scl = alt / slope;
+ int offset = 3 * ( j * nSides + i ) ;
+ glNormal3dv( normal + offset );
+ glVertex3dv( vertex + offset );
+ }
- glBegin( GL_LINE_LOOP );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, height - alt );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
- glEnd();
+ 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();
}
/*
- * Draws a solid cone
+ *
*/
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
- float alt = (float) height / (float) (stacks + 1);
- float angle = (float) M_PI / (float) slices * 2.0f;
- float slope = (float) tan( height / base );
- float* vertices = NULL;
- gint i, j;
-
- /*
- * We need 'slices' points on a circle
- */
- vertices = g_new0( float, 2 * (slices + 1) );
-
- for( i=0; i<slices+1; i++ )
+ 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++ )
{
- vertices[ i*2 + 0 ] = cos( angle * i );
- vertices[ i*2 + 1 ] = sin( angle * 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;
}
- /*
- * First the cone's bottom...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = height / slope;
-
- glBegin( GL_TRIANGLES );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, 0 );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, 0 );
- glVertex3f( 0, 0, 0 );
- glEnd();
- }
+ psi += dpsi;
+ }
- /*
- * Then all the stacks between the bottom and the top
- *
- * ekhm jak wektor normalny z trojkata?
- */
- for( i=0; i<stacks; i++ )
+ glBegin( GL_QUADS );
+ for( i=0; i<nSides-1; i++ )
+ {
+ for( j=0; j<nRings-1; j++ )
{
- 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 );
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_TRIANGLES );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
- }
+ 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 );
}
+ }
- /*
- * Finally have the top part drawn...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = alt / slope;
+ glEnd();
- glBegin( GL_TRIANGLES );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, height - alt );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
- glEnd();
- }
+ free ( vertex ) ;
+ free ( normal ) ;
+ glPopMatrix();
}
/*
*
*/
-void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutWireDodecahedron( void )
{
- glutWireSphere( dOuterRadius, 5, 5 );
+ /* 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 glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutSolidDodecahedron( void )
{
- glutSolidSphere( dOuterRadius, 5, 5 );
+ /* 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 glutWireDodecahedron( void )
+void FGAPIENTRY glutWireOctahedron( void )
{
- glutWireSphere( 1.0, 5, 5 );
+#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 glutSolidDodecahedron( void )
+void FGAPIENTRY glutSolidOctahedron( void )
{
- glutSolidSphere( 1.0, 5, 5 );
+#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 glutWireOctahedron( void )
+void FGAPIENTRY glutWireTetrahedron( void )
{
- glutWireSphere( 1.0, 5, 5 );
+ /* 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 glutSolidOctahedron( void )
+void FGAPIENTRY glutSolidTetrahedron( void )
{
- glutSolidSphere( 1.0, 5, 5 );
+ /* 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() ;
}
/*
*
*/
-void FGAPIENTRY glutWireTetrahedron( void )
+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 )
{
- glutWireSphere( 1.0, 5, 5 );
+ 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 glutSolidTetrahedron( void )
+void FGAPIENTRY glutSolidIcosahedron( void )
{
- glutSolidSphere( 1.0, 5, 5 );
+ 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 () ;
}
/*
*
*/
-void FGAPIENTRY glutWireIcosahedron( void )
+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 )
{
- glutWireSphere( 1.0, 5, 5 );
+ 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 glutSolidIcosahedron( void )
+void FGAPIENTRY glutSolidRhombicDodecahedron( void )
{
- glutSolidSphere( 1.0, 5, 5 );
+ 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 ***/