-/*\r
- * freeglut_geometry.c\r
- *\r
- * Freeglut geometry rendering methods.\r
- *\r
- * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.\r
- * Written by Pawel W. Olszta, <olszta@sourceforge.net>\r
- * Creation date: Fri Dec 3 1999\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER\r
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-#include <GL/freeglut.h>\r
-#include "freeglut_internal.h"\r
-\r
-/*\r
- * TODO BEFORE THE STABLE RELEASE:\r
- *\r
- * Following functions have been contributed by Andreas Umbach.\r
- *\r
- * glutWireCube() -- looks OK\r
- * glutSolidCube() -- OK\r
- *\r
- * Those functions have been implemented by John Fay.\r
- *\r
- * glutWireTorus() -- looks OK\r
- * glutSolidTorus() -- looks OK\r
- * glutWireDodecahedron() -- looks OK\r
- * glutSolidDodecahedron() -- looks OK\r
- * glutWireOctahedron() -- looks OK\r
- * glutSolidOctahedron() -- looks OK\r
- * glutWireTetrahedron() -- looks OK\r
- * glutSolidTetrahedron() -- looks OK\r
- * glutWireIcosahedron() -- looks OK\r
- * glutSolidIcosahedron() -- looks OK\r
- *\r
- * The Following functions have been updated by Nigel Stewart, based\r
- * on FreeGLUT 2.0.0 implementations:\r
- *\r
- * glutWireSphere() -- looks OK\r
- * glutSolidSphere() -- looks OK\r
- * glutWireCone() -- looks OK\r
- * glutSolidCone() -- looks OK\r
- */\r
-\r
-\r
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */\r
-\r
-/*\r
- * Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>\r
- */\r
-void FGAPIENTRY glutWireCube( GLdouble dSize )\r
-{\r
- double size = dSize * 0.5;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );\r
-\r
-# define V(a,b,c) glVertex3d( a size, b size, c size );\r
-# define N(a,b,c) glNormal3d( a, b, c );\r
-\r
- /* PWO: I dared to convert the code to use macros... */\r
- glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();\r
- glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();\r
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();\r
- glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();\r
- glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();\r
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();\r
-\r
-# undef V\r
-# undef N\r
-}\r
-\r
-/*\r
- * Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>\r
- */\r
-void FGAPIENTRY glutSolidCube( GLdouble dSize )\r
-{\r
- double size = dSize * 0.5;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );\r
-\r
-# define V(a,b,c) glVertex3d( a size, b size, c size );\r
-# define N(a,b,c) glNormal3d( a, b, c );\r
-\r
- /* PWO: Again, I dared to convert the code to use macros... */\r
- glBegin( GL_QUADS );\r
- N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);\r
- N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);\r
- N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);\r
- N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);\r
- N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);\r
- N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);\r
- glEnd();\r
-\r
-# undef V\r
-# undef N\r
-}\r
-\r
-/*\r
- * Compute lookup table of cos and sin values forming a cirle\r
- *\r
- * Notes:\r
- * It is the responsibility of the caller to free these tables\r
- * The size of the table is (n+1) to form a connected loop\r
- * The last entry is exactly the same as the first\r
- * The sign of n can be flipped to get the reverse loop\r
- */\r
-\r
-static void fghCircleTable(double **sint,double **cost,const int n)\r
-{\r
- int i;\r
-\r
- /* Table size, the sign of n flips the circle direction */\r
-\r
- const int size = abs(n);\r
-\r
- /* Determine the angle between samples */\r
-\r
- const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );\r
-\r
- /* Allocate memory for n samples, plus duplicate of first entry at the end */\r
-\r
- *sint = (double *) calloc(sizeof(double), size+1);\r
- *cost = (double *) calloc(sizeof(double), size+1);\r
-\r
- /* Bail out if memory allocation fails, fgError never returns */\r
-\r
- if (!(*sint) || !(*cost))\r
- {\r
- free(*sint);\r
- free(*cost);\r
- fgError("Failed to allocate memory in fghCircleTable");\r
- }\r
-\r
- /* Compute cos and sin around the circle */\r
-\r
- (*sint)[0] = 0.0;\r
- (*cost)[0] = 1.0;\r
-\r
- for (i=1; i<size; i++)\r
- {\r
- (*sint)[i] = sin(angle*i);\r
- (*cost)[i] = cos(angle*i);\r
- }\r
-\r
- /* Last sample is duplicate of the first */\r
-\r
- (*sint)[size] = (*sint)[0];\r
- (*cost)[size] = (*cost)[0];\r
-}\r
-\r
-/*\r
- * Draws a solid sphere\r
- */\r
-void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)\r
-{\r
- int i,j;\r
-\r
- /* Adjust z and radius as stacks are drawn. */\r
-\r
- double z0,z1;\r
- double r0,r1;\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint1,*cost1;\r
- double *sint2,*cost2;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );\r
-\r
- fghCircleTable(&sint1,&cost1,-slices);\r
- fghCircleTable(&sint2,&cost2,stacks*2);\r
-\r
- /* The top stack is covered with a triangle fan */\r
-\r
- z0 = 1.0;\r
- z1 = cost2[(stacks>0)?1:0];\r
- r0 = 0.0;\r
- r1 = sint2[(stacks>0)?1:0];\r
-\r
- glBegin(GL_TRIANGLE_FAN);\r
-\r
- glNormal3d(0,0,1);\r
- glVertex3d(0,0,radius);\r
-\r
- for (j=slices; j>=0; j--)\r
- {\r
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );\r
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);\r
- }\r
-\r
- glEnd();\r
-\r
- /* Cover each stack with a quad strip, except the top and bottom stacks */\r
-\r
- for( i=1; i<stacks-1; i++ )\r
- {\r
- z0 = z1; z1 = cost2[i+1];\r
