#ifndef FREEGLUT_STATIC
#define FREEGLUT_STATIC
#endif
/*
* 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 "freeglut.h"
#include "freeglut_internal.h"
/*
* TODO BEFORE THE STABLE RELEASE:
*
* Following functions have been contributed by Andreas Umbach.
*
* glutWireCube() -- looks OK
* glutSolidCube() -- OK
*
* Those functions have been implemented by John Fay.
*
* glutWireTorus() -- looks OK
* glutSolidTorus() -- looks OK
* glutWireDodecahedron() -- looks OK
* glutSolidDodecahedron() -- looks OK
* glutWireOctahedron() -- looks OK
* glutSolidOctahedron() -- looks OK
* glutWireTetrahedron() -- looks OK
* glutSolidTetrahedron() -- looks OK
* glutWireIcosahedron() -- looks OK
* glutSolidIcosahedron() -- looks OK
*
* The Following functions have been updated by Nigel Stewart, based
* on FreeGLUT 2.0.0 implementations:
*
* glutWireSphere() -- looks OK
* glutSolidSphere() -- looks OK
* glutWireCone() -- looks OK
* glutSolidCone() -- looks OK
*/
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
/*
* Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutWireCube( GLdouble dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
# define V(a,b,c) glVertex3d( a size, b size, c size );
# define N(a,b,c) glNormal3d( a, b, c );
/* PWO: I dared
to convert the code
to use macros...
*/ glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();
glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();
glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
# undef V
# undef N
}
/*
* Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
*/
void FGAPIENTRY glutSolidCube( GLdouble dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
# define V(a,b,c) glVertex3d( a size, b size, c size );
# define N(a,b,c) glNormal3d( a, b, c );
/* PWO: Again
, I dared
to convert the code
to use macros...
*/ glBegin( GL_QUADS );
N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);
glEnd();
# undef V
# undef N
}
/*
* Compute lookup table of
cos and sin values forming a cirle
*
* Notes:
* It
is the responsibility of the caller
to free these tables
* The size of the table
is (n
+1) to form a connected
loop * The last entry
is exactly the same
as the first
* The sign of n can be flipped
to get the reverse
loop */
{
/* Table size
, the sign of n flips the
circle direction
*/
/* Determine the angle between samples */
/* Allocate memory
for n samples
, plus duplicate of first entry at the
end */
/* Bail
out if memory allocation fails
, fgError never returns
*/
if (!
(*sint
) || !
(*cost
)) {
fgError("Failed to allocate memory in fghCircleTable");
}
(*sint)[0] = 0.0;
(*cost)[0] = 1.0;
{
(*sint
)[i
] = sin(angle
*i
);
(*cost
)[i
] = cos(angle
*i
);
}
/* Last sample
is duplicate of the first
*/
(*sint)[size] = (*sint)[0];
(*cost)[size] = (*cost)[0];
}
/*
* Draws a solid sphere
*/
void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks, GLdouble PosX, GLdouble PosY, GLdouble PosZ)
{
/* Adjust z
and radius
as stacks are drawn.
*/
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
fghCircleTable(&sint1,&cost1,-slices);
fghCircleTable(&sint2,&cost2,stacks*2);
/* The top stack
is covered with a triangle fan
*/
z0 = 1.0;
z1 = cost2[(stacks>0)?1:0];
r0 = 0.0;
r1 = sint2[(stacks>0)?1:0];
glBegin(GL_TRIANGLE_FAN);
glNormal3d(PosX,PosY,PosZ+1);
glVertex3d(PosX,PosY,radius);
for (j
=slices; j
>=0; j
--) {
glNormal3d(PosX+(cost1[j]*r1), PosY+(sint1[j]*r1), PosZ+z1 );
glVertex3d(PosX+(cost1[j]*r1*radius), PosY+(sint1[j]*r1*radius), PosZ+(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);
{
glNormal3d(PosX+(cost1[j]*r1), PosY+(sint1[j]*r1), PosZ+z1 );
glVertex3d(PosX+(cost1[j]*r1*radius), PosY+(sint1[j]*r1*radius), PosZ+(z1*radius));
glNormal3d(PosX+(cost1[j]*r0), PosY+(sint1[j]*r0), PosZ+z0 );
glVertex3d(PosX+(cost1[j]*r0*radius), PosY+(sint1[j]*r0*radius), PosZ+(z0*radius));
}
glEnd();
}
/* The bottom stack
is covered with a triangle fan
*/
z0 = z1;
r0 = r1;
glBegin(GL_TRIANGLE_FAN);
glNormal3d(PosX,PosY,PosZ-1);
glVertex3d(PosX,PosY,PosZ-radius);
for (j
=0; j
<=slices; j
++) {
glNormal3d(PosX+(cost1[j]*r0), PosY+(sint1[j]*r0), PosZ+z0 );
glVertex3d(PosX+(cost1[j]*r0*radius), PosY+(sint1[j]*r0*radius), PosZ+(z0*radius));
}
glEnd();
}
/*
* Draws a wire sphere
*/
void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
{
/* Adjust z
and radius
as stacks
and slices are drawn.
