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spheregen.c
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C/C++ Source or Header
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1994-08-09
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7KB
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303 lines
/*
* Routines to define a unit sphere Object.
* If you have a sphere library (-lsphere on most SGI machines), you can
* use that by defining SPHERELIB on the cc command line. Otherwise,
* we use Jon Leech's code to generate a sphere.
* C. Kolb 6/91
*/
#ifdef SPHERELIB
#include <gl.h>
/*
* Define unit sphere Object. Here, we make use of sgi's spherelib.
* If not available, undefine SPHERELIB, and the code below will be used.
*/
Object
GLSphereObjectDefine()
{
int sphere;
sphere = genobj();
sphobj(sphere);
return sphere;
}
#else
/*
* The following code has been slightly modified. The original sphere
* code is available via anonymous
* ftp from weedeater.math.yale.edu (130.132.23.17) in pub/sphere.c
*
* Modifications include changing print_triangle to draw a GL object,
* the inclusion of gl.h,
* the renaming of main() to GLSphereObjectDefine(), the nuking of anything
* phigs-related, and setting the ccw flag to be true.
*
* C. Kolb 6/91
*/
/*% cc -g sphere.c -o sphere -lm
*
* sphere - generate a triangle mesh approximating a sphere by
* recursive subdivision. First approximation is an octahedron;
* each level of refinement increases the number of triangles by
* a factor of 4.
* Level 3 (128 triangles) is a good tradeoff if gouraud
* shading is used to render the database.
*
* Usage: sphere [level] [-p] [-c]
* level is an integer >= 1 setting the recursion level (default 1).
* -p causes generation of a PPHIGS format ASCII archive
* instead of the default generic output format.
* -c causes triangles to be generated with vertices in counterclockwise
* order as viewed from the outside in a RHS coordinate system.
* The default is clockwise order.
*
* The subroutines print_object() and print_triangle() should
* be changed to generate whatever the desired database format is.
*
* Jon Leech (leech@cs.unc.edu) 3/24/89
*/
#include <stdio.h>
#include <math.h>
#include <gl.h>
typedef struct {
double x, y, z;
} point;
typedef struct {
point pt[3]; /* Vertices of triangle */
double area; /* Unused; might be used for adaptive subdivision */
} triangle;
typedef struct {
int npoly; /* # of triangles in object */
triangle *poly; /* Triangles */
} object;
/* Six equidistant points lying on the unit sphere */
#define XPLUS { 1, 0, 0 } /* X */
#define XMIN { -1, 0, 0 } /* -X */
#define YPLUS { 0, 1, 0 } /* Y */
#define YMIN { 0, -1, 0 } /* -Y */
#define ZPLUS { 0, 0, 1 } /* Z */
#define ZMIN { 0, 0, -1 } /* -Z */
/* Vertices of a unit octahedron */
triangle octahedron[] = {
{ { XPLUS, ZPLUS, YPLUS }, 0.0 },
{ { YPLUS, ZPLUS, XMIN }, 0.0 },
{ { XMIN , ZPLUS, YMIN }, 0.0 },
{ { YMIN , ZPLUS, XPLUS }, 0.0 },
{ { XPLUS, YPLUS, ZMIN }, 0.0 },
{ { YPLUS, XMIN , ZMIN }, 0.0 },
{ { XMIN , YMIN , ZMIN }, 0.0 },
{ { YMIN , XPLUS, ZMIN }, 0.0 }
};
/* A unit octahedron */
object oct = {
sizeof(octahedron) / sizeof(octahedron[0]),
&octahedron[0]
};
/* Forward declarations */
point *normalize(/* point *p */);
point *midpoint(/* point *a, point *b */);
void print_object(/* object *obj, int level */);
void print_triangle(/* triangle *t */);
/*extern char *malloc(/* unsigned );*/
Object
GLSphereObjectDefine(maxlevel)
int maxlevel;
{
object *old,
*new;
int ccwflag = 1, /* Reverse vertex order if true */
i, level;
Object sph;
makeobj(sph = genobj());
if (ccwflag) {
/* Reverse order of points in each triangle */
for (i = 0; i < oct.npoly; i++) {
point tmp;
tmp = oct.poly[i].pt[0];
oct.poly[i].pt[0] = oct.poly[i].pt[2];
oct.poly[i].pt[2] = tmp;
}
}
old = &oct;
/* Subdivide each starting triangle (maxlevel - 1) times */
for (level = 1; level < maxlevel; level++) {
/* Allocate a new object */
new = (object *)malloc(sizeof(object));
if (new == NULL) {
fprintf(stderr, "GLSphereObjectDefine: out of memory, level %d\n",
level);
exit(1);
}
new->npoly = old->npoly * 4;
/* Allocate 4* the number of points in the current approximation */
new->poly = (triangle *)malloc(new->npoly * sizeof(triangle));
if (new->poly == NULL) {
fprintf(stderr, "GLSphereObjectDefine: out of memory, level %d\n",
level);
exit(1);
}
/* Subdivide each triangle in the old approximation and normalize
* the new points thus generated to lie on the surface of the unit
* sphere.
* Each input triangle with vertices labelled [0,1,2] as shown
* below will be turned into four new triangles:
*
* Make new points
* a = (0+2)/2
* b = (0+1)/2
* c = (1+2)/2
* 1
* /\ Normalize a, b, c
* / \
* b/____\ c Construct new triangles
* /\ /\ [0,b,a]
* / \ / \ [b,1,c]
* /____\/____\ [a,b,c]
* 0 a 2 [a,c,2]
*/
for (i = 0; i < old->npoly; i++) {
triangle
*oldt = &old->poly[i],
*newt = &new->poly[i*4];
point a, b, c;
a = *normalize(midpoint(&oldt->pt[0], &oldt->pt[2]));
b = *normalize(midpoint(&oldt->pt[0], &oldt->pt[1]));
c = *normalize(midpoint