- r0 = r1; r1 = sint2[i+1];\r
-\r
- glBegin(GL_QUAD_STRIP);\r
-\r
- for(j=0; j<=slices; j++)\r
- {\r
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );\r
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);\r
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );\r
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);\r
- }\r
-\r
- glEnd();\r
- }\r
-\r
- /* The bottom stack is covered with a triangle fan */\r
-\r
- z0 = z1;\r
- r0 = r1;\r
-\r
- glBegin(GL_TRIANGLE_FAN);\r
-\r
- glNormal3d(0,0,-1);\r
- glVertex3d(0,0,-radius);\r
-\r
- for (j=0; j<=slices; j++)\r
- {\r
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );\r
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);\r
- }\r
-\r
- glEnd();\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint1);\r
- free(cost1);\r
- free(sint2);\r
- free(cost2);\r
-}\r
-\r
-/*\r
- * Draws a wire sphere\r
- */\r
-void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)\r
-{\r
- int i,j;\r
-\r
- /* Adjust z and radius as stacks and slices are drawn. */\r
-\r
- double r;\r
- double x,y,z;\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint1,*cost1;\r
- double *sint2,*cost2;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );\r
-\r
- fghCircleTable(&sint1,&cost1,-slices );\r
- fghCircleTable(&sint2,&cost2, stacks*2);\r
-\r
- /* Draw a line loop for each stack */\r
-\r
- for (i=1; i<stacks; i++)\r
- {\r
- z = cost2[i];\r
- r = sint2[i];\r
-\r
- glBegin(GL_LINE_LOOP);\r
-\r
- for(j=0; j<=slices; j++)\r
- {\r
- x = cost1[j];\r
- y = sint1[j];\r
-\r
- glNormal3d(x,y,z);\r
- glVertex3d(x*r*radius,y*r*radius,z*radius);\r
- }\r
-\r
- glEnd();\r
- }\r
-\r
- /* Draw a line loop for each slice */\r
-\r
- for (i=0; i<slices; i++)\r
- {\r
- glBegin(GL_LINE_STRIP);\r
-\r
- for(j=0; j<=stacks; j++)\r
- {\r
- x = cost1[i]*sint2[j];\r
- y = sint1[i]*sint2[j];\r
- z = cost2[j];\r
-\r
- glNormal3d(x,y,z);\r
- glVertex3d(x*radius,y*radius,z*radius);\r
- }\r
-\r
- glEnd();\r
- }\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint1);\r
- free(cost1);\r
- free(sint2);\r
- free(cost2);\r
-}\r
-\r
-/*\r
- * Draws a solid cone\r
- */\r
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )\r
-{\r
- int i,j;\r
-\r
- /* Step in z and radius as stacks are drawn. */\r
-\r
- double z0,z1;\r
- double r0,r1;\r
-\r
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );\r
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );\r
-\r
- /* Scaling factors for vertex normals */\r
-\r
- const double cosn = ( height / sqrt ( height * height + base * base ));\r
- const double sinn = ( base / sqrt ( height * height + base * base ));\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint,*cost;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );\r
-\r
- fghCircleTable(&sint,&cost,-slices);\r
-\r
- /* Cover the circular base with a triangle fan... */\r
-\r
- z0 = 0.0;\r
- z1 = zStep;\r
-\r
- r0 = base;\r
- r1 = r0 - rStep;\r
-\r
- glBegin(GL_TRIANGLE_FAN);\r
-\r
- glNormal3d(0.0,0.0,-1.0);\r
- glVertex3d(0.0,0.0, z0 );\r
-\r
- for (j=0; j<=slices; j++)\r
- glVertex3d(cost[j]*r0, sint[j]*r0, z0);\r
-\r
- glEnd();\r
-\r
- /* Cover each stack with a quad strip, except the top stack */\r
-\r
- for( i=0; i<stacks-1; i++ )\r
- {\r
- glBegin(GL_QUAD_STRIP);\r
-\r
- for(j=0; j<=slices; j++)\r
- {\r
- glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);\r
- glVertex3d(cost[j]*r0, sint[j]*r0, z0 );\r
- glVertex3d(cost[j]*r1, sint[j]*r1, z1 );\r
- }\r
-\r
- z0 = z1; z1 += zStep;\r
- r0 = r1; r1 -= rStep;\r
-\r
- glEnd();\r
- }\r
-\r
- /* The top stack is covered with individual triangles */\r
-\r
- glBegin(GL_TRIANGLES);\r
-\r
- glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);\r
-\r
- for (j=0; j<slices; j++)\r
- {\r
- glVertex3d(cost[j+0]*r0, sint[j+0]*r0, z0 );\r
- glVertex3d(0, 0, height);\r
- glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn );\r
- glVertex3d(cost[j+1]*r0, sint[j+1]*r0, z0 );\r
- }\r
-\r
- glEnd();\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint);\r
- free(cost);\r
-}\r
-\r
-/*\r
- * Draws a wire cone\r
- */\r
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)\r
-{\r
- int i,j;\r
-\r
- /* Step in z and radius as stacks are drawn. */\r
-\r
- double z = 0.0;\r
- double r = base;\r
-\r
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );\r
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );\r
-\r
- /* Scaling factors for vertex normals */\r
-\r
- const double cosn = ( height / sqrt ( height * height + base * base ));\r
- const double sinn = ( base / sqrt ( height * height + base * base ));\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint,*cost;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );\r
-\r
- fghCircleTable(&sint,&cost,-slices);\r
-\r
- /* Draw the stacks... */\r
-\r
- for (i=0; i<stacks; i++)\r
- {\r
- glBegin(GL_LINE_LOOP);\r
-\r
- for( j=0; j<slices; j++ )\r
- {\r
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);\r
- glVertex3d(cost[j]*r, sint[j]*r, z );\r
- }\r
-\r
- glEnd();\r
-\r
- z += zStep;\r
- r -= rStep;\r
- }\r
-\r
- /* Draw the slices */\r
-\r
- r = base;\r
-\r
- glBegin(GL_LINES);\r
-\r
- for (j=0; j<slices; j++)\r
- {\r
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );\r
- glVertex3d(cost[j]*r, sint[j]*r, 0.0 );\r
- glVertex3d(0.0, 0.0, height);\r
- }\r
-\r
- glEnd();\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint);\r
- free(cost);\r
-}\r
-\r
-\r
-/*\r
- * Draws a solid cylinder\r
- */\r