*/
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
fghCircleTable(&sint1,&cost1,-slices );
fghCircleTable(&sint2,&cost2, stacks*2);
{
z = cost2[i];
r = sint2[i];
glBegin(GL_LINE_LOOP);
{
x = cost1[j];
y = sint1[j];
glNormal3d(x,y,z);
glVertex3d(x*r*radius,y*r*radius,z*radius);
}
glEnd();
}
{
glBegin(GL_LINE_STRIP);
{
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();
}
}
/*
* Draws a solid cone
*/
void FGAPIENTRY glutSolidCone
( GLdouble
base, GLdouble height
, GLint slices
, GLint stacks
){
/* Step in z
and radius
as stacks are drawn.
*/
const double zStep
= height
/ ( ( stacks
> 0 ) ? stacks :
1 );
/* Scaling factors
for vertex normals
*/
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
fghCircleTable(&sint,&cost,-slices);
/* Cover the circular
base with a triangle fan...
*/
z0 = 0.0;
z1 = zStep;
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);
{
glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
}
z0 = z1; z1 += zStep;
r0 = r1; r1 -= rStep;
glEnd();
}
/* The top stack
is covered with individual triangles
*/
glBegin(GL_TRIANGLES);
glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
{
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();
}
/*
* Draws a wire cone
*/
void FGAPIENTRY glutWireCone
( GLdouble
base, GLdouble height
, GLint slices
, GLint stacks
){
/* Step in z
and radius
as stacks are drawn.
*/
const double zStep
= height
/ ( ( stacks
> 0 ) ? stacks :
1 );
/* Scaling factors
for vertex normals
*/
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
fghCircleTable(&sint,&cost,-slices);
{
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;
}
glBegin(GL_LINES);
{
glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );
glVertex3d(cost[j]*r, sint[j]*r, 0.0 );
glVertex3d(0.0, 0.0, height);
}
glEnd();
}
/*
* Draws a solid cylinder
*/
void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
{
/* Step in z
and radius
as stacks are drawn.
*/
const double zStep
= height
/ ( ( stacks
> 0 ) ? stacks :
1 );
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
fghCircleTable(&sint,&cost,-slices);
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();
z0 = 0.0;
z1 = zStep;
for (i
=1; i
<=stacks; i
++) {
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;
}
}
/*
* Draws a wire cylinder
*/
void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
{
/* Step in z
and radius
as stacks are drawn.
