-\r
-/* Copyright (c) Mark J. Kilgard, 1994, 1997. */\r
-\r
-/**\r
-(c) Copyright 1993, Silicon Graphics, Inc.\r
-\r
-ALL RIGHTS RESERVED\r
-\r
-Permission to use, copy, modify, and distribute this software\r
-for any purpose and without fee is hereby granted, provided\r
-that the above copyright notice appear in all copies and that\r
-both the copyright notice and this permission notice appear in\r
-supporting documentation, and that the name of Silicon\r
-Graphics, Inc. not be used in advertising or publicity\r
-pertaining to distribution of the software without specific,\r
-written prior permission.\r
-\r
-THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU\r
-"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR\r
-OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF\r
-MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO\r
-EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE\r
-ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR\r
-CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,\r
-INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,\r
-SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR\r
-NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY\r
-OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,\r
-ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR\r
-PERFORMANCE OF THIS SOFTWARE.\r
-\r
-US Government Users Restricted Rights\r
-\r
-Use, duplication, or disclosure by the Government is subject to\r
-restrictions set forth in FAR 52.227.19(c)(2) or subparagraph\r
-(c)(1)(ii) of the Rights in Technical Data and Computer\r
-Software clause at DFARS 252.227-7013 and/or in similar or\r
-successor clauses in the FAR or the DOD or NASA FAR\r
-Supplement. Unpublished-- rights reserved under the copyright\r
-laws of the United States. Contractor/manufacturer is Silicon\r
-Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA\r
-94039-7311.\r
-\r
-OpenGL(TM) is a trademark of Silicon Graphics, Inc.\r
-*/\r
-\r
-#include <math.h>\r
-#include "glutint.h"\r
-\r
-/* Some <math.h> files do not define M_PI... */\r
-#ifndef M_PI\r
-#define M_PI 3.14159265358979323846\r
-#endif\r
-\r
-static GLUquadricObj *quadObj;\r
-\r
-#define QUAD_OBJ_INIT() { if(!quadObj) initQuadObj(); }\r
-\r
-static void\r
-initQuadObj(void)\r
-{\r
- quadObj = gluNewQuadric();\r
- if (!quadObj)\r
- __glutFatalError("out of memory.");\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireSphere(GLdouble radius, GLint slices, GLint stacks)\r
-{\r
- QUAD_OBJ_INIT();\r
- gluQuadricDrawStyle(quadObj, GLU_LINE);\r
- gluQuadricNormals(quadObj, GLU_SMOOTH);\r
- /* If we ever changed/used the texture or orientation state\r
- of quadObj, we'd need to change it to the defaults here\r
- with gluQuadricTexture and/or gluQuadricOrientation. */\r
- gluSphere(quadObj, radius, slices, stacks);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)\r
-{\r
- QUAD_OBJ_INIT();\r
- gluQuadricDrawStyle(quadObj, GLU_FILL);\r
- gluQuadricNormals(quadObj, GLU_SMOOTH);\r
- /* If we ever changed/used the texture or orientation state\r
- of quadObj, we'd need to change it to the defaults here\r
- with gluQuadricTexture and/or gluQuadricOrientation. */\r
- gluSphere(quadObj, radius, slices, stacks);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutWireCone(GLdouble base, GLdouble height,\r
- GLint slices, GLint stacks)\r
-{\r
- QUAD_OBJ_INIT();\r
- gluQuadricDrawStyle(quadObj, GLU_LINE);\r
- gluQuadricNormals(quadObj, GLU_SMOOTH);\r