-void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)\r
-{\r
- int i,j;\r
-\r
- /* Step in z and radius as stacks are drawn. */\r
-\r
- double z0,z1;\r
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint,*cost;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );\r
-\r
- fghCircleTable(&sint,&cost,-slices);\r
-\r
- /* Cover the base and top */\r
-\r
- glBegin(GL_TRIANGLE_FAN);\r
- glNormal3d(0.0, 0.0, -1.0 );\r
- glVertex3d(0.0, 0.0, 0.0 );\r
- for (j=0; j<=slices; j++)\r
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);\r
- glEnd();\r
-\r
- glBegin(GL_TRIANGLE_FAN);\r
- glNormal3d(0.0, 0.0, 1.0 );\r
- glVertex3d(0.0, 0.0, height);\r
- for (j=slices; j>=0; j--)\r
- glVertex3d(cost[j]*radius, sint[j]*radius, height);\r
- glEnd();\r
-\r
- /* Do the stacks */\r
-\r
- z0 = 0.0;\r
- z1 = zStep;\r
-\r
- for (i=1; i<=stacks; i++)\r
- {\r
- if (i==stacks)\r
- z1 = height;\r
-\r
- glBegin(GL_QUAD_STRIP);\r
- for (j=0; j<=slices; j++ )\r
- {\r
- glNormal3d(cost[j], sint[j], 0.0 );\r
- glVertex3d(cost[j]*radius, sint[j]*radius, z0 );\r
- glVertex3d(cost[j]*radius, sint[j]*radius, z1 );\r
- }\r
- glEnd();\r
-\r
- z0 = z1; z1 += zStep;\r
- }\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint);\r
- free(cost);\r
-}\r
-\r
-/*\r
- * Draws a wire cylinder\r
- */\r
-void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)\r
-{\r
- int i,j;\r
-\r
- /* Step in z and radius as stacks are drawn. */\r
-\r
- double z = 0.0;\r
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );\r
-\r
- /* Pre-computed circle */\r
-\r
- double *sint,*cost;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );\r
-\r
- fghCircleTable(&sint,&cost,-slices);\r
-\r
- /* Draw the stacks... */\r
-\r
- for (i=0; i<=stacks; i++)\r
- {\r
- if (i==stacks)\r
- z = height;\r
-\r
- glBegin(GL_LINE_LOOP);\r
-\r
- for( j=0; j<slices; j++ )\r
- {\r
- glNormal3d(cost[j], sint[j], 0.0);\r
- glVertex3d(cost[j]*radius, sint[j]*radius, z );\r
- }\r
-\r
- glEnd();\r
-\r
- z += zStep;\r
- }\r
-\r
- /* Draw the slices */\r
-\r
- glBegin(GL_LINES);\r
-\r
- for (j=0; j<slices; j++)\r
- {\r
- glNormal3d(cost[j], sint[j], 0.0 );\r
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0 );\r
- glVertex3d(cost[j]*radius, sint[j]*radius, height);\r
- }\r
-\r
- glEnd();\r
-\r
- /* Release sin and cos tables */\r
-\r
- free(sint);\r
- free(cost);\r
-}\r
-\r
-/*\r
- * Draws a wire torus\r
- */\r
-void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )\r
-{\r
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;\r
- double *vertex, *normal;\r
- int i, j;\r
- double spsi, cpsi, sphi, cphi ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );\r
-\r
- if ( nSides < 1 ) nSides = 1;\r
- if ( nRings < 1 ) nRings = 1;\r
-\r
- /* Allocate the vertices array */\r
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );\r
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );\r
-\r
- glPushMatrix();\r
-\r
- dpsi = 2.0 * M_PI / (double)nRings ;\r
- dphi = -2.0 * M_PI / (double)nSides ;\r
- psi = 0.0;\r
-\r
- for( j=0; j<nRings; j++ )\r
- {\r
- cpsi = cos ( psi ) ;\r
- spsi = sin ( psi ) ;\r
- phi = 0.0;\r
-\r
- for( i=0; i<nSides; i++ )\r
- {\r
- int offset = 3 * ( j * nSides + i ) ;\r
- cphi = cos ( phi ) ;\r
- sphi = sin ( phi ) ;\r
- *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;\r
- *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;\r
- *(vertex + offset + 2) = sphi * iradius ;\r
- *(normal + offset + 0) = cpsi * cphi ;\r
- *(normal + offset + 1) = spsi * cphi ;\r
- *(normal + offset + 2) = sphi ;\r
- phi += dphi;\r
- }\r
-\r
- psi += dpsi;\r
- }\r
-\r
- for( i=0; i<nSides; i++ )\r
- {\r
- glBegin( GL_LINE_LOOP );\r
-\r
- for( j=0; j<nRings; j++ )\r
- {\r
- int offset = 3 * ( j * nSides + i ) ;\r
- glNormal3dv( normal + offset );\r
- glVertex3dv( vertex + offset );\r
- }\r
-\r
- glEnd();\r
- }\r
-\r
- for( j=0; j<nRings; j++ )\r
- {\r
- glBegin(GL_LINE_LOOP);\r
-\r
- for( i=0; i<nSides; i++ )\r
- {\r
- int offset = 3 * ( j * nSides + i ) ;\r
- glNormal3dv( normal + offset );\r
- glVertex3dv( vertex + offset );\r
- }\r
-\r
- glEnd();\r
- }\r
-\r
- free ( vertex ) ;\r
- free ( normal ) ;\r
- glPopMatrix();\r
-}\r
-\r
-/*\r
- * Draws a solid torus\r
- */\r
-void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )\r
-{\r
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;\r
- double *vertex, *normal;\r
- int i, j;\r
- double spsi, cpsi, sphi, cphi ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );\r
-\r
- if ( nSides < 1 ) nSides = 1;\r
- if ( nRings < 1 ) nRings = 1;\r
-\r
- /* Increment the number of sides and rings to allow for one more point than surface */\r
- nSides ++ ;\r
- nRings ++ ;\r
-\r
- /* Allocate the vertices array */\r
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );\r
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );\r
-\r
- glPushMatrix();\r
-\r
- dpsi = 2.0 * M_PI / (double)(nRings - 1) ;\r
- dphi = -2.0 * M_PI / (double)(nSides - 1) ;\r
- psi = 0.0;\r
-\r
- for( j=0; j<nRings; j++ )\r
- {\r
- cpsi = cos ( psi ) ;\r
- spsi = sin ( psi ) ;\r
- phi = 0.0;\r
-\r
- for( i=0; i<nSides; i++ )\r
- {\r
- int offset = 3 * ( j * nSides + i ) ;\r
- cphi = cos ( phi ) ;\r
- sphi = sin ( phi ) ;\r
- *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;\r
- *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;\r
- *(vertex + offset + 2) = sphi * iradius ;\r
- *(normal + offset + 0) = cpsi * cphi ;\r
- *(normal + offset + 1) = spsi * cphi ;\r
- *(normal + offset + 2) = sphi ;\r