*/
const double zStep
= height
/ ( ( stacks
> 0 ) ? stacks :
1 );
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
fghCircleTable(&sint,&cost,-slices);
for (i
=0; i
<=stacks; i
++) {
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;
}
glBegin(GL_LINES);
{
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();
}
/*
* Draws a wire torus
*/
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
double iradius
= dInnerRadius
, oradius
= dOuterRadius
, phi
, psi
, dpsi
, dphi;
double spsi
, cpsi
, sphi
, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
if ( nSides
< 1 ) nSides
= 1;
if ( nRings
< 1 ) nRings
= 1;
/* Allocate the vertices array */
vertex
= (double *)calloc
( sizeof
(double), 3 * nSides
* nRings
);
normal
= (double *)calloc
( sizeof
(double), 3 * nSides
* nRings
);
glPushMatrix();
dpsi
= 2.0 * M_PI
/ (double)nRings ;
dphi
= -2.0 * M_PI
/ (double)nSides ;
psi = 0.0;
for( j
=0; j
<nRings; j
++ ) {
phi = 0.0;
for( i
=0; i
<nSides; i
++ ) {
int offset
= 3 * ( j
* nSides
+ i
) ;
*(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();
}
glPopMatrix();
}
/*
* Draws a solid torus
*/
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
double iradius
= dInnerRadius
, oradius
= dOuterRadius
, phi
, psi
, dpsi
, dphi;
double spsi
, cpsi
, sphi
, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
if ( nSides
< 1 ) nSides
= 1;
if ( nRings
< 1 ) nRings
= 1;
/* Increment the number of sides
and rings
to allow
for one more
point than surface
*/ nSides ++ ;
nRings ++ ;
/* Allocate the vertices array */
vertex
= (double *)calloc
( sizeof
(double), 3 * nSides
* nRings
);
normal
= (double *)calloc
( sizeof
(double), 3 * nSides
* nRings
);
glPushMatrix();
dpsi
= 2.0 * M_PI
/ (double)(nRings
- 1) ;
dphi
= -2.0 * M_PI
/ (double)(nSides
- 1) ;
psi = 0.0;
for( j
=0; j
<nRings; j
++ ) {
phi = 0.0;
for( i
=0; i
<nSides; i
++ ) {
int offset
= 3 * ( j
* nSides
+ i
) ;
*(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();
glPopMatrix();
}
/*
*
*/
void FGAPIENTRY glutWireDodecahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireDodecahedron" );
/* Magic Numbers: It
is possible
to create a dodecahedron by attaching two pentagons
to each face of
* of a cube. The coordinates of the points are:
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
* where x
= (-1 + sqrt
(5))/2, z
= (1 + sqrt
(5))/2 or * x
= 0.61803398875 and z
= 1.61803398875.
*/
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
}
/*
*
*/
void FGAPIENTRY glutSolidDodecahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidDodecahedron" );
/* Magic Numbers: It
is possible
to create a dodecahedron by attaching two pentagons
to each face of
* of a cube. The coordinates of the points are:
* (+-x,0, z); (+-1, 1, 1); (0, z, x )
* where x
= (-1 + sqrt
(5))/2, z
= (1 + sqrt
(5))/2 or * x
= 0.61803398875 and z
= 1.61803398875.
*/
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
glEnd () ;
glBegin ( GL_POLYGON ) ;
glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
glEnd () ;
}
/*
*
*/
void FGAPIENTRY glutWireOctahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );
#define RADIUS 1.0f
glBegin( GL_LINE_LOOP );
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
glEnd();
#undef RADIUS
}
/*
*
*/
void FGAPIENTRY glutSolidOctahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );
#define RADIUS 1.0f
glBegin( GL_TRIANGLES );
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
glEnd();
#undef RADIUS
}
/* Magic Numbers: r0 = ( 1, 0, 0 )
* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
* r2 = ( -1/3, -sqrt(2) / 3, sqrt(6) / 3 )
* r3 = ( -1/3, -sqrt(2) / 3, -sqrt(6) / 3 )
* |r0| = |r1| = |r2| = |r3| = 1
* Distance between any two points
is 2 sqrt
(6) / 3 *
* Normals: The unit normals are simply the negative of the coordinates of the
point not on the surface.
