/* 3DKIT version 1.3 High speed 3D graphics and rendering library for Linux. Copyright (C) 1996, 1997 Paul Sheer psheer@icon.co.za This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA */ /* File: 3dinit.c Contains the utility function initcolor for initialising the normal color vectors of a surface, and the a function to initialise a 3D ellipse. This file is incomplete and should contain a number of useful tools to initialise different 3D primitives. */ #include #include #include #include #ifndef DO_NOT_USE_VGALIB #include #endif #include #include "./3dkit.h" #include "./3dinit.h" double mag (Vec v) { double r; if ((r = sqrt (v.x * v.x + v.y * v.y + v.z * v.z)) == 0) return 1; return r; } /* adds the normal vector to v at point (i,j), calculated from the panel d. d is one of the four panels at (i,j). i --> 0|3 | -+- | j 1|2 v */ void norm_vec (TD_Surface * surf, int i, int j, Vec * v, int d) { int i1 = 0, i2 = 0, j1 = 0, j2 = 0, w = surf->w; double x, y, z, r; double x1, y1, z1; double x2, y2, z2; Vec u; switch (d & 3) { case 0: j1 = -1; i2 = -1; break; case 1: i1 = -1; j2 = 1; break; case 2: j1 = 1; i2 = 1; break; case 3: i1 = 1; j2 = -1; break; } x = surf->point[i + j * w].x; y = surf->point[i + j * w].y; z = surf->point[i + j * w].z; x1 = surf->point[i + i1 + (j + j1) * w].x - x; y1 = surf->point[i + i1 + (j + j1) * w].y - y; z1 = surf->point[i + i1 + (j + j1) * w].z - z; x2 = surf->point[i + i2 + (j + j2) * w].x - x; y2 = surf->point[i + i2 + (j + j2) * w].y - y; z2 = surf->point[i + i2 + (j + j2) * w].z - z; u.x = y1 * z2 - z1 * y2; u.y = z1 * x2 - x1 * z2; u.z = x1 * y2 - y1 * x2; r = mag(u); v->x += u.x / r; v->y += u.y / r; v->z += u.z / r; } /*Following routine initialise a surface's normal vectors*/ /*(FIXME: this doesn't work 100% at the edges, I think it needs Frenet-Sneret (spelling?) formula) */ /* n gives the brightness of the surface and the direction of the normal. normally +256 or -256 (can be less to give a darker surface) */ void TD_initcolor (TD_Surface * surf, int n) { int i, j, k, w = surf->w, l = surf->l, m; double r, ru; int w0, ww; int l0, ll; Vec v, u; if (w > 2) { w0 = 1; ww = w - 1; } else { w0 = 0; ww = w; } if (l > 2) { l0 = 1; ll = l - 1; } else { l0 = 0; ll = l; } for (j = 0; j < l; j++) for (i = 0; i < w; i++) { /* normal at a point is the average of the four cross products except at the edge points where the gradient of the normal near the edge is considered as well */ v.x = v.y = v.z = 0; u.x = u.y = u.z = 0; m = 0; if (i == 0) { m = 1; if (j != 0) { norm_vec (surf, i, j, &v, 3); norm_vec (surf, w0, j, &u, 3); } if (j != (l - 1)) { norm_vec (surf, i, j, &v, 2); norm_vec (surf, w0, j, &u, 2); } } if (i == (w - 1)) { m = 1; if (j != 0) { norm_vec (surf, i, j, &v, 0); norm_vec (surf, ww, j, &u, 0); } if (j != (l - 1)) { norm_vec (surf, i, j, &v, 1); norm_vec (surf, ww, j, &u, 1); } } if (j == 0) { m = 1; if (i != 0) { norm_vec (surf, i, j, &v, 1); norm_vec (surf, i, l0, &u, 1); } if (i != (w - 1)) { norm_vec (surf, i, j, &v, 2); norm_vec (surf, i, l0, &u, 2); } } if (j == (l - 1)) { m = 1; if (i != 0) { norm_vec (surf, i, j, &v, 0); norm_vec (surf, i, ll, &u, 0); } if (i != (w - 1)) { norm_vec (surf, i, j, &v, 3); norm_vec (surf, i, ll, &u, 3); } } if (m) { r = mag (v); ru = mag (u); v.x = (float) 3 * v.x / (2 * r) - u.x / (2 * ru); v.y = (float) 3 * v.y / (2 * r) - u.y / (2 * ru); v.z = (float) 3 * v.z / (2 * r) - u.z / (2 * ru); } else { for (k = 0; k < 4; k++) norm_vec (surf, i, j, &v, k); } r = mag (v); surf->point[i + j * w].dirx = (double) v.x * n / r; surf->point[i + j * w].diry = (double) v.y * n / r; surf->point[i + j * w].dirz = (double) v.z * n / r; } } static inline void fxchg (double *a, double *b) { double t = *a; *a = *b; *b = t; } void TD_initellipsoidpart (TD_Surface * surf, int x, int y, int z, int a, int b, int c, int w, int dir, int col) { int i, j; Vec v; float r; surf->w = surf->l = 2 * w + 1; for (i = -w; i <= w; i++) for (j = -w; j <= w; j++) { v.x = (float) j / w; v.y = (float) i / w; v.z = 1; switch (dir) { case 0: v.z = -v.z; fxchg (&v.x, &v.y); break; case 1: v.y = -v.y; fxchg (&v.x, &v.z); break; case 2: v.z = -v.z; fxchg (&v.x, &v.z); break; case 3: v.y = -v.y; fxchg (&v.y, &v.z); break; case 4: v.z = -v.z; fxchg (&v.y, &v.z); break; } r = mag (v); v.x *= (float) a / r; v.y *= (float) b / r; v.z *= (float) c / r; surf->point[i + w + (j + w) * surf->w].x = v.x + x; surf->point[i + w + (j + w) * surf->w].y = v.y + y; surf->point[i + w + (j + w) * surf->w].z = v.z + z; v.x /= (float) a * a; /*normal vector*/ v.y /= (float) b * b; v.z /= (float) c * c; r = mag (v); surf->point[i + w + (j + w) * surf->w].dirx = (float) col * v.x / r; surf->point[i + w + (j + w) * surf->w].diry = (float) col * v.y / r; surf->point[i + w + (j + w) * surf->w].dirz = (float) col * v.z / r; } } void TD_initellipsoid (TD_Surface * surf1, TD_Surface * surf2, TD_Surface * surf3, TD_Surface * surf4, TD_Surface * surf5, TD_Surface * surf6, int x, int y, int z, int a, int b, int c, int w, int col) { TD_initellipsoidpart (surf1, x, y, z, a, b, c, w, 0, col); TD_initellipsoidpart (surf2, x, y, z, a, b, c, w, 1, col); TD_initellipsoidpart (surf3, x, y, z, a, b, c, w, 2, col); TD_initellipsoidpart (surf4, x, y, z, a, b, c, w, 3, col); TD_initellipsoidpart (surf5, x, y, z, a, b, c, w, 4, col); TD_initellipsoidpart (surf6, x, y, z, a, b, c, w, 5, col); } void TD_initsellipsoid (TD_Solid *s, int n, int x, int y, int z, int a, int b, int c, int w, int col) { TD_initellipsoid(&s->surf[n], &s->surf[n+1], &s->surf[n+2], &s->surf[n+3], &s->surf[n+4], &s->surf[n+5], x, y, z, a, b, c, w, col); }