- /* If we ever changed/used the texture or orientation state\r
- of quadObj, we'd need to change it to the defaults here\r
- with gluQuadricTexture and/or gluQuadricOrientation. */\r
- gluCylinder(quadObj, base, 0.0, height, slices, stacks);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidCone(GLdouble base, GLdouble height,\r
- GLint slices, GLint stacks)\r
-{\r
- QUAD_OBJ_INIT();\r
- gluQuadricDrawStyle(quadObj, GLU_FILL);\r
- gluQuadricNormals(quadObj, GLU_SMOOTH);\r
- /* If we ever changed/used the texture or orientation state\r
- of quadObj, we'd need to change it to the defaults here\r
- with gluQuadricTexture and/or gluQuadricOrientation. */\r
- gluCylinder(quadObj, base, 0.0, height, slices, stacks);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-static void\r
-drawBox(GLfloat size, GLenum type)\r
-{\r
- static GLfloat n[6][3] =\r
- {\r
- {-1.0, 0.0, 0.0},\r
- {0.0, 1.0, 0.0},\r
- {1.0, 0.0, 0.0},\r
- {0.0, -1.0, 0.0},\r
- {0.0, 0.0, 1.0},\r
- {0.0, 0.0, -1.0}\r
- };\r
- static GLint faces[6][4] =\r
- {\r
- {0, 1, 2, 3},\r
- {3, 2, 6, 7},\r
- {7, 6, 5, 4},\r
- {4, 5, 1, 0},\r
- {5, 6, 2, 1},\r
- {7, 4, 0, 3}\r
- };\r
- GLfloat v[8][3];\r
- GLint i;\r
-\r
- v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;\r
- v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;\r
- v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;\r
- v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;\r
- v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;\r
- v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;\r
-\r
- for (i = 5; i >= 0; i--) {\r
- glBegin(type);\r
- glNormal3fv(&n[i][0]);\r
- glVertex3fv(&v[faces[i][0]][0]);\r
- glVertex3fv(&v[faces[i][1]][0]);\r
- glVertex3fv(&v[faces[i][2]][0]);\r
- glVertex3fv(&v[faces[i][3]][0]);\r
- glEnd();\r
- }\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireCube(GLdouble size)\r
-{\r
- drawBox(size, GL_LINE_LOOP);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidCube(GLdouble size)\r
-{\r
- drawBox(size, GL_QUADS);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-static void\r
-doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)\r
-{\r
- int i, j;\r
- GLfloat theta, phi, theta1;\r
- GLfloat cosTheta, sinTheta;\r
- GLfloat cosTheta1, sinTheta1;\r
- GLfloat ringDelta, sideDelta;\r
-\r
- ringDelta = 2.0 * M_PI / rings;\r
- sideDelta = 2.0 * M_PI / nsides;\r
-\r
- theta = 0.0;\r
- cosTheta = 1.0;\r
- sinTheta = 0.0;\r
- for (i = rings - 1; i >= 0; i--) {\r
- theta1 = theta + ringDelta;\r
- cosTheta1 = cos(theta1);\r
- sinTheta1 = sin(theta1);\r
- glBegin(GL_QUAD_STRIP);\r
- phi = 0.0;\r
- for (j = nsides; j >= 0; j--) {\r
- GLfloat cosPhi, sinPhi, dist;\r
-\r
- phi += sideDelta;\r
- cosPhi = cos(phi);\r
- sinPhi = sin(phi);\r
- dist = R + r * cosPhi;\r
-\r
- glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);\r
- glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);\r
- glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);\r
- glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);\r
- }\r
- glEnd();\r
- theta = theta1;\r
- cosTheta = cosTheta1;\r
- sinTheta = sinTheta1;\r
- }\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireTorus(GLdouble innerRadius, GLdouble outerRadius,\r
- GLint nsides, GLint rings)\r
-{\r
- glPushAttrib(GL_POLYGON_BIT);\r
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
- doughnut(innerRadius, outerRadius, nsides, rings);\r
- glPopAttrib();\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius,\r
