/* $XConsortium: spheres.c,v 5.2 91/05/09 16:14:54 rws Exp $ */
/***********************************************************
Copyright 1989,1990, 1991 by Sun Microsystems, Inc. and the X Consortium.
All Rights Reserved
Permission to use, copy, modify, and distribute this software and its
documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that
both that copyright notice and this permission notice appear in
supporting documentation, and that the names of Sun Microsystems,
the X Consortium, and MIT not be used in advertising or publicity
pertaining to distribution of the software without specific, written
prior permission.
SUN MICROSYSTEMS DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO EVENT
SHALL SUN MICROSYSTEMS BE LIABLE FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL
DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION,
ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS
SOFTWARE.
******************************************************************/
/*
* Copyright (c) 1989,1990, 1991 by M.I.T. and Sun Microsystems, Inc.
*/
/* tessellate a sphere with triangles
method: divide into latitute and longitude lines. This gives
quadrilateral tesellation, then slash each quad to give triangles.
Exception: first and last latitude rows are already triangles, with
the N or S pole as a vertex
*/
#include
#include
#ifndef X_NOT_STDC_ENV
#include
#else
char *malloc();
#endif
#if defined(macII) && !defined(__STDC__) /* stdlib.h fails to define these */
char *malloc();
#endif /* macII */
#define MAXLAT 100 /*max number of horiz and vert. divisions of sphere*/
#define MAXLONG 100
#define BIGNUM 999.0
#define PI 3.14159265358979
#define TORAD(x) ((x)*PI/180.0)
typedef struct {
Ppoint3 upleft, upright, downleft, downright;
} Quad;
static int
tesselate_sphere( radius, nlat, nlong, facets )
double radius;
int nlat, nlong; /*number of horiz, vert quads*/
Ppoint3 facets[][3];
{
int i, j, k, lat1, lat2, nfacets = 0;
double theta, deltay, deltatheta;
float sx, sy, sz, tx, ty, tz, rx, ry, rz;
Ppoint3 p1, p2;
Ppoint3 npole, spole;
Quad (*q)[MAXLONG];
if ( nlat < 2 || 0 != nlat % 2 ) {
fprintf( stderr, "num lats must be even and >=2\n");
return -1;
}
if( nlat >= MAXLAT ) {
fprintf( stderr, "current num lat limit is %d\n");
return -2;
}
if( nlong < 3 ) {
fprintf( stderr, "num long must be >= 3\n");
return -3;
}
if( nlong >= MAXLONG ) {
fprintf( stderr, "current num long limit is %d\n");
return -4;
}
q = (Quad(*)[MAXLONG])malloc( nlat * MAXLONG * sizeof(Quad));
if ( !q )
return 0;
npole.x = 0.0; npole.y = 1.0; npole.z = 0.0;
spole.x = 0.0; spole.y = -1.0; spole.z = 0.0;
deltay = 2.0/nlat; /*y size of horiz. slices*/
deltatheta = 2.0*PI/nlong;
for(j=0; j0)
q[lat1][j-1].downleft = q[lat2][j-1].upleft = p1;
theta += deltatheta;
p1.x = radius*cos(theta);
p1.z = radius*sin(theta);
}
q[lat1][nlong-1].downleft = q[lat2][nlong-1].upleft = q[lat1][0].downright;
for(;;) {
if( lat1 == 0 )
break;
--lat1; ++lat2;
p1.y += deltay; p2.y -= deltay;
radius = sqrt(1.0 - p1.y*p1.y);
p1.x = p2.x = radius;
p1.z = p2.z = 0.0;
theta = 0.0;
for(j=0; j0){
q[lat1][j-1].downleft = q[lat1+1][j-1].upleft= p1;
q[lat2][j-1].upleft = q[lat2-1][j-1].downleft= p2;
}
theta += deltatheta;
p1.x = p2.x = radius*cos(theta);
p1.z = p2.z = radius*sin(theta);
}
q[lat1][nlong-1].downleft
= q[lat1+1][nlong-1].upleft = q[lat1][0].downright;
q[lat2][nlong-1].upleft
= q[lat2-1][nlong-1].downleft = q[lat2][0].upright;
}
for( i=0; i < nlat; ++i ) {
for( j = 0; j < nlong; ++j ) {
if( q[i][j].upright.x == BIGNUM ) {
facets[nfacets][0] = q[i][j].downleft;
facets[nfacets][1] = q[i][j].downright;
facets[nfacets][2] = q[i][j].upleft;
++nfacets;
} else if( q[i][j].downright.x == BIGNUM ) {
facets[nfacets][0] = q[i][j].downleft;
facets[nfacets][1] = q[i][j].upleft;
facets[nfacets][2] = q[i][j].upright;
++nfacets;
} else {
facets[nfacets][0] = q[i][j].downleft;
facets[nfacets][1] = q[i][j].downright;
facets[nfacets][2] = q[i][j].upleft;
++nfacets;
facets[nfacets][0] = q[i][j].downright;
facets[nfacets][1] = q[i][j].upleft;
facets[nfacets][2] = q[i][j].upright;
++nfacets;
}
}
}
free(q);
return nfacets;
}
int
facet_sphere( radius, num_lat, num_long, facetlist )
float radius;
int num_lat;
int num_long;
Ppoint_list3 **facetlist;
{
Ppoint3 (*facets)[3];
int num_facets, farray_size, flist_size;
char *buf;
register int i;
register Ppoint_list3 *cfp;
num_facets = (2 + 2 * (num_lat - 2)) * num_long;
farray_size = num_facets * 3 * sizeof(Ppoint3);
flist_size = num_facets * sizeof(Ppoint_list3);
buf = malloc(flist_size + farray_size);
if ( buf ) {
*facetlist = (Ppoint_list3*)buf;
facets = (Ppoint3(*)[3])(buf + flist_size);
num_facets = tesselate_sphere( radius, num_lat, num_long, facets);
for ( i = 0, cfp = *facetlist; i < num_facets; i++, cfp++ ) {
cfp->num_points = 3;
cfp->points = facets[i];
}
}
return num_facets;
}
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Date this article was posted to GameDev.net: 7/16/1999
(Note that this date does not necessarily correspond to the date the article was written)
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