#endif
#include "../include/GL/freeglut.h"
+
+
#include "freeglut_internal.h"
/*
*
* glutWireCube() -- looks OK
* glutSolidCube() -- OK
- * glutWireSphere() -- OK
- * glutSolidSphere() -- OK
- *
- * Following functions have been implemented by Pawel and modified by John Fay:
- *
- * glutWireCone() -- looks OK
- * glutSolidCone() -- looks OK
*
* Those functions have been implemented by John Fay.
*
* 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
*/
}
/*
- * Draws a wire sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ * 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
*/
-void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
+
+static void circleTable(double **sint,double **cost,const int n)
{
- double radius = dRadius, phi, psi, dpsi, dphi;
- double *vertex;
- int i, j;
- double cphi, sphi, cpsi, spsi ;
+ int i;
- /*
- * Allocate the vertices array
- */
- vertex = (double *)calloc( sizeof(double), 3 * slices * (stacks - 1) );
+ /* Table size, the sign of n flips the circle direction */
- glPushMatrix();
- glScaled( radius, radius, radius );
+ const int size = abs(n);
- dpsi = M_PI / (stacks + 1);
- dphi = 2 * M_PI / slices;
- psi = dpsi;
+ /* Determine the angle between samples */
- for( j=0; j<stacks-1; j++ )
- {
- cpsi = cos ( psi );
- spsi = sin ( psi );
- phi = 0.0;
+ const double angle = 2*M_PI/(double)n;
- for( i=0; i<slices; i++ )
- {
- int offset = 3 * ( j * slices + i );
- cphi = cos ( phi );
- sphi = sin ( phi );
- *(vertex + offset + 0) = sphi * spsi ;
- *(vertex + offset + 1) = cphi * spsi ;
- *(vertex + offset + 2) = cpsi ;
- phi += dphi;
- }
+ /* 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 */
- psi += dpsi;
+ if (!(*sint) || !(*cost))
+ {
+ free(*sint);
+ free(*cost);
+ fgError("Failed to allocate memory in circleTable");
}
- for( i=0; i<slices; i++ )
+ /* Compute cos and sin around the circle */
+
+ for (i=0; i<size; i++)
{
- glBegin( GL_LINE_STRIP );
- glNormal3d( 0, 0, 1 );
- glVertex3d( 0, 0, 1 );
+ (*sint)[i] = sin(angle*i);
+ (*cost)[i] = cos(angle*i);
+ }
- for( j=0; j<stacks - 1; j++ )
- {
- int offset = 3 * ( j * slices + i );
- glNormal3dv( vertex + offset );
- glVertex3dv( vertex + offset );
+ /* 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;
+ circleTable(&sint1,&cost1,-slices);
+ circleTable(&sint2,&cost2,stacks*2);
+
+ /* The top stack is covered with a triangle fan */
+
+ z0 = 1.0;
+ z1 = cost2[1];
+ r0 = 0.0;
+ r1 = sint2[1];
+
+ 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);
}
- glNormal3d(0, 0, -1);
- glVertex3d(0, 0, -1);
+ 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();
}
- for( j=0; j<stacks-1; j++ )
- {
- glBegin(GL_LINE_LOOP);
+ /* 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( i=0; i<slices; i++ )
+ for (j=0; j<=slices; j++)
{
- int offset = 3 * ( j * slices + i );
- glNormal3dv( vertex + offset );
- glVertex3dv( vertex + offset );
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
}
- glEnd();
- }
+ glEnd();
+
+ /* Release sin and cos tables */
- free( vertex );
- glPopMatrix();
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
}
/*
- * Draws a solid sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ * Draws a solid sphere
*/
-void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
+void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
{
- double radius = dRadius, phi, psi, dpsi, dphi;
- double *next, *tmp, *row;
- int i, j;
- double cphi, sphi, cpsi, spsi ;
+ int i,j;
- glPushMatrix();
- /* glScalef( radius, radius, radius ); */
+ /* Adjust z and radius as stacks and slices are drawn. */
- row = (double *)calloc( sizeof(double), slices * 3 );
- next = (double *)calloc( sizeof(double), slices * 3 );
+ double r;
+ double x,y,z;
- dpsi = M_PI / (stacks + 1);
- dphi = 2 * M_PI / slices;
- psi = dpsi;
- phi = 0;
+ /* Pre-computed circle */
+
+ double *sint1,*cost1;
+ double *sint2,*cost2;