- phi += dphi;\r
- }\r
-\r
- psi += dpsi;\r
- }\r
-\r
- glBegin( GL_QUADS );\r
- for( i=0; i<nSides-1; i++ )\r
- {\r
- for( j=0; j<nRings-1; j++ )\r
- {\r
- int offset = 3 * ( j * nSides + i ) ;\r
- glNormal3dv( normal + offset );\r
- glVertex3dv( vertex + offset );\r
- glNormal3dv( normal + offset + 3 );\r
- glVertex3dv( vertex + offset + 3 );\r
- glNormal3dv( normal + offset + 3 * nSides + 3 );\r
- glVertex3dv( vertex + offset + 3 * nSides + 3 );\r
- glNormal3dv( normal + offset + 3 * nSides );\r
- glVertex3dv( vertex + offset + 3 * nSides );\r
- }\r
- }\r
-\r
- glEnd();\r
-\r
- free ( vertex ) ;\r
- free ( normal ) ;\r
- glPopMatrix();\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutWireDodecahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireDodecahedron" );\r
-\r
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of\r
- * of a cube. The coordinates of the points are:\r
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )\r
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or\r
- * x = 0.61803398875 and z = 1.61803398875.\r
- */\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutSolidDodecahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidDodecahedron" );\r
-\r
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of\r
- * of a cube. The coordinates of the points are:\r
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )\r
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or\r
- * x = 0.61803398875 and z = 1.61803398875.\r
- */\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
- glBegin ( GL_POLYGON ) ;\r
- 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 ) ;\r
- glEnd () ;\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutWireOctahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );\r
-\r
-#define RADIUS 1.0f\r
- glBegin( GL_LINE_LOOP );\r
- 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 );\r
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );\r
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );\r
- 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 );\r
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );\r
- 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 );\r
- 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 );\r
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );\r
- glEnd();\r
-#undef RADIUS\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutSolidOctahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );\r
-\r
-#define RADIUS 1.0f\r
- glBegin( GL_TRIANGLES );\r
- 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 );\r
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );\r
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );\r
- 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 );\r
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );\r
- 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 );\r
- 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 );\r
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );\r
- glEnd();\r
-#undef RADIUS\r
-}\r
-\r
-/* Magic Numbers: r0 = ( 1, 0, 0 )\r
- * r1 = ( -1/3, 2 sqrt(2) / 3, 0 )\r
- * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )\r
- * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )\r
- * |r0| = |r1| = |r2| = |r3| = 1\r
- * Distance between any two points is 2 sqrt(6) / 3\r
- *\r
- * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.\r
- */\r
-\r
-#define NUM_TETR_FACES 4\r
-\r
-static GLdouble tet_r[4][3] = { { 1.0, 0.0, 0.0 },\r
- { -0.333333333333, 0.942809041582, 0.0 },\r
- { -0.333333333333, -0.471404520791, 0.816496580928 },\r
- { -0.333333333333, -0.471404520791, -0.816496580928 } } ;\r
-\r
-static GLint tet_i[4][3] = /* Vertex indices */\r
-{\r
- { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }\r
-} ;\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutWireTetrahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );\r
-\r
- glBegin( GL_LINE_LOOP ) ;\r
- glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;\r
- glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;\r
- glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;\r
- glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;\r
- glEnd() ;\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutSolidTetrahedron( void )\r
-{\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );\r
-\r
- glBegin( GL_TRIANGLES ) ;\r
- glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;\r
- glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;\r
- glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;\r
- glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;\r
- glEnd() ;\r
-}\r
-\r
-/*\r
- *\r
- */\r
-static double icos_r[12][3] = {\r
- { 1.0, 0.0, 0.0 },\r
- { 0.447213595500, 0.894427191000, 0.0 },\r
- { 0.447213595500, 0.276393202252, 0.850650808354 },\r
- { 0.447213595500, -0.723606797748, 0.525731112119 },\r
- { 0.447213595500, -0.723606797748, -0.525731112119 },\r
- { 0.447213595500, 0.276393202252, -0.850650808354 },\r
- { -0.447213595500, -0.894427191000, 0.0 },\r
- { -0.447213595500, -0.276393202252, 0.850650808354 },\r
- { -0.447213595500, 0.723606797748, 0.525731112119 },\r
- { -0.447213595500, 0.723606797748, -0.525731112119 },\r
- { -0.447213595500, -0.276393202252, -0.850650808354 },\r
- { -1.0, 0.0, 0.0 }\r
-};\r
-\r
-static int icos_v [20][3] = {\r
- { 0, 1, 2 },\r
- { 0, 2, 3 },\r
- { 0, 3, 4 },\r
- { 0, 4, 5 },\r
- { 0, 5, 1 },\r
- { 1, 8, 2 },\r
- { 2, 7, 3 },\r
