From 5e894684e34e8934ae876f3c91cceb633267a05f Mon Sep 17 00:00:00 2001 From: Don Heyse Date: Tue, 22 Oct 2002 16:28:00 +0000 Subject: [PATCH] Implemented tetrahedra, octahedra, dodecahedra, and icosahedra. Checked in on behalf of John F. Fay . git-svn-id: svn+ssh://svn.code.sf.net/p/freeglut/code/trunk/freeglut/freeglut@28 7f0cb862-5218-0410-a997-914c9d46530a --- freeglut-1.3/freeglut_geometry.c | 199 ++++++++++++++++++++++++++++++++++++-- 1 file changed, 191 insertions(+), 8 deletions(-) diff --git a/freeglut-1.3/freeglut_geometry.c b/freeglut-1.3/freeglut_geometry.c index da72297..ed25bf1 100644 --- a/freeglut-1.3/freeglut_geometry.c +++ b/freeglut-1.3/freeglut_geometry.c @@ -478,7 +478,49 @@ void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GL */ void FGAPIENTRY glutWireDodecahedron( void ) { - glutWireSphere( 1.0, 5, 5 ); + /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of + * of a cube. The coordinates of the points are: + * (+-x,0, z); (+-1, 1, 1); (0, z, x ) + * where x = 0.618033989 and z = 1.618033939. + */ + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; } /* @@ -486,7 +528,49 @@ void FGAPIENTRY glutWireDodecahedron( void ) */ void FGAPIENTRY glutSolidDodecahedron( void ) { - glutSolidSphere( 1.0, 5, 5 ); + /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of + * of a cube. The coordinates of the points are: + * (+-x,0, z); (+-1, 1, 1); (0, z, x ) + * where x = 0.618033989 and z = 1.618033939. + */ + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.000000f, 0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.000000f, 0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.000000f, -0.525731f, 0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.000000f, -0.525731f, -0.850651f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( -0.850651f, 0.000000f, 0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, 1.618034f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( 0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( -0.850651f, 0.000000f, -0.525731f ) ; glVertex3f ( -0.618034f, 0.000000f, -1.618034f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, 1.0f, -1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 1.0f, 1.0f, 1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( 0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( 1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( 1.0f, -1.0f, 1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 1.0f, -1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( -0.525731f, 0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, 0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, 1.0f, 1.0f ) ; glVertex3f ( 0.000000f, 1.618034f, 0.618034f ) ; glVertex3f ( 0.000000f, 1.618034f, -0.618034f ) ; glVertex3f ( -1.0f, 1.0f, -1.0f ) ; + glEnd () ; + glBegin ( GL_POLYGON ) ; + glNormal3f ( -0.525731f, -0.850651f, 0.000000f ) ; glVertex3f ( -1.618034f, -0.618034f, 0.000000f ) ; glVertex3f ( -1.0f, -1.0f, -1.0f ) ; glVertex3f ( 0.000000f, -1.618034f, -0.618034f ) ; glVertex3f ( 0.000000f, -1.618034f, 0.618034f ) ; glVertex3f ( -1.0f, -1.0f, 1.0f ) ; + glEnd () ; } /* @@ -494,7 +578,18 @@ void FGAPIENTRY glutSolidDodecahedron( void ) */ void FGAPIENTRY glutWireOctahedron( void ) { - glutWireSphere( 1.0, 5, 5 ); +#define RADIUS 1.0f + glBegin( GL_LINE_LOOP ); + glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glEnd(); +#undef RADIUS } /* @@ -502,7 +597,18 @@ void FGAPIENTRY glutWireOctahedron( void ) */ void FGAPIENTRY glutSolidOctahedron( void ) { - glutSolidSphere( 1.0, 5, 5 ); +#define RADIUS 1.0f + glBegin( GL_TRIANGLES ); + glNormal3f( 0.577350f, 0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f( 0.577350f, 0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f( 0.577350f,-0.577350f, 0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f( 0.577350f,-0.577350f,-0.577350f); glVertex3f( RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f(-0.577350f, 0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f(-0.577350f, 0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f, RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glNormal3f(-0.577350f,-0.577350f, 0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f, RADIUS ); + glNormal3f(-0.577350f,-0.577350f,-0.577350f); glVertex3f(-RADIUS, 0.0f, 0.0f ); glVertex3f( 0.0f,-RADIUS, 0.0f ); glVertex3f( 0.0f, 0.0f,-RADIUS ); + glEnd(); +#undef RADIUS } /* @@ -510,7 +616,27 @@ void