*/
#define NUM_TETR_FACES 4
static GLdouble tet_r
[4][3] = { { 1.0, 0.0, 0.0 }, { -0.333333333333, 0.942809041582, 0.0 },
{ -0.333333333333, -0.471404520791, 0.816496580928 },
{ -0.333333333333, -0.471404520791, -0.816496580928 } } ;
static GLint tet_i
[4][3] = /* Vertex indices
*/ {
{ 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
} ;
/*
*
*/
void FGAPIENTRY glutWireTetrahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
glBegin( GL_LINE_LOOP ) ;
glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
glEnd() ;
}
/*
*
*/
void FGAPIENTRY glutSolidTetrahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
glBegin( GL_TRIANGLES ) ;
glNormal3d ( -tet_r[0][0], -tet_r[0][1], -tet_r[0][2] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[2] ) ;
glNormal3d ( -tet_r[1][0], -tet_r[1][1], -tet_r[1][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[2] ) ; glVertex3dv ( tet_r[3] ) ;
glNormal3d ( -tet_r[2][0], -tet_r[2][1], -tet_r[2][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[3] ) ; glVertex3dv ( tet_r[1] ) ;
glNormal3d ( -tet_r[3][0], -tet_r[3][1], -tet_r[3][2] ) ; glVertex3dv ( tet_r[0] ) ; glVertex3dv ( tet_r[1] ) ; glVertex3dv ( tet_r[2] ) ;
glEnd() ;
}
/*
*
*/
{ 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 }
};
{ 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 )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireIcosahedron" );
for ( i
= 0; i
< 20; i
++ ) {
normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
glBegin ( GL_LINE_LOOP ) ;
glNormal3dv ( normal ) ;
glVertex3dv ( icos_r[icos_v[i][0]] ) ;
glVertex3dv ( icos_r[icos_v[i][1]] ) ;
glVertex3dv ( icos_r[icos_v[i][2]] ) ;
glEnd () ;
}
}
/*
*
*/
void FGAPIENTRY glutSolidIcosahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidIcosahedron" );
glBegin ( GL_TRIANGLES ) ;
for ( i
= 0; i
< 20; i
++ ) {
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 () ;
}
/*
*
*/
{ 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 }
} ;
{ 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 }
};
{ 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 )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireRhombicDodecahedron" );
for ( i
= 0; i
< 12; i
++ ) {
glBegin ( GL_LINE_LOOP ) ;
glNormal3dv ( rdod_n[i] ) ;
glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
glEnd () ;
}
}
/*
*
*/
void FGAPIENTRY glutSolidRhombicDodecahedron( void )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidRhombicDodecahedron" );
glBegin ( GL_QUADS ) ;
for ( i
= 0; i
< 12; i
++ ) {
glNormal3dv ( rdod_n[i] ) ;
glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
}
glEnd () ;
}
void FGAPIENTRY glutWireSierpinskiSponge
( int num_levels
, GLdouble offset
[3], GLdouble scale
){
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
{
for ( i
= 0 ; i
< NUM_TETR_FACES ; i
++ ) {
glBegin ( GL_LINE_LOOP ) ;
glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
for ( j
= 0; j
< 3; j
++ ) {
double x
= offset
[0] + scale
* tet_r
[tet_i
[i
][j
]][0] ;
double y
= offset
[1] + scale
* tet_r
[tet_i
[i
][j
]][1] ;
double z
= offset
[2] + scale
* tet_r
[tet_i
[i
][j
]][2] ;
glVertex3d ( x, y, z ) ;
}
glEnd () ;
}
}
{
GLdouble local_offset
[3] ;
/* Use a local variable
to avoid buildup of roundoff errors
*/ num_levels -- ;
scale /= 2.0 ;
for ( i
= 0 ; i
< NUM_TETR_FACES ; i
++ ) {
local_offset[0] = offset[0] + scale * tet_r[i][0] ;
local_offset[1] = offset[1] + scale * tet_r[i][1] ;
local_offset[2] = offset[2] + scale * tet_r[i][2] ;
glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}
}
void FGAPIENTRY glutSolidSierpinskiSponge
( int num_levels
, GLdouble offset
[3], GLdouble scale
){
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
{
glBegin ( GL_TRIANGLES ) ;
for ( i
= 0 ; i
< NUM_TETR_FACES ; i
++ ) {
glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
for ( j
= 0; j
< 3; j
++ ) {
double x
= offset
[0] + scale
* tet_r
[tet_i
[i
][j
]][0] ;
double y
= offset
[1] + scale
* tet_r
[tet_i
[i
][j
]][1] ;
double z
= offset
[2] + scale
* tet_r
[tet_i
[i
][j
]][2] ;
glVertex3d ( x, y, z ) ;
}
}
glEnd () ;
}
{
GLdouble local_offset
[3] ;
/* Use a local variable
to avoid buildup of roundoff errors
*/ num_levels -- ;
scale /= 2.0 ;
for ( i
= 0 ; i
< NUM_TETR_FACES ; i
++ ) {
local_offset[0] = offset[0] + scale * tet_r[i][0] ;
local_offset[1] = offset[1] + scale * tet_r[i][1] ;
local_offset[2] = offset[2] + scale * tet_r[i][2] ;
glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
}
}
}