+ circleTable(&sint1,&cost1,-slices );
+ circleTable(&sint2,&cost2, stacks*2);
- /* init first line + do polar cap */
- glBegin( GL_TRIANGLE_FAN );
- glNormal3d( 0.0, 0.0, 1.0 );
- glVertex3d( 0.0, 0.0, radius );
+ /* Draw a line loop for each stack */
- for( i=0; i<slices; i++ )
+ for (i=1; i<stacks; i++)
{
- row[ i * 3 + 0 ] = sin( phi ) * sin( psi );
- row[ i * 3 + 1 ] = cos( phi ) * sin( psi );
- row[ i * 3 + 2 ] = cos( psi );
-
- glNormal3dv( row + 3 * i );
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
-
- phi += dphi;
+ 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();
}
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
- glEnd();
+ /* Draw a line loop for each slice */
- for( j=0; j<stacks-1; j++ )
+ for (i=0; i<slices; i++)
{
- phi = 0.0;
- psi += dpsi;
- cpsi = cos ( psi );
- spsi = sin ( psi );
+ glBegin(GL_LINE_STRIP);
- /* get coords */
- glBegin( GL_QUAD_STRIP );
+ for(j=0; j<=stacks; j++)
+ {
+ x = cost1[i]*sint2[j];
+ y = sint1[i]*sint2[j];
+ z = cost2[j];
- /* glBegin(GL_LINE_LOOP); */
- for( i=0; i<slices; i++ )
- {
- cphi = cos ( phi );
- sphi = sin ( phi );
- next[ i * 3 + 0 ] = sphi * spsi ;
- next[ i * 3 + 1 ] = cphi * spsi ;
- next[ i * 3 + 2 ] = cpsi ;
-
- glNormal3dv( row + i * 3 );
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
-
- glNormal3dv( next + i * 3 );
- glVertex3d(
- radius * *(next + 3 * i + 0),
- radius * *(next + 3 * i + 1),
- radius * *(next + 3 * i + 2)
- );
-
- phi += dphi;
- }
+ glNormal3d(x,y,z);
+ glVertex3d(x*radius,y*radius,z*radius);
+ }
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
- glNormal3dv( next );
- glVertex3d( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
glEnd();
-
- tmp = row;
- row = next;
- next = tmp;
}
- /* south pole */
- glBegin( GL_TRIANGLE_FAN );
- glNormal3d( 0.0, 0.0, -1.0 );
- glVertex3d( 0.0, 0.0, -radius );
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
+ /* 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. */
- for( i=slices-1; i>=0; i-- )
+ double z0,z1;
+ double r0,r1;
+
+ const double zStep = height/stacks;
+ const double rStep = base/stacks;
+
+ /* 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;
+ circleTable(&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++ )
{
- glNormal3dv(row + 3 * i);
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
+ glBegin(GL_QUAD_STRIP);
+
+ for(j=0; j<=slices; j++)
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
+ 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();
- free(row);
- free(next);
- glPopMatrix();
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
}
/*
* Draws a wire cone
*/
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
{
- double alt = height / (double) (stacks + 1);
- double angle = M_PI / (double) slices * 2.0;
- double slope = ( height / base );
- double sBase = base ;
- double sinNormal = ( base / sqrt ( height * height + base * base ));
- double cosNormal = ( height / sqrt ( height * height + base * base ));
-
- double *vertices = NULL;
- int i, j;
+ int i,j;
- /*
- * We need 'slices' points on a circle
- */
- vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
+ /* Step in z and radius as stacks are drawn. */
- for( j=0; j<slices+1; j++ )
- {
- vertices[ j*2 + 0 ] = cos( angle * j );
- vertices[ j*2 + 1 ] = sin( angle * j );
- }
+ double z = 0.0;
+ double r = base;
- /*
- * 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();
- }
+ const double zStep = height/stacks;
+ const double rStep = base/stacks;
- /*
- * 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;
+ /* 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;
+ circleTable(&sint,&cost,-slices);
- for( j=0; j<slices; j++ )
+ /* Draw the stacks... */
+
+ for (i=0; i<stacks; 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();
+ 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;
}
- }
- /*
- * Finally have the top part drawn...