- { 3, 6, 4 },\r
- { 4, 10, 5 },\r
- { 5, 9, 1 },\r
- { 1, 9, 8 },\r
- { 2, 8, 7 },\r
- { 3, 7, 6 },\r
- { 4, 6, 10 },\r
- { 5, 10, 9 },\r
- { 11, 9, 10 },\r
- { 11, 8, 9 },\r
- { 11, 7, 8 },\r
- { 11, 6, 7 },\r
- { 11, 10, 6 }\r
-};\r
-\r
-void FGAPIENTRY glutWireIcosahedron( void )\r
-{\r
- int i ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireIcosahedron" );\r
-\r
- for ( i = 0; i < 20; i++ )\r
- {\r
- double normal[3] ;\r
- 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] ) ;\r
- 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] ) ;\r
- 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] ) ;\r
- glBegin ( GL_LINE_LOOP ) ;\r
- glNormal3dv ( normal ) ;\r
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;\r
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;\r
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;\r
- glEnd () ;\r
- }\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutSolidIcosahedron( void )\r
-{\r
- int i ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidIcosahedron" );\r
-\r
- glBegin ( GL_TRIANGLES ) ;\r
- for ( i = 0; i < 20; i++ )\r
- {\r
- double normal[3] ;\r
- 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] ) ;\r
- 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] ) ;\r
- 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] ) ;\r
- glNormal3dv ( normal ) ;\r
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;\r
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;\r
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;\r
- }\r
-\r
- glEnd () ;\r
-}\r
-\r
-/*\r
- *\r
- */\r
-static double rdod_r[14][3] = {\r
- { 0.0, 0.0, 1.0 },\r
- { 0.707106781187, 0.000000000000, 0.5 },\r
- { 0.000000000000, 0.707106781187, 0.5 },\r
- { -0.707106781187, 0.000000000000, 0.5 },\r
- { 0.000000000000, -0.707106781187, 0.5 },\r
- { 0.707106781187, 0.707106781187, 0.0 },\r
- { -0.707106781187, 0.707106781187, 0.0 },\r
- { -0.707106781187, -0.707106781187, 0.0 },\r
- { 0.707106781187, -0.707106781187, 0.0 },\r
- { 0.707106781187, 0.000000000000, -0.5 },\r
- { 0.000000000000, 0.707106781187, -0.5 },\r
- { -0.707106781187, 0.000000000000, -0.5 },\r
- { 0.000000000000, -0.707106781187, -0.5 },\r
- { 0.0, 0.0, -1.0 }\r
-} ;\r
-\r
-static int rdod_v [12][4] = {\r
- { 0, 1, 5, 2 },\r
- { 0, 2, 6, 3 },\r
- { 0, 3, 7, 4 },\r
- { 0, 4, 8, 1 },\r
- { 5, 10, 6, 2 },\r
- { 6, 11, 7, 3 },\r
- { 7, 12, 8, 4 },\r
- { 8, 9, 5, 1 },\r
- { 5, 9, 13, 10 },\r
- { 6, 10, 13, 11 },\r
- { 7, 11, 13, 12 },\r
- { 8, 12, 13, 9 }\r
-};\r
-\r
-static double rdod_n[12][3] = {\r
- { 0.353553390594, 0.353553390594, 0.5 },\r
- { -0.353553390594, 0.353553390594, 0.5 },\r
- { -0.353553390594, -0.353553390594, 0.5 },\r
- { 0.353553390594, -0.353553390594, 0.5 },\r
- { 0.000000000000, 1.000000000000, 0.0 },\r
- { -1.000000000000, 0.000000000000, 0.0 },\r
- { 0.000000000000, -1.000000000000, 0.0 },\r
- { 1.000000000000, 0.000000000000, 0.0 },\r
- { 0.353553390594, 0.353553390594, -0.5 },\r
- { -0.353553390594, 0.353553390594, -0.5 },\r
- { -0.353553390594, -0.353553390594, -0.5 },\r
- { 0.353553390594, -0.353553390594, -0.5 }\r
-};\r
-\r
-void FGAPIENTRY glutWireRhombicDodecahedron( void )\r
-{\r
- int i ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireRhombicDodecahedron" );\r
-\r
- for ( i = 0; i < 12; i++ )\r
- {\r
- glBegin ( GL_LINE_LOOP ) ;\r
- glNormal3dv ( rdod_n[i] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;\r
- glEnd () ;\r
- }\r
-}\r
-\r
-/*\r
- *\r
- */\r
-void FGAPIENTRY glutSolidRhombicDodecahedron( void )\r
-{\r
- int i ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidRhombicDodecahedron" );\r
-\r
- glBegin ( GL_QUADS ) ;\r
- for ( i = 0; i < 12; i++ )\r
- {\r
- glNormal3dv ( rdod_n[i] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;\r
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;\r
- }\r
-\r
- glEnd () ;\r
-}\r
-\r
-void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )\r
-{\r
- int i, j ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );\r
-\r
- if ( num_levels == 0 )\r
- {\r
-\r
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )\r
- {\r
- glBegin ( GL_LINE_LOOP ) ;\r
- glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;\r
- for ( j = 0; j < 3; j++ )\r
- {\r
- double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;\r
- double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;\r
- double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;\r
- glVertex3d ( x, y, z ) ;\r
- }\r
-\r
- glEnd () ;\r
- }\r
- }\r
- else if ( num_levels > 0 )\r
- {\r
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */\r
- num_levels -- ;\r
- scale /= 2.0 ;\r
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )\r
- {\r
- local_offset[0] = offset[0] + scale * tet_r[i][0] ;\r
- local_offset[1] = offset[1] + scale * tet_r[i][1] ;\r
- local_offset[2] = offset[2] + scale * tet_r[i][2] ;\r
- glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;\r
- }\r
- }\r
-}\r
-\r
-void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )\r
-{\r
- int i, j ;\r
-\r
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );\r
-\r
- if ( num_levels == 0 )\r
- {\r
- glBegin ( GL_TRIANGLES ) ;\r
-\r
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )\r
- {\r
- glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;\r
- for ( j = 0; j < 3; j++ )\r
- {\r
- double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;\r
- double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;\r