FGAPIENTRY glutSolidOctahedron( void ) */ void FGAPIENTRY glutWireTetrahedron( void ) { - glutWireSphere( 1.0, 5, 5 ); + /* Magic Numbers: r0 = ( 1, 0, 0 ) + * r1 = ( -1/3, 2 sqrt(2) / 3, 0 ) + * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 ) + * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 ) + * |r0| = |r1| = |r2| = |r3| = 1 + * Distance between any two points is 2 sqrt(6) / 3 + * + * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. + */ + + float r0[3] = { 1.0f, 0.0f, 0.0f } ; + float r1[3] = { -0.333333f, 0.942809f, 0.0f } ; + float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ; + float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ; + + glBegin( GL_LINE_LOOP ) ; + glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ; + glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ; + glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ; + glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ; + glEnd() ; } /* @@ -518,15 +644,57 @@ void FGAPIENTRY glutWireTetrahedron( void ) */ void FGAPIENTRY glutSolidTetrahedron( void ) { - glutSolidSphere( 1.0, 5, 5 ); + /* Magic Numbers: r0 = ( 1, 0, 0 ) + * r1 = ( -1/3, 2 sqrt(2) / 3, 0 ) + * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 ) + * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 ) + * |r0| = |r1| = |r2| = |r3| = 1 + * Distance between any two points is 2 sqrt(6) / 3 + * + * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. + */ + + float r0[3] = { 1.0f, 0.0f, 0.0f } ; + float r1[3] = { -0.333333f, 0.942809f, 0.0f } ; + float r2[3] = { -0.333333f, -0.471405f, 0.816497f } ; + float r3[3] = { -0.333333f, -0.471405f, -0.816497f } ; + + glBegin( GL_TRIANGLES ) ; + glNormal3f ( -1.0f, 0.0f, 0.0f ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r2 ) ; + glNormal3f ( 0.333333f, -0.942809f, 0.0f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r2 ) ; glVertex3fv ( r3 ) ; + glNormal3f ( 0.333333f, 0.471405f, -0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r3 ) ; glVertex3fv ( r1 ) ; + glNormal3f ( 0.333333f, 0.471405f, 0.816497f ) ; glVertex3fv ( r0 ) ; glVertex3fv ( r1 ) ; glVertex3fv ( r2 ) ; + glEnd() ; } /* * */ + float r[12][3] = { { 1.0f, 0.0f, 0.0f }, + { 0.447214f, 0.894427f, 0.0f }, { 0.447214f, 0.276393f, 0.850651f }, { 0.447214f, -0.723607f, 0.525731f }, { 0.447214f, -0.723607f, -0.525731f }, { 0.447214f, 0.276393f, -0.850651f }, + { -0.447214f, -0.894427f, 0.0f }, { -0.447214f, -0.276393f, 0.850651f }, { -0.447214f, 0.723607f, 0.525731f }, { -0.447214f, 0.723607f, -0.525731f }, { -0.447214f, -0.276393f, -0.850651f }, + { -1.0f, 0.0f, 0.0f } } ; + int v [20][3] = { { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 4 }, { 0, 4, 5 }, { 0, 5, 1 }, + { 1, 8, 2 }, { 2, 7, 3 }, { 3, 6, 4 }, { 4, 10, 5 }, { 5, 9, 1 }, + { 1, 9, 8 }, { 2, 8, 7 }, { 3, 7, 6 }, { 4, 6, 10 }, { 5, 10, 9 }, + { 11, 9, 10 }, { 11, 8, 9 }, { 11, 7, 8 }, { 11, 6, 7 }, { 11, 10, 6 } } ; + void FGAPIENTRY glutWireIcosahedron( void ) { - glutWireSphere( 1.0, 5, 5 ); + int i ; + for ( i = 0; i < 20; i++ ) + { + float normal[3] ; + normal[0] = ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) - ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) ; + normal[1] = ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) - ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) ; + normal[2] = ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) - ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) ; + glBegin ( GL_LINE_LOOP ) ; + glNormal3fv ( normal ) ; + glVertex3fv ( r[v[i][0]] ) ; + glVertex3fv ( r[v[i][1]] ) ; + glVertex3fv ( r[v[i][2]] ) ; + glEnd () ; + } } /* @@ -534,7 +702,22 @@ void FGAPIENTRY glutWireIcosahedron( void ) */ void FGAPIENTRY glutSolidIcosahedron( void ) { - glutSolidSphere( 1.0, 5, 5 ); + int i ; + + glBegin ( GL_TRIANGLES ) ; + for ( i = 0; i < 20; i++ ) + { + float normal[3] ; + normal[0] = ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) - ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) ; + normal[1] = ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) - ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) ; + normal[2] = ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) - ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) ; + glNormal3fv ( normal ) ; + glVertex3fv ( r[v[i][0]] ) ; + glVertex3fv ( r[v[i][1]] ) ; + glVertex3fv ( r[v[i][2]] ) ; + } + + glEnd () ; } /*** END OF FILE ***/ -- 1.7.10.4