- GLint nsides, GLint rings)\r
-{\r
- doughnut(innerRadius, outerRadius, nsides, rings);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-static GLfloat dodec[20][3];\r
-\r
-static void\r
-initDodecahedron(void)\r
-{\r
- GLfloat alpha, beta;\r
-\r
- alpha = sqrt(2.0 / (3.0 + sqrt(5.0)));\r
- beta = 1.0 + sqrt(6.0 / (3.0 + sqrt(5.0)) -\r
- 2.0 + 2.0 * sqrt(2.0 / (3.0 + sqrt(5.0))));\r
- /* *INDENT-OFF* */\r
- dodec[0][0] = -alpha; dodec[0][1] = 0; dodec[0][2] = beta;\r
- dodec[1][0] = alpha; dodec[1][1] = 0; dodec[1][2] = beta;\r
- dodec[2][0] = -1; dodec[2][1] = -1; dodec[2][2] = -1;\r
- dodec[3][0] = -1; dodec[3][1] = -1; dodec[3][2] = 1;\r
- dodec[4][0] = -1; dodec[4][1] = 1; dodec[4][2] = -1;\r
- dodec[5][0] = -1; dodec[5][1] = 1; dodec[5][2] = 1;\r
- dodec[6][0] = 1; dodec[6][1] = -1; dodec[6][2] = -1;\r
- dodec[7][0] = 1; dodec[7][1] = -1; dodec[7][2] = 1;\r
- dodec[8][0] = 1; dodec[8][1] = 1; dodec[8][2] = -1;\r
- dodec[9][0] = 1; dodec[9][1] = 1; dodec[9][2] = 1;\r
- dodec[10][0] = beta; dodec[10][1] = alpha; dodec[10][2] = 0;\r
- dodec[11][0] = beta; dodec[11][1] = -alpha; dodec[11][2] = 0;\r
- dodec[12][0] = -beta; dodec[12][1] = alpha; dodec[12][2] = 0;\r
- dodec[13][0] = -beta; dodec[13][1] = -alpha; dodec[13][2] = 0;\r
- dodec[14][0] = -alpha; dodec[14][1] = 0; dodec[14][2] = -beta;\r
- dodec[15][0] = alpha; dodec[15][1] = 0; dodec[15][2] = -beta;\r
- dodec[16][0] = 0; dodec[16][1] = beta; dodec[16][2] = alpha;\r
- dodec[17][0] = 0; dodec[17][1] = beta; dodec[17][2] = -alpha;\r
- dodec[18][0] = 0; dodec[18][1] = -beta; dodec[18][2] = alpha;\r
- dodec[19][0] = 0; dodec[19][1] = -beta; dodec[19][2] = -alpha;\r
- /* *INDENT-ON* */\r
-\r
-}\r
-\r
-#define DIFF3(_a,_b,_c) { \\r
- (_c)[0] = (_a)[0] - (_b)[0]; \\r
- (_c)[1] = (_a)[1] - (_b)[1]; \\r
- (_c)[2] = (_a)[2] - (_b)[2]; \\r
-}\r
-\r
-static void\r
-crossprod(GLfloat v1[3], GLfloat v2[3], GLfloat prod[3])\r
-{\r
- GLfloat p[3]; /* in case prod == v1 or v2 */\r
-\r
- p[0] = v1[1] * v2[2] - v2[1] * v1[2];\r
- p[1] = v1[2] * v2[0] - v2[2] * v1[0];\r
- p[2] = v1[0] * v2[1] - v2[0] * v1[1];\r
- prod[0] = p[0];\r
- prod[1] = p[1];\r
- prod[2] = p[2];\r
-}\r
-\r
-static void\r
-normalize(GLfloat v[3])\r
-{\r
- GLfloat d;\r
-\r
- d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);\r
- if (d == 0.0) {\r
- __glutWarning("normalize: zero length vector");\r
- v[0] = d = 1.0;\r
- }\r
- d = 1 / d;\r
- v[0] *= d;\r
- v[1] *= d;\r
- v[2] *= d;\r
-}\r
-\r
-static void\r
-pentagon(int a, int b, int c, int d, int e, GLenum shadeType)\r
-{\r
- GLfloat n0[3], d1[3], d2[3];\r
-\r
- DIFF3(dodec[a], dodec[b], d1);\r
- DIFF3(dodec[b], dodec[c], d2);\r
- crossprod(d1, d2, n0);\r
- normalize(n0);\r
-\r
- glBegin(shadeType);\r
- glNormal3fv(n0);\r
- glVertex3fv(&dodec[a][0]);\r
- glVertex3fv(&dodec[b][0]);\r
- glVertex3fv(&dodec[c][0]);\r
- glVertex3fv(&dodec[d][0]);\r
- glVertex3fv(&dodec[e][0]);\r
- glEnd();\r
-}\r
-\r
-static void\r
-dodecahedron(GLenum type)\r
-{\r
- static int inited = 0;\r
-\r
- if (inited == 0) {\r
- inited = 1;\r
- initDodecahedron();\r
- }\r
- pentagon(0, 1, 9, 16, 5, type);\r
- pentagon(1, 0, 3, 18, 7, type);\r
- pentagon(1, 7, 11, 10, 9, type);\r
- pentagon(11, 7, 18, 19, 6, type);\r
- pentagon(8, 17, 16, 9, 10, type);\r
- pentagon(2, 14, 15, 6, 19, type);\r
- pentagon(2, 13, 12, 4, 14, type);\r
- pentagon(2, 19, 18, 3, 13, type);\r
- pentagon(3, 0, 5, 12, 13, type);\r
- pentagon(6, 15, 8, 10, 11, type);\r
- pentagon(4, 17, 8, 15, 14, type);\r