- double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;\r
- glVertex3d ( x, y, z ) ;\r
- }\r
- }\r
-\r
- glEnd () ;\r
- }\r
- else if ( num_levels > 0 )\r
- {\r
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */\r
- num_levels -- ;\r
- scale /= 2.0 ;\r
- for ( i = 0 ; i < NUM_TETR_FACES ; i++ )\r
- {\r
- local_offset[0] = offset[0] + scale * tet_r[i][0] ;\r
- local_offset[1] = offset[1] + scale * tet_r[i][1] ;\r
- local_offset[2] = offset[2] + scale * tet_r[i][2] ;\r
- glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;\r
- }\r
- }\r
-}\r
-\r
-/*** END OF FILE ***/\r
+/*
+ * 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.
+ */
+
+#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
+ *
+ * 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
+ *
+ * The Following functions have been updated by Nigel Stewart, based
+ * on FreeGLUT 2.0.0 implementations:
+ *
+ * glutWireSphere() -- looks OK
+ * glutSolidSphere() -- looks OK
+ * glutWireCone() -- looks OK
+ * glutSolidCone() -- 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;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
+
+# 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;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
+
+# 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
+}
+
+/*
+ * Compute lookup table of cos and sin values forming a cirle
+ *
+ * Notes:
+ * It is the responsibility of the caller to free these tables
+ * The size of the table is (n+1) to form a connected loop
+ * The last entry is exactly the same as the first
+ * The sign of n can be flipped to get the reverse loop
+ */
+
+static void fghCircleTable(double **sint,double **cost,const int n)
+{
+ int i;
+
+ /* Table size, the sign of n flips the circle direction */
+
+ const int size = abs(n);
+
+ /* Determine the angle between samples */
+
+ const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );
+
+ /* Allocate memory for n samples, plus duplicate of first entry at the end */
+
+ *sint = (double *) calloc(sizeof(double), size+1);
+ *cost = (double *) calloc(sizeof(double), size+1);
+
+ /* Bail out if memory allocation fails, fgError never returns */
+
+ if (!(*sint) || !(*cost))
+ {
+ free(*sint);
+ free(*cost);
+ fgError("Failed to allocate memory in fghCircleTable");
+ }
+
+ /* Compute cos and sin around the circle */
+
+ (*sint)[0] = 0.0;
+ (*cost)[0] = 1.0;
+
+ for (i=1; i<size; i++)
+ {
+ (*sint)[i] = sin(angle*i);
+ (*cost)[i] = cos(angle*i);
+ }
+
+ /* Last sample is duplicate of the first */
+
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
+}
+
+/*
+ * Draws a solid sphere
+ */
+void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Adjust z and radius as stacks are drawn. */
+
+ double z0,z1;
+ double r0,r1;
+
+ /* Pre-computed circle */
+
+ double *sint1,*cost1;
+ double *sint2,*cost2;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
+
+ fghCircleTable(&sint1,&cost1,-slices);
+ fghCircleTable(&sint2,&cost2,stacks*2);
+
+ /* The top stack is covered with a triangle fan */
+
+ z0 = 1.0;
+ z1 = cost2[(stacks>0)?1:0];
+ r0 = 0.0;
+ r1 = sint2[(stacks>0)?1:0];
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glNormal3d(0,0,1);
+ glVertex3d(0,0,radius);
+
+ for (j=slices; j>=0; j--)
+ {
+ glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
+ glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
+ }
+
+ glEnd();
+
+ /* Cover each stack with a quad strip, except the top and bottom stacks */
+
+ for( i=1; i<stacks-1; i++ )
+ {
+ z0 = z1; z1 = cost2[i+1];
+ r0 = r1; r1 = sint2[i+1];
+
+ glBegin(GL_QUAD_STRIP);
+
+ for(j=0; j<=slices; j++)
+ {
+ glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
+ glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ }
+
+ glEnd();
+ }
+
+ /* The bottom stack is covered with a triangle fan */
+
+ z0 = z1;
+ r0 = r1;
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glNormal3d(0,0,-1);
+ glVertex3d(0,0,-radius);
+
+ for (j=0; j<=slices; j++)
+ {
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ }
+
+ glEnd();
+
+ /* Release sin and cos tables */
+
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
+}
+
+/*
+ * Draws a wire sphere
+ */
+void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Adjust z and radius as stacks and slices are drawn. */
+
+ double r;
+ double x,y,z;
+
+ /* Pre-computed circle */
+
+ double *sint1,*cost1;
+ double *sint2,*cost2;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
+
+ fghCircleTable(&sint1,&cost1,-slices );
+ fghCircleTable(&sint2,&cost2, stacks*2);
+
+ /* Draw a line loop for each stack */
+
+ for (i=1; i<stacks; i++)
+ {
+ z = cost2[i];
+ r = sint2[i];
+
+ glBegin(GL_LINE_LOOP);
+
+ for(j=0; j<=slices; j++)
+ {
+ x = cost1[j];
+ y = sint1[j];
+
+ glNormal3d(x,y,z);
+ glVertex3d(x*r*radius,y*r*radius,z*radius);
+ }
+
+ glEnd();
+ }
+
+ /* Draw a line loop for each slice */
+
+ for (i=0; i<slices; i++)
+ {
+ glBegin(GL_LINE_STRIP);
+
+ for(j=0; j<=stacks; j++)
+ {
+ x = cost1[i]*sint2[j];
+ y = sint1[i]*sint2[j];
+ z = cost2[j];
+
+ glNormal3d(x,y,z);
+ glVertex3d(x*radius,y*radius,z*radius);
+ }
+
+ glEnd();
+ }
+
+ /* Release sin and cos tables */
+
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
+}
+
+/*
+ * Draws a solid cone
+ */
+void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+{
+ int i,j;
+
+ /* Step in z and radius as stacks are drawn. */
+
+ double z0,z1;
+ double r0,r1;
+
+ const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* Scaling factors for vertex normals */