- */
- for( j=0; j<slices; j++ )
- {
- double scl = alt / slope;
+ /* 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);
+ }
- 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();
- }
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
}
+
/*
- * Draws a solid cone
+ * Draws a solid cylinder
*/
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidCylinder(GLdouble radius, 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;
+ int i,j;
- /*
- * We need 'slices' points on a circle
- */
- vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
+ /* Step in z and radius as stacks are drawn. */
- for( j=0; j<slices+1; j++ )
- {
- vertices[ j*2 + 0 ] = cos( angle * j );
- vertices[ j*2 + 1 ] = sin( angle * j );
- }
+ double z0,z1;
+ const double zStep = height/stacks;
- /*
- * First the cone's bottom...
- */
- for( j=0; j<slices; j++ )
- {
- 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 );
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+ circleTable(&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();
- }
- /*
- * 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;
+ 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( j=0; j<slices; j++ )
+ for (i=1; i<=stacks; i++)
{
- 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();
+ 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;
}
- }
- /*
- * Finally have the top part drawn...
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+/*
+ * Draws a wire cylinder
*/
- 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 );
+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;
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+ circleTable(&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);
}
/*
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)nRings ;
- dphi = 2.0 * M_PI / (double)nSides ;
+ dpsi = 2.0 * M_PI / (double)nRings ;
+ dphi = -2.0 * M_PI / (double)nSides ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi );
- spsi = sin ( psi );
+ 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 );
+ 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;
+ *(normal + offset + 0) = cpsi * cphi ;
+ *(normal + offset + 1) = spsi * cphi ;
+ *(normal + offset + 2) = sphi ;
phi += dphi;
}
for( j=0; j<nRings; j++ )
{
- int offset = 3 * ( j * nSides + i );
+ int offset = 3 * ( j * nSides + i ) ;
glNormal3dv( normal + offset );
glVertex3dv( vertex + offset );
}
for( i=0; i<nSides; i++ )
{
- int offset = 3 * ( j * nSides + i );
+ int offset = 3 * ( j * nSides + i ) ;
glNormal3dv( normal + offset );
glVertex3dv( vertex + offset );
}
glEnd();
}
- free ( vertex );
- free ( normal );
+ free ( vertex ) ;
+ free ( normal ) ;
glPopMatrix();
}
/*
* Increment the number of sides and rings to allow for one more point than surface
*/
- nSides ++;
- nRings ++;
+ nSides ++ ;
+ nRings ++ ;
/*
* Allocate the vertices array
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)(nRings - 1);
- dphi = 2.0 * M_PI / (double)(nSides - 1);
+ dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
+ dphi = -2.0 * M_PI / (double)(nSides - 1) ;
psi = 0.0;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi );
- spsi = sin ( psi );
+ 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 );
+ 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;
+ *(normal + offset + 0) = cpsi * cphi ;
+ *(normal + offset + 1) = spsi * cphi ;
+ *(normal + offset + 2) = sphi ;
phi += dphi;
}
{
for( j=0; j<nRings-1; j++ )
{
- int offset = 3 * ( j * nSides + i );
+ int offset = 3 * ( j * nSides + i ) ;
glNormal3dv( normal + offset );
glVertex3dv( vertex + offset );
glNormal3dv( normal + offset + 3 );
glEnd();
- free ( vertex );
- free ( normal );
+ free ( vertex ) ;
+ free ( normal ) ;
glPopMatrix();
}
* (+-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 ();
+ 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 () ;
}
/*
* (+-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 ();
+ 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 () ;
}
/*
* 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();
+ 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() ;
}
/*
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
*/
- double r0[3] = { 1.0, 0.0, 0.0 };
- double r1[3] = { -0.333333333333, 0.942809041582, 0.0 };
- double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 };
- double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 };
-
- glBegin( GL_TRIANGLES );
- glNormal3d ( -1.0, 0.0, 0.0 ); glVertex3dv ( r1 ); glVertex3dv ( r3 ); glVertex3dv ( r2 );
- glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ); glVertex3dv ( r0 ); glVertex3dv ( r2 ); glVertex3dv ( r3 );
- glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ); glVertex3dv ( r0 ); glVertex3dv ( r3 ); glVertex3dv ( r1 );
- glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ); glVertex3dv ( r0 ); glVertex3dv ( r1 ); glVertex3dv ( r2 );
- glEnd();
+ double r0[3] = { 1.0, 0.0, 0.0 } ;
+ double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ;
+ double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ;
+ double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ;
+
+ glBegin( GL_TRIANGLES ) ;
+ glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ;
+ glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ;
+ glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ;
+ glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ;
+ glEnd() ;
}
/*
double icos_r[12][3] = { { 1.0, 0.0, 0.0 },
{ 0.447213595500, 0.894427191000, 0.0 }, { 0.447213595500, 0.276393202252, 0.850650808354 }, { 0.447213595500, -0.723606797748, 0.525731112119 }, { 0.447213595500, -0.723606797748, -0.525731112119 }, { 0.447213595500, 0.276393202252, -0.850650808354 },
{ -0.447213595500, -0.894427191000, 0.0 }, { -0.447213595500, -0.276393202252, 0.850650808354 }, { -0.447213595500, 0.723606797748, 0.525731112119 }, { -0.447213595500, 0.723606797748, -0.525731112119 }, { -0.447213595500, -0.276393202252, -0.850650808354 },
- { -1.0, 0.0, 0.0 } };
+ { -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 } };
+ { 11, 9, 10 }, { 11, 8, 9 }, { 11, 7, 8 }, { 11, 6, 7 }, { 11, 10, 6 } } ;
void FGAPIENTRY glutWireIcosahedron( void )
{
int i ;
for ( i = 0; i < 20; i++ )
{
- double normal[3];
- normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] );
- normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] );
- normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] );
- glBegin ( GL_LINE_LOOP );
- glNormal3dv ( normal );
- glVertex3dv ( icos_r[icos_v[i][0]] );
- glVertex3dv ( icos_r[icos_v[i][1]] );
- glVertex3dv ( icos_r[icos_v[i][2]] );
- glEnd ();
+ 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 () ;
}
}
{
int i ;
- glBegin ( GL_TRIANGLES );
+ 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]] );
+ 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 ();
+ glEnd () ;
}
/*
{ 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 } };
+ { 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 } };
+ { 5, 9, 13, 10 }, { 6, 10, 13, 11 }, { 7, 11, 13, 12 }, { 8, 12, 13, 9 } } ;
double rdod_n[12][3] = {
{ 0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, -0.353553390594, 0.5 }, { 0.353553390594, -0.353553390594, 0.5 },
{ 0.000000000000, 1.000000000000, 0.0 }, { -1.000000000000, 0.000000000000, 0.0 }, { 0.000000000000, -1.000000000000, 0.0 }, { 1.000000000000, 0.000000000000, 0.0 },
{ 0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, -0.353553390594, -0.5 }, { 0.353553390594, -0.353553390594, -0.5 }
- };
+ } ;
void FGAPIENTRY glutWireRhombicDodecahedron( void )
{
int i ;
for ( i = 0; i < 12; i++ )
{
- glBegin ( GL_LINE_LOOP );
- glNormal3dv ( rdod_n[i] );
- glVertex3dv ( rdod_r[rdod_v[i][0]] );
- glVertex3dv ( rdod_r[rdod_v[i][1]] );
- glVertex3dv ( rdod_r[rdod_v[i][2]] );
- glVertex3dv ( rdod_r[rdod_v[i][3]] );
- glEnd ();
+ 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 () ;
}
}
{
int i ;
- glBegin ( GL_QUADS );
+ 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]] );
+ 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 ();
+ glEnd () ;
}
#define NUM_FACES 4
{ 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 */
{
{ -0.816496580928, 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 )
{
for ( i = 0 ; i < NUM_FACES ; i++ )
{
- glBegin ( GL_LINE_LOOP );
- glNormal3dv ( tetrahedron_n[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 );
+ 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 ();
+ glEnd () ;
}
}
else
{
- GLdouble local_offset[3]; /* Use a local variable to avoid buildup of roundoff errors */
- num_levels --;
+ 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 );
+ 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 ) ;
}
}
if ( num_levels == 0 )
{
- glBegin ( GL_TRIANGLES );
+ glBegin ( GL_TRIANGLES ) ;
for ( i = 0 ; i < NUM_FACES ; i++ )
{
- glNormal3dv ( tetrahedron_n[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 );
+ 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 ();
+ glEnd () ;
}
else
{
- GLdouble local_offset[3]; /* Use a local variable to avoid buildup of roundoff errors */
- num_levels --;
+ 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 );
+ 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 ) ;
}
}