| /* |
| * 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 <math.h> |
| #include "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 GLUTAPIENTRY glutWireCube( GLdouble dSize ) |
| { |
| double size = dSize * 0.5; |
| |
| # define V(a,b,c) glVertex3d( a size, b size, c size ); |
| # define N(a,b,c) glNormal3d( a, b, c ); |
| |
| /* |
| * PWO: I dared to convert the code to use macros... |
| */ |
| glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd(); |
| glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd(); |
| glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd(); |
| glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd(); |
| glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd(); |
| glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd(); |
| |
| # undef V |
| # undef N |
| } |
| |
| /* |
| * Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch> |
| */ |
| void GLUTAPIENTRY glutSolidCube( GLdouble dSize ) |
| { |
| double size = dSize * 0.5; |
| |
| # define V(a,b,c) glVertex3d( a size, b size, c size ); |
| # define N(a,b,c) glNormal3d( a, b, c ); |
| |
| /* |
| * PWO: Again, I dared to convert the code to use macros... |
| */ |
| glBegin( GL_QUADS ); |
| N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); |
| N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); |
| N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); |
| N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); |
| N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); |
| N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); |
| glEnd(); |
| |
| # undef V |
| # undef N |
| } |
| |
| /* |
| * 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 circleTable(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; |
| |
| /* 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); |
| _glut_fatal("Failed to allocate memory in circleTable"); |
| } |
| |
| /* Compute cos and sin around the circle */ |
| |
| for (i=0; 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 GLUTAPIENTRY 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); |
| } |
| |
| 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 solid sphere |
| */ |
| void GLUTAPIENTRY 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; |
| circleTable(&sint1,&cost1,-slices ); |
| circleTable(&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 GLUTAPIENTRY 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; |
| 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++ ) |
| { |
| 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(); |
| |
| /* Release sin and cos tables */ |
| |
| free(sint); |
| free(cost); |
| } |
| |
| /* |
| * Draws a wire cone |
| */ |
| void GLUTAPIENTRY 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; |
| 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); |
| |
| /* 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 GLUTAPIENTRY 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; |
| |
| /* 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(); |
| |
| 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 GLUTAPIENTRY 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); |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings ) |
| { |
| double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi; |
| double *vertex, *normal; |
| int i, j; |
| double spsi, cpsi, sphi, cphi ; |
| |
| /* |
| * Allocate the vertices array |
| */ |
| vertex = (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(); |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings ) |
| { |
| double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi; |
| double *vertex, *normal; |
| int i, j; |
| double spsi, cpsi, sphi, cphi ; |
| |
| /* |
| * Increment the number of sides and rings to allow for one more point than surface |
| */ |
| nSides ++ ; |
| nRings ++ ; |
| |
| /* |
| * Allocate the vertices array |
| */ |
| vertex = (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 GLUTAPIENTRY glutWireDodecahedron( void ) |
| { |
| /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of |
| * of a cube. The coordinates of the points are: |
| * (+-x,0, z); (+-1, 1, 1); (0, z, x ) |
| * where x = 0.61803398875 and z = 1.61803398875. |
| */ |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidDodecahedron( void ) |
| { |
| /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of |
| * of a cube. The coordinates of the points are: |
| * (+-x,0, z); (+-1, 1, 1); (0, z, x ) |
| * where x = 0.61803398875 and z = 1.61803398875. |
| */ |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ; |
| glEnd () ; |
| glBegin ( GL_POLYGON ) ; |
| glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ; |
| glEnd () ; |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutWireOctahedron( void ) |
| { |
| #define RADIUS 1.0f |
| glBegin( GL_LINE_LOOP ); |
| glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glEnd(); |
| #undef RADIUS |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidOctahedron( void ) |