+
+ const double cosn = ( height / sqrt ( height * height + base * base ));
+ const double sinn = ( base / sqrt ( height * height + base * base ));
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
+
+ fghCircleTable(&sint,&cost,-slices);
+
+ /* Cover the circular base with a triangle fan... */
+
+ z0 = 0.0;
+ z1 = zStep;
+
+ r0 = base;
+ r1 = r0 - rStep;
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glNormal3d(0.0,0.0,-1.0);
+ glVertex3d(0.0,0.0, z0 );
+
+ for (j=0; j<=slices; j++)
+ glVertex3d(cost[j]*r0, sint[j]*r0, z0);
+
+ glEnd();
+
+ /* Cover each stack with a quad strip, except the top stack */
+
+ for( i=0; i<stacks-1; i++ )
+ {
+ glBegin(GL_QUAD_STRIP);
+
+ for(j=0; j<=slices; j++)
+ {
+ glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
+ glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
+ glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
+ }
+
+ z0 = z1; z1 += zStep;
+ r0 = r1; r1 -= rStep;
+
+ glEnd();
+ }
+
+ /* The top stack is covered with individual triangles */
+
+ glBegin(GL_TRIANGLES);
+
+ glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
+
+ for (j=0; j<slices; j++)
+ {
+ glVertex3d(cost[j+0]*r0, sint[j+0]*r0, z0 );
+ glVertex3d(0, 0, height);
+ glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn );
+ glVertex3d(cost[j+1]*r0, sint[j+1]*r0, z0 );
+ }
+
+ glEnd();
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+/*
+ * Draws a wire cone
+ */
+void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Step in z and radius as stacks are drawn. */
+
+ double z = 0.0;
+ double r = base;
+
+ const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* Scaling factors for vertex normals */
+
+ const double cosn = ( height / sqrt ( height * height + base * base ));
+ const double sinn = ( base / sqrt ( height * height + base * base ));
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
+
+ fghCircleTable(&sint,&cost,-slices);
+
+ /* Draw the stacks... */
+
+ for (i=0; i<stacks; i++)
+ {
+ glBegin(GL_LINE_LOOP);
+
+ for( j=0; j<slices; j++ )
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3d(cost[j]*r, sint[j]*r, z );
+ }
+
+ glEnd();
+
+ z += zStep;
+ r -= rStep;
+ }
+
+ /* Draw the slices */
+
+ r = base;
+
+ glBegin(GL_LINES);
+
+ for (j=0; j<slices; j++)
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );
+ glVertex3d(cost[j]*r, sint[j]*r, 0.0 );
+ glVertex3d(0.0, 0.0, height);
+ }
+
+ glEnd();
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+
+/*
+ * Draws a solid cylinder
+ */
+void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Step in z and radius as stacks are drawn. */
+
+ double z0,z1;
+ const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
+
+ fghCircleTable(&sint,&cost,-slices);
+
+ /* Cover the base and top */
+
+ glBegin(GL_TRIANGLE_FAN);
+ glNormal3d(0.0, 0.0, -1.0 );
+ glVertex3d(0.0, 0.0, 0.0 );
+ for (j=0; j<=slices; j++)
+ glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);
+ glEnd();
+
+ glBegin(GL_TRIANGLE_FAN);
+ glNormal3d(0.0, 0.0, 1.0 );
+ glVertex3d(0.0, 0.0, height);
+ for (j=slices; j>=0; j--)
+ glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glEnd();
+
+ /* Do the stacks */
+
+ z0 = 0.0;
+ z1 = zStep;
+
+ for (i=1; i<=stacks; i++)
+ {
+ if (i==stacks)
+ z1 = height;
+
+ glBegin(GL_QUAD_STRIP);
+ for (j=0; j<=slices; j++ )
+ {
+ glNormal3d(cost[j], sint[j], 0.0 );
+ glVertex3d(cost[j]*radius, sint[j]*radius, z0 );
+ glVertex3d(cost[j]*radius, sint[j]*radius, z1 );
+ }
+ glEnd();
+
+ z0 = z1; z1 += zStep;
+ }
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+/*
+ * Draws a wire cylinder
+ */
+void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Step in z and radius as stacks are drawn. */
+
+ double z = 0.0;
+ const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
+
+ fghCircleTable(&sint,&cost,-slices);
+
+ /* Draw the stacks... */
+
+ for (i=0; i<=stacks; i++)
+ {
+ if (i==stacks)
+ z = height;
+
+ glBegin(GL_LINE_LOOP);
+
+ for( j=0; j<slices; j++ )
+ {
+ glNormal3d(cost[j], sint[j], 0.0);
+ glVertex3d(cost[j]*radius, sint[j]*radius, z );
+ }
+
+ glEnd();
+
+ z += zStep;
+ }
+
+ /* Draw the slices */
+
+ glBegin(GL_LINES);
+
+ for (j=0; j<slices; j++)
+ {
+ glNormal3d(cost[j], sint[j], 0.0 );
+ glVertex3d(cost[j]*radius, sint[j]*radius, 0.0 );
+ glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ }
+
+ glEnd();
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+/*
+ * Draws a wire torus
+ */
+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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
+
+ if ( nSides < 1 ) nSides = 1;
+ if ( nRings < 1 ) nRings = 1;
+
+ /* Allocate the vertices array */
+ vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ normal = (double *)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();
+}
+
+/*
+ * Draws a solid torus
+ */
+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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
+
+ if ( nSides < 1 ) nSides = 1;
+ if ( nRings < 1 ) nRings = 1;
+
+ /* Increment the number of sides and rings to allow for one more point than surface */
+ nSides ++ ;
+ nRings ++ ;
+
+ /* Allocate the vertices array */
+ vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ normal = (double *)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 )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireDodecahedron" );
+
+ /* 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 = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