- pentagon(4, 12, 5, 16, 17, type);\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY glutWireDodecahedron(void)\r
-{\r
- dodecahedron(GL_LINE_LOOP);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidDodecahedron(void)\r
-{\r
- dodecahedron(GL_TRIANGLE_FAN);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-static void\r
-recorditem(GLfloat * n1, GLfloat * n2, GLfloat * n3,\r
- GLenum shadeType)\r
-{\r
- GLfloat q0[3], q1[3];\r
-\r
- DIFF3(n1, n2, q0);\r
- DIFF3(n2, n3, q1);\r
- crossprod(q0, q1, q1);\r
- normalize(q1);\r
-\r
- glBegin(shadeType);\r
- glNormal3fv(q1);\r
- glVertex3fv(n1);\r
- glVertex3fv(n2);\r
- glVertex3fv(n3);\r
- glEnd();\r
-}\r
-\r
-static void\r
-subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2,\r
- GLenum shadeType)\r
-{\r
- int depth;\r
- GLfloat w0[3], w1[3], w2[3];\r
- GLfloat l;\r
- int i, j, k, n;\r
-\r
- depth = 1;\r
- for (i = 0; i < depth; i++) {\r
- for (j = 0; i + j < depth; j++) {\r
- k = depth - i - j;\r
- for (n = 0; n < 3; n++) {\r
- w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth;\r
- w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n])\r
- / depth;\r
- w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])\r
- / depth;\r
- }\r
- l = sqrt(w0[0] * w0[0] + w0[1] * w0[1] + w0[2] * w0[2]);\r
- w0[0] /= l;\r
- w0[1] /= l;\r
- w0[2] /= l;\r
- l = sqrt(w1[0] * w1[0] + w1[1] * w1[1] + w1[2] * w1[2]);\r
- w1[0] /= l;\r
- w1[1] /= l;\r
- w1[2] /= l;\r
- l = sqrt(w2[0] * w2[0] + w2[1] * w2[1] + w2[2] * w2[2]);\r
- w2[0] /= l;\r
- w2[1] /= l;\r
- w2[2] /= l;\r
- recorditem(w1, w0, w2, shadeType);\r
- }\r
- }\r
-}\r
-\r
-static void\r
-drawtriangle(int i, GLfloat data[][3], int ndx[][3],\r
- GLenum shadeType)\r
-{\r
- GLfloat *x0, *x1, *x2;\r
-\r
- x0 = data[ndx[i][0]];\r
- x1 = data[ndx[i][1]];\r
- x2 = data[ndx[i][2]];\r
- subdivide(x0, x1, x2, shadeType);\r
-}\r
-\r
-/* octahedron data: The octahedron produced is centered at the\r
- origin and has radius 1.0 */\r
-static GLfloat odata[6][3] =\r
-{\r
- {1.0, 0.0, 0.0},\r
- {-1.0, 0.0, 0.0},\r
- {0.0, 1.0, 0.0},\r
- {0.0, -1.0, 0.0},\r
- {0.0, 0.0, 1.0},\r
- {0.0, 0.0, -1.0}\r
-};\r
-\r
-static int ondex[8][3] =\r
-{\r
- {0, 4, 2},\r
- {1, 2, 4},\r
- {0, 3, 4},\r
- {1, 4, 3},\r
- {0, 2, 5},\r
- {1, 5, 2},\r
- {0, 5, 3},\r
- {1, 3, 5}\r
-};\r
-\r
-static void\r
-octahedron(GLenum shadeType)\r
-{\r
- int i;\r
-\r
- for (i = 7; i >= 0; i--) {\r
- drawtriangle(i, odata, ondex, shadeType);\r
- }\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireOctahedron(void)\r
-{\r
- octahedron(GL_LINE_LOOP);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidOctahedron(void)\r
-{\r
- octahedron(GL_TRIANGLES);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-/* icosahedron data: These numbers are rigged to make an\r
- icosahedron of radius 1.0 */\r
-\r
-#define X .525731112119133606\r
-#define Z .850650808352039932\r
-\r
-static GLfloat idata[12][3] =\r
-{\r
- {-X, 0, Z},\r
- {X, 0, Z},\r
- {-X, 0, -Z},\r
- {X, 0, -Z},\r
- {0, Z, X},\r
- {0, Z, -X},\r
- {0, -Z, X},\r
- {0, -Z, -X},\r
- {Z, X, 0},\r
- {-Z, X, 0},\r
- {Z, -X, 0},\r
- {-Z, -X, 0}\r
-};\r
-\r
-static int index[20][3] =\r
-{\r
- {0, 4, 1},\r
- {0, 9, 4},\r
- {9, 5, 4},\r
- {4, 5, 8},\r
- {4, 8, 1},\r
- {8, 10, 1},\r
- {8, 3, 10},\r
- {5, 3, 8},\r
- {5, 2, 3},\r
- {2, 7, 3},\r
- {7, 10, 3},\r
- {7, 6, 10},\r
- {7, 11, 6},\r
- {11, 0, 6},\r
- {0, 1, 6},\r
- {6, 1, 10},\r
- {9, 0, 11},\r
- {9, 11, 2},\r
- {9, 2, 5},\r
- {7, 2, 11},\r
-};\r
-\r