| { |
| #define RADIUS 1.0f |
| glBegin( GL_TRIANGLES ); |
| glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); |
| glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); |
| glEnd(); |
| #undef RADIUS |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutWireTetrahedron( void ) |
| { |
| /* Magic Numbers: r0 = ( 1, 0, 0 ) |
| * r1 = ( -1/3, 2 sqrt(2) / 3, 0 ) |
| * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 ) |
| * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 ) |
| * |r0| = |r1| = |r2| = |r3| = 1 |
| * Distance between any two points is 2 sqrt(6) / 3 |
| * |
| * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. |
| */ |
| |
| double r0[3] = { 1.0, 0.0, 0.0 } ; |
| double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ; |
| double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ; |
| double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ; |
| |
| glBegin( GL_LINE_LOOP ) ; |
| glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ; |
| glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ; |
| glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ; |
| glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ; |
| glEnd() ; |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidTetrahedron( void ) |
| { |
| /* Magic Numbers: r0 = ( 1, 0, 0 ) |
| * r1 = ( -1/3, 2 sqrt(2) / 3, 0 ) |
| * r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 ) |
| * r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 ) |
| * |r0| = |r1| = |r2| = |r3| = 1 |
| * Distance between any two points is 2 sqrt(6) / 3 |
| * |
| * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. |
| */ |
| |
| double r0[3] = { 1.0, 0.0, 0.0 } ; |
| double r1[3] = { -0.333333333333, 0.942809041582, 0.0 } ; |
| double r2[3] = { -0.333333333333, -0.471404520791, 0.816496580928 } ; |
| double r3[3] = { -0.333333333333, -0.471404520791, -0.816496580928 } ; |
| |
| glBegin( GL_TRIANGLES ) ; |
| glNormal3d ( -1.0, 0.0, 0.0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r2 ) ; |
| glNormal3d ( 0.333333333333, -0.942809041582, 0.0 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r2 ) ; glVertex3dv ( r3 ) ; |
| glNormal3d ( 0.333333333333, 0.471404520791, -0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r3 ) ; glVertex3dv ( r1 ) ; |
| glNormal3d ( 0.333333333333, 0.471404520791, 0.816496580928 ) ; glVertex3dv ( r0 ) ; glVertex3dv ( r1 ) ; glVertex3dv ( r2 ) ; |
| glEnd() ; |
| } |
| |
| /* |
| * |
| */ |
| double icos_r[12][3] = { { 1.0, 0.0, 0.0 }, |
| { 0.447213595500, 0.894427191000, 0.0 }, { 0.447213595500, 0.276393202252, 0.850650808354 }, { 0.447213595500, -0.723606797748, 0.525731112119 }, { 0.447213595500, -0.723606797748, -0.525731112119 }, { 0.447213595500, 0.276393202252, -0.850650808354 }, |
| { -0.447213595500, -0.894427191000, 0.0 }, { -0.447213595500, -0.276393202252, 0.850650808354 }, { -0.447213595500, 0.723606797748, 0.525731112119 }, { -0.447213595500, 0.723606797748, -0.525731112119 }, { -0.447213595500, -0.276393202252, -0.850650808354 }, |
| { -1.0, 0.0, 0.0 } } ; |
| int icos_v [20][3] = { { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 4 }, { 0, 4, 5 }, { 0, 5, 1 }, |
| { 1, 8, 2 }, { 2, 7, 3 }, { 3, 6, 4 }, { 4, 10, 5 }, { 5, 9, 1 }, |
| { 1, 9, 8 }, { 2, 8, 7 }, { 3, 7, 6 }, { 4, 6, 10 }, { 5, 10, 9 }, |
| { 11, 9, 10 }, { 11, 8, 9 }, { 11, 7, 8 }, { 11, 6, 7 }, { 11, 10, 6 } } ; |
| |
| void GLUTAPIENTRY glutWireIcosahedron( void ) |
| { |
| int i ; |
| for ( i = 0; i < 20; i++ ) |
| { |
| double normal[3] ; |
| normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ; |
| normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ; |
| normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ; |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3dv ( normal ) ; |
| glVertex3dv ( icos_r[icos_v[i][0]] ) ; |
| glVertex3dv ( icos_r[icos_v[i][1]] ) ; |
| glVertex3dv ( icos_r[icos_v[i][2]] ) ; |
| glEnd () ; |
| } |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidIcosahedron( void ) |
| { |
| int i ; |
| |
| glBegin ( GL_TRIANGLES ) ; |
| for ( i = 0; i < 20; i++ ) |
| { |
| double normal[3] ; |
| normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ; |
| normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ; |
| normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ; |
| glNormal3dv ( normal ) ; |
| glVertex3dv ( icos_r[icos_v[i][0]] ) ; |
| glVertex3dv ( icos_r[icos_v[i][1]] ) ; |
| glVertex3dv ( icos_r[icos_v[i][2]] ) ; |
| } |
| |
| glEnd () ; |
| } |
| |
| /* |
| * |
| */ |
| double rdod_r[14][3] = { { 0.0, 0.0, 1.0 }, |
| { 0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, 0.707106781187, 0.5 }, { -0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, -0.707106781187, 0.5 }, |
| { 0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, -0.707106781187, 0.0 }, { 0.707106781187, -0.707106781187, 0.0 }, |
| { 0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, 0.707106781187, -0.5 }, { -0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, -0.707106781187, -0.5 }, |