+ * 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 )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidDodecahedron" );
+
+ /* 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 = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
+ * 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 )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );
+
+#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, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
+ glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
+ 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, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
+ 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, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
+ glEnd();
+#undef RADIUS
+}
+
+/*
+ *
+ */
+void FGAPIENTRY glutSolidOctahedron( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );
+
+#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, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
+ glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
+ 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, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
+ 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, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
+ glEnd();
+#undef RADIUS
+}
+
+/* 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.
+ */
+
+#define NUM_TETR_FACES 4
+
+static GLdouble tet_r[4][3] = { { 1.0, 0.0, 0.0 },
+ { -0.333333333333, 0.942809041582, 0.0 },
+ { -0.333333333333, -0.471404520791, 0.816496580928 },
+ { -0.333333333333, -0.471404520791, -0.816496580928 } } ;
+
+static GLint tet_i[4][3] = /* Vertex indices */
+{
+ { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
+} ;
+
+/*
+ *
+ */
+void FGAPIENTRY glutWireTetrahedron( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
+
+ glBegin( GL_LINE_LOOP ) ;
+ glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
+ glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
+ glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
+ glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
+ glEnd() ;
+}
+
+/*
+ *
+ */
+void FGAPIENTRY glutSolidTetrahedron( void )
+{
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
+
+ glBegin( GL_TRIANGLES ) ;
+ glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
+ glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
+ glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
+ glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
+ glEnd() ;
+}
+
+/*
+ *
+ */
+static 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 }
+};
+
+static 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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireIcosahedron" );
+
+ 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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidIcosahedron" );
+
+ 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 () ;
+}
+
+/*
+ *
+ */
+static 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 }
+} ;
+
+static 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 }
+};
+
+static 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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireRhombicDodecahedron" );
+
+ 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 ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidRhombicDodecahedron" );
+
+ 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 () ;
+}
+
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+{
+ int i, j ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
+
+ if ( num_levels == 0 )
+ {
+
+ for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ {
+ glBegin ( GL_LINE_LOOP ) ;
+ glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
+ for ( j = 0; j < 3; j++ )
+ {
+ double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
+ double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
+ double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
+ glVertex3d ( x, y, z ) ;
+ }
+
+ glEnd () ;
+ }
+ }
+ else if ( num_levels > 0 )
+ {
+ GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ num_levels -- ;
+ scale /= 2.0 ;
+ for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ {
+ local_offset[0] = offset[0] + scale * tet_r[i][0] ;
+ local_offset[1] = offset[1] + scale * tet_r[i][1] ;
+ local_offset[2] = offset[2] + scale * tet_r[i][2] ;
+ glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ }
+ }
+}
+
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+{
+ int i, j ;
+
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
+
+ if ( num_levels == 0 )
+ {
+ glBegin ( GL_TRIANGLES ) ;
+
+ for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ {
+ glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
+ for ( j = 0; j < 3; j++ )
+ {
+ double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
+ double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
+ double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
+ glVertex3d ( x, y, z ) ;
+ }
+ }
+
+ glEnd () ;
+ }
+ else if ( num_levels > 0 )
+ {
+ GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ num_levels -- ;
+ scale /= 2.0 ;
+ for ( i = 0 ; i < NUM_TETR_FACES ; i++ )
+ {
+ local_offset[0] = offset[0] + scale * tet_r[i][0] ;
+ local_offset[1] = offset[1] + scale * tet_r[i][1] ;
+ local_offset[2] = offset[2] + scale * tet_r[i][2] ;
+ glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ }
+ }
+}
+
+/*** END OF FILE ***/