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author | ftrapero <frantracer@gmail.com> | 2017-06-27 12:08:38 +0200 |
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committer | ftrapero <frantracer@gmail.com> | 2017-06-27 12:08:38 +0200 |
commit | b30506dface604c78e445905ce263f166945d67b (patch) | |
tree | 1c23f91f36eb445850b654daa9c5e30bb47072e5 /nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c | |
parent | c032f0e341c981036e9b3245a0e0710ad61599d0 (diff) | |
parent | 663631725ee2d633d9ec5821cd48953ffd188d00 (diff) | |
download | nx-libs-b30506dface604c78e445905ce263f166945d67b.tar.gz nx-libs-b30506dface604c78e445905ce263f166945d67b.tar.bz2 nx-libs-b30506dface604c78e445905ce263f166945d67b.zip |
Include mesa-6.4.2 project
Diffstat (limited to 'nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c')
-rw-r--r-- | nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c | 1143 |
1 files changed, 1143 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c b/nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c new file mode 100644 index 000000000..4edebe90e --- /dev/null +++ b/nx-X11/extras/Mesa_6.4.2/src/glut/dos/shapes.c @@ -0,0 +1,1143 @@ +/* + * 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 ***/ |