| { 0.0, 0.0, -1.0 } } ; |
| int rdod_v [12][4] = { { 0, 1, 5, 2 }, { 0, 2, 6, 3 }, { 0, 3, 7, 4 }, { 0, 4, 8, 1 }, |
| { 5, 10, 6, 2 }, { 6, 11, 7, 3 }, { 7, 12, 8, 4 }, { 8, 9, 5, 1 }, |
| { 5, 9, 13, 10 }, { 6, 10, 13, 11 }, { 7, 11, 13, 12 }, { 8, 12, 13, 9 } } ; |
| double rdod_n[12][3] = { |
| { 0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, -0.353553390594, 0.5 }, { 0.353553390594, -0.353553390594, 0.5 }, |
| { 0.000000000000, 1.000000000000, 0.0 }, { -1.000000000000, 0.000000000000, 0.0 }, { 0.000000000000, -1.000000000000, 0.0 }, { 1.000000000000, 0.000000000000, 0.0 }, |
| { 0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, -0.353553390594, -0.5 }, { 0.353553390594, -0.353553390594, -0.5 } |
| } ; |
| |
| void GLUTAPIENTRY glutWireRhombicDodecahedron( void ) |
| { |
| int i ; |
| for ( i = 0; i < 12; i++ ) |
| { |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3dv ( rdod_n[i] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][0]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][1]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][2]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][3]] ) ; |
| glEnd () ; |
| } |
| } |
| |
| /* |
| * |
| */ |
| void GLUTAPIENTRY glutSolidRhombicDodecahedron( void ) |
| { |
| int i ; |
| |
| glBegin ( GL_QUADS ) ; |
| for ( i = 0; i < 12; i++ ) |
| { |
| glNormal3dv ( rdod_n[i] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][0]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][1]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][2]] ) ; |
| glVertex3dv ( rdod_r[rdod_v[i][3]] ) ; |
| } |
| |
| glEnd () ; |
| } |
| |
| #define NUM_FACES 4 |
| |
| static GLdouble tetrahedron_v[4][3] = /* Vertices */ |
| { |
| { -0.5, -0.288675134595, -0.144337567297 }, |
| { 0.5, -0.288675134595, -0.144337567297 }, |
| { 0.0, 0.577350269189, -0.144337567297 }, |
| { 0.0, 0.0, 0.672159013631 } |
| } ; |
| |
| static GLint tetrahedron_i[4][3] = /* Vertex indices */ |
| { |
| { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 } |
| } ; |
| |
| static GLdouble tetrahedron_n[4][3] = /* Normals */ |
| { |
| { 0.0, 0.0, -1.0 }, |
| { -0.816496580928, 0.471404520791, 0.333333333333 }, |
| { 0.0, -0.942809041582, 0.333333333333 }, |
| { 0.816496580928, 0.471404520791, 0.333333333333 } |
| } ; |
| |
| void GLUTAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale ) |
| { |
| int i, j ; |
| |
| if ( num_levels == 0 ) |
| { |
| |
| for ( i = 0 ; i < NUM_FACES ; i++ ) |
| { |
| glBegin ( GL_LINE_LOOP ) ; |
| glNormal3dv ( tetrahedron_n[i] ) ; |
| for ( j = 0; j < 3; j++ ) |
| { |
| double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ; |
| double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ; |
| double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ; |
| glVertex3d ( x, y, z ) ; |
| } |
| |
| glEnd () ; |
| } |
| } |
| else |
| { |
| GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ |
| num_levels -- ; |
| scale /= 2.0 ; |
| local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ; |
| local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ; |
| local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ; |
| glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[0] += scale ; |
| glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[0] -= 0.5 * scale ; |
| local_offset[1] += 0.866025403784 * scale ; |
| glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[1] -= 0.577350269189 * scale ; |
| local_offset[2] += 0.816496580928 * scale ; |
| glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| } |
| } |
| |
| void GLUTAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale ) |
| { |
| int i, j ; |
| |
| if ( num_levels == 0 ) |
| { |
| glBegin ( GL_TRIANGLES ) ; |
| |
| for ( i = 0 ; i < NUM_FACES ; i++ ) |
| { |
| glNormal3dv ( tetrahedron_n[i] ) ; |
| for ( j = 0; j < 3; j++ ) |
| { |
| double x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ; |
| double y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ; |
| double z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ; |
| glVertex3d ( x, y, z ) ; |
| } |
| } |
| |
| glEnd () ; |
| } |
| else |
| { |
| GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ |
| num_levels -- ; |
| scale /= 2.0 ; |
| local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ; |
| local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ; |
| local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ; |
| glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[0] += scale ; |
| glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[0] -= 0.5 * scale ; |
| local_offset[1] += 0.866025403784 * scale ; |
| glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| local_offset[1] -= 0.577350269189 * scale ; |
| local_offset[2] += 0.816496580928 * scale ; |
| glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ; |
| } |
| } |
| |
| #undef NUM_FACES |
| |
| /*** END OF FILE ***/ |