-static void\r
-icosahedron(GLenum shadeType)\r
-{\r
- int i;\r
-\r
- for (i = 19; i >= 0; i--) {\r
- drawtriangle(i, idata, index, shadeType);\r
- }\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireIcosahedron(void)\r
-{\r
- icosahedron(GL_LINE_LOOP);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidIcosahedron(void)\r
-{\r
- icosahedron(GL_TRIANGLES);\r
-}\r
-\r
-/* ENDCENTRY */\r
-\r
-/* tetrahedron data: */\r
-\r
-#define T 1.73205080756887729\r
-\r
-static GLfloat tdata[4][3] =\r
-{\r
- {T, T, T},\r
- {T, -T, -T},\r
- {-T, T, -T},\r
- {-T, -T, T}\r
-};\r
-\r
-static int tndex[4][3] =\r
-{\r
- {0, 1, 3},\r
- {2, 1, 0},\r
- {3, 2, 0},\r
- {1, 2, 3}\r
-};\r
-\r
-static void\r
-tetrahedron(GLenum shadeType)\r
-{\r
- int i;\r
-\r
- for (i = 3; i >= 0; i--)\r
- drawtriangle(i, tdata, tndex, shadeType);\r
-}\r
-\r
-/* CENTRY */\r
-void GLUTAPIENTRY\r
-glutWireTetrahedron(void)\r
-{\r
- tetrahedron(GL_LINE_LOOP);\r
-}\r
-\r
-void GLUTAPIENTRY\r
-glutSolidTetrahedron(void)\r
-{\r
- tetrahedron(GL_TRIANGLES);\r
-}\r
-\r
-/* ENDCENTRY */\r
+
+/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
+
+/**
+(c) Copyright 1993, Silicon Graphics, Inc.
+
+ALL RIGHTS RESERVED
+
+Permission to use, copy, modify, and distribute this software
+for any purpose and without fee is hereby granted, provided
+that the above copyright notice appear in all copies and that
+both the copyright notice and this permission notice appear in
+supporting documentation, and that the name of Silicon
+Graphics, Inc. not be used in advertising or publicity
+pertaining to distribution of the software without specific,
+written prior permission.
+
+THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
+"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
+OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
+MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO
+EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE
+ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
+CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
+INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
+SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
+NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
+OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
+PERFORMANCE OF THIS SOFTWARE.
+
+US Government Users Restricted Rights
+
+Use, duplication, or disclosure by the Government is subject to
+restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+(c)(1)(ii) of the Rights in Technical Data and Computer
+Software clause at DFARS 252.227-7013 and/or in similar or
+successor clauses in the FAR or the DOD or NASA FAR
+Supplement. Unpublished-- rights reserved under the copyright
+laws of the United States. Contractor/manufacturer is Silicon
+Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA
+94039-7311.
+
+OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+*/
+
+#include <math.h>
+#include "glutint.h"
+
+/* Some <math.h> files do not define M_PI... */
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+static GLUquadricObj *quadObj;
+
+#define QUAD_OBJ_INIT() { if(!quadObj) initQuadObj(); }
+
+static void
+initQuadObj(void)
+{
+ quadObj = gluNewQuadric();
+ if (!quadObj)
+ __glutFatalError("out of memory.");
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_LINE);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluSphere(quadObj, radius, slices, stacks);
+}
+
+void GLUTAPIENTRY
+glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_FILL);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluSphere(quadObj, radius, slices, stacks);
+}
+
+void GLUTAPIENTRY
+glutWireCone(GLdouble base, GLdouble height,
+ GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_LINE);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluCylinder(quadObj, base, 0.0, height, slices, stacks);
+}
+
+void GLUTAPIENTRY
+glutSolidCone(GLdouble base, GLdouble height,
+ GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_FILL);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluCylinder(quadObj, base, 0.0, height, slices, stacks);
+}
+
+/* ENDCENTRY */
+
+static void
+drawBox(GLfloat size, GLenum type)
+{
+ static GLfloat n[6][3] =
+ {
+ {-1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {1.0, 0.0, 0.0},
+ {0.0, -1.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 0.0, -1.0}
+ };
+ static GLint faces[6][4] =
+ {
+ {0, 1, 2, 3},
+ {3, 2, 6, 7},
+ {7, 6, 5, 4},
+ {4, 5, 1, 0},
+ {5, 6, 2, 1},
+ {7, 4, 0, 3}
+ };
+ GLfloat v[8][3];
+ GLint i;
+
+ v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
+ v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
+ v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
+ v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
+ v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
+ v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
+
+ for (i = 5; i >= 0; i--) {
+ glBegin(type);
+ glNormal3fv(&n[i][0]);
+ glVertex3fv(&v[faces[i][0]][0]);
+ glVertex3fv(&v[faces[i][1]][0]);
+ glVertex3fv(&v[faces[i][2]][0]);
+ glVertex3fv(&v[faces[i][3]][0]);
+ glEnd();
+ }
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireCube(GLdouble size)
+{
+ drawBox(size, GL_LINE_LOOP);
+}
+
+void GLUTAPIENTRY
+glutSolidCube(GLdouble size)
+{
+ drawBox(size, GL_QUADS);
+}
+
+/* ENDCENTRY */
+
+static void
+doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
+{
+ int i, j;
+ GLfloat theta, phi, theta1;
+ GLfloat cosTheta, sinTheta;
+ GLfloat cosTheta1, sinTheta1;
+ GLfloat ringDelta, sideDelta;
+
+ ringDelta = 2.0 * M_PI / rings;
+ sideDelta = 2.0 * M_PI / nsides;
+
+ theta = 0.0;
+ cosTheta = 1.0;
+ sinTheta = 0.0;
+ for (i = rings - 1; i >= 0; i--) {
+ theta1 = theta + ringDelta;
+ cosTheta1 = cos(theta1);
+ sinTheta1 = sin(theta1);
+ glBegin(GL_QUAD_STRIP);
+ phi = 0.0;
+ for (j = nsides; j >= 0; j--) {
+ GLfloat cosPhi, sinPhi, dist;
+
+ phi += sideDelta;
+ cosPhi = cos(phi);
+ sinPhi = sin(phi);
+ dist = R + r * cosPhi;
+
+ glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
+ glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
+ glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
+ glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
+ }
+ glEnd();
+ theta = theta1;
+ cosTheta = cosTheta1;
+ sinTheta = sinTheta1;
+ }
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireTorus(GLdouble innerRadius, GLdouble outerRadius,
+ GLint nsides, GLint rings)
+{
+ glPushAttrib(GL_POLYGON_BIT);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ doughnut(innerRadius, outerRadius, nsides, rings);
+ glPopAttrib();
+}
+
+void GLUTAPIENTRY
+glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius,
+ GLint nsides, GLint rings)
+{
+ doughnut(innerRadius, outerRadius, nsides, rings);
+}
+
+/* ENDCENTRY */
+
+static GLfloat dodec[20][3];
+
+static void
+initDodecahedron(void)
+{
+ GLfloat alpha, beta;
+
+ alpha = sqrt(2.0 / (3.0 + sqrt(5.0)));
+ beta = 1.0 + sqrt(6.0 / (3.0 + sqrt(5.0)) -
+ 2.0 + 2.0 * sqrt(2.0 / (3.0 + sqrt(5.0))));
+ /* *INDENT-OFF* */
+ dodec[0][0] = -alpha; dodec[0][1] = 0; dodec[0][2] = beta;
+ dodec[1][0] = alpha; dodec[1][1] = 0; dodec[1][2] = beta;
+ dodec[2][0] = -1; dodec[2][1] = -1; dodec[2][2] = -1;
+ dodec[3][0] = -1; dodec[3][1] = -1; dodec[3][2] = 1;
+ dodec[4][0] = -1; dodec[4][1] = 1; dodec[4][2] = -1;
+ dodec[5][0] = -1; dodec[5][1] = 1; dodec[5][2] = 1;
+ dodec[6][0] = 1; dodec[6][1] = -1; dodec[6][2] = -1;
+ dodec[7][0] = 1; dodec[7][1] = -1; dodec[7][2] = 1;
+ dodec[8][0] = 1; dodec[8][1] = 1; dodec[8][2] = -1;
+ dodec[9][0] = 1; dodec[9][1] = 1; dodec[9][2] = 1;
+ dodec[10][0] = beta; dodec[10][1] = alpha; dodec[10][2] = 0;
+ dodec[11][0] = beta; dodec[11][1] = -alpha; dodec[11][2] = 0;
+ dodec[12][0] = -beta; dodec[12][1] = alpha; dodec[12][2] = 0;
+ dodec[13][0] = -beta; dodec[13][1] = -alpha; dodec[13][2] = 0;
+ dodec[14][0] = -alpha; dodec[14][1] = 0; dodec[14][2] = -beta;
+ dodec[15][0] = alpha; dodec[15][1] = 0; dodec[15][2] = -beta;
+ dodec[16][0] = 0; dodec[16][1] = beta; dodec[16][2] = alpha;
+ dodec[17][0] = 0; dodec[17][1] = beta; dodec[17][2] = -alpha;
+ dodec[18][0] = 0; dodec[18][1] = -beta; dodec[18][2] = alpha;
+ dodec[19][0] = 0; dodec[19][1] = -beta; dodec[19][2] = -alpha;
+ /* *INDENT-ON* */
+
+}
+
+#define DIFF3(_a,_b,_c) { \
+ (_c)[0] = (_a)[0] - (_b)[0]; \
+ (_c)[1] = (_a)[1] - (_b)[1]; \
+ (_c)[2] = (_a)[2] - (_b)[2]; \
+}
+
+static void
+crossprod(GLfloat v1[3], GLfloat v2[3], GLfloat prod[3])
+{
+ GLfloat p[3]; /* in case prod == v1 or v2 */
+
+ p[0] = v1[1] * v2[2] - v2[1] * v1[2];
+ p[1] = v1[2] * v2[0] - v2[2] * v1[0];
+ p[2] = v1[0] * v2[1] - v2[0] * v1[1];
+ prod[0] = p[0];
+ prod[1] = p[1];
+ prod[2] = p[2];
+}
+
+static void
+normalize(GLfloat v[3])
+{
+ GLfloat d;
+
+ d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ if (d == 0.0) {
+ __glutWarning("normalize: zero length vector");
+ v[0] = d = 1.0;
+ }
+ d = 1 / d;
+ v[0] *= d;
+ v[1] *= d;
+ v[2] *= d;
+}
+
+static void
+pentagon(int a, int b, int c, int d, int e, GLenum shadeType)
+{
+ GLfloat n0[3], d1[3], d2[3];
+
+ DIFF3(dodec[a], dodec[b], d1);
+ DIFF3(dodec[b], dodec[c], d2);
+ crossprod(d1, d2, n0);
+ normalize(n0);
+
+ glBegin(shadeType);
+ glNormal3fv(n0);
+ glVertex3fv(&dodec[a][0]);
+ glVertex3fv(&dodec[b][0]);
+ glVertex3fv(&dodec[c][0]);
+ glVertex3fv(&dodec[d][0]);
+ glVertex3fv(&dodec[e][0]);
+ glEnd();
+}
+
+static void
+dodecahedron(GLenum type)
+{
+ static int inited = 0;
+
+ if (inited == 0) {
+ inited = 1;
+ initDodecahedron();
+ }
+ pentagon(0, 1, 9, 16, 5, type);
+ pentagon(1, 0, 3, 18, 7, type);
+ pentagon(1, 7, 11, 10, 9, type);
+ pentagon(11, 7, 18, 19, 6, type);
+ pentagon(8, 17, 16, 9, 10, type);
+ pentagon(2, 14, 15, 6, 19, type);
+ pentagon(2, 13, 12, 4, 14, type);
+ pentagon(2, 19, 18, 3, 13, type);
+ pentagon(3, 0, 5, 12, 13, type);
+ pentagon(6, 15, 8, 10, 11, type);
+ pentagon(4, 17, 8, 15, 14, type);
+ pentagon(4, 12, 5, 16, 17, type);
+}
+
+/* CENTRY */
+void GLUTAPIENTRY glutWireDodecahedron(void)
+{
+ dodecahedron(GL_LINE_LOOP);
+}
+
+void GLUTAPIENTRY
+glutSolidDodecahedron(void)
+{
+ dodecahedron(GL_TRIANGLE_FAN);
+}
+
+/* ENDCENTRY */
+
+static void
+recorditem(GLfloat * n1, GLfloat * n2, GLfloat * n3,
+ GLenum shadeType)
+{
+ GLfloat q0[3], q1[3];
+
+ DIFF3(n1, n2, q0);
+ DIFF3(n2, n3, q1);
+ crossprod(q0, q1, q1);
+ normalize(q1);
+
+ glBegin(shadeType);
+ glNormal3fv(q1);
+ glVertex3fv(n1);
+ glVertex3fv(n2);
+ glVertex3fv(n3);
+ glEnd();
+}
+
+static void
+subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2,
+ GLenum shadeType)
+{
+ int depth;
+ GLfloat w0[3], w1[3], w2[3];
+ GLfloat l;
+ int i, j, k, n;
+
+ depth = 1;
+ for (i = 0; i < depth; i++) {
+ for (j = 0; i + j < depth; j++) {
+ k = depth - i - j;
+ for (n = 0; n < 3; n++) {
+ w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth;
+ w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n])
+ / depth;
+ w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])
+ / depth;
+ }
+ l = sqrt(w0[0] * w0[0] + w0[1] * w0[1] + w0[2] * w0[2]);
+ w0[0] /= l;
+ w0[1] /= l;
+ w0[2] /= l;
+ l = sqrt(w1[0] * w1[0] + w1[1] * w1[1] + w1[2] * w1[2]);
+ w1[0] /= l;
+ w1[1] /= l;
+ w1[2] /= l;
+ l = sqrt(w2[0] * w2[0] + w2[1] * w2[1] + w2[2] * w2[2]);
+ w2[0] /= l;
+ w2[1] /= l;
+ w2[2] /= l;
+ recorditem(w1, w0, w2, shadeType);
+ }
+ }
+}
+
+static void
+drawtriangle(int i, GLfloat data[][3], int ndx[][3],
+ GLenum shadeType)
+{
+ GLfloat *x0, *x1, *x2;
+
+ x0 = data[ndx[i][0]];
+ x1 = data[ndx[i][1]];
+ x2 = data[ndx[i][2]];
+ subdivide(x0, x1, x2, shadeType);
+}
+
+/* octahedron data: The octahedron produced is centered at the
+ origin and has radius 1.0 */
+static GLfloat odata[6][3] =
+{
+ {1.0, 0.0, 0.0},
+ {-1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {0.0, -1.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 0.0, -1.0}
+};
+
+static int ondex[8][3] =
+{
+ {0, 4, 2},
+ {1, 2, 4},
+ {0, 3, 4},
+ {1, 4, 3},
+ {0, 2, 5},
+ {1, 5, 2},
+ {0, 5, 3},
+ {1, 3, 5}
+};
+
+static void
+octahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 7; i >= 0; i--) {
+ drawtriangle(i, odata, ondex, shadeType);
+ }
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireOctahedron(void)
+{
+ octahedron(GL_LINE_LOOP);
+}
+
+void GLUTAPIENTRY
+glutSolidOctahedron(void)
+{
+ octahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */
+
+/* icosahedron data: These numbers are rigged to make an
+ icosahedron of radius 1.0 */
+
+#define X .525731112119133606
+#define Z .850650808352039932
+
+static GLfloat idata[12][3] =
+{
+ {-X, 0, Z},
+ {X, 0, Z},
+ {-X, 0, -Z},
+ {X, 0, -Z},
+ {0, Z, X},
+ {0, Z, -X},
+ {0, -Z, X},
+ {0, -Z, -X},
+ {Z, X, 0},
+ {-Z, X, 0},
+ {Z, -X, 0},
+ {-Z, -X, 0}
+};
+
+static int index[20][3] =
+{
+ {0, 4, 1},
+ {0, 9, 4},
+ {9, 5, 4},
+ {4, 5, 8},
+ {4, 8, 1},
+ {8, 10, 1},
+ {8, 3, 10},
+ {5, 3, 8},
+ {5, 2, 3},
+ {2, 7, 3},
+ {7, 10, 3},
+ {7, 6, 10},
+ {7, 11, 6},
+ {11, 0, 6},
+ {0, 1, 6},
+ {6, 1, 10},
+ {9, 0, 11},
+ {9, 11, 2},
+ {9, 2, 5},
+ {7, 2, 11},
+};
+
+static void
+icosahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 19; i >= 0; i--) {
+ drawtriangle(i, idata, index, shadeType);
+ }
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireIcosahedron(void)
+{
+ icosahedron(GL_LINE_LOOP);
+}
+
+void GLUTAPIENTRY
+glutSolidIcosahedron(void)
+{
+ icosahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */
+
+/* tetrahedron data: */
+
+#define T 1.73205080756887729
+
+static GLfloat tdata[4][3] =
+{
+ {T, T, T},
+ {T, -T, -T},
+ {-T, T, -T},
+ {-T, -T, T}
+};
+
+static int tndex[4][3] =
+{
+ {0, 1, 3},
+ {2, 1, 0},
+ {3, 2, 0},
+ {1, 2, 3}
+};
+
+static void
+tetrahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 3; i >= 0; i--)
+ drawtriangle(i, tdata, tndex, shadeType);
+}
+
+/* CENTRY */
+void GLUTAPIENTRY
+glutWireTetrahedron(void)
+{
+ tetrahedron(GL_LINE_LOOP);
+}
+
+void GLUTAPIENTRY
+glutSolidTetrahedron(void)
+{
+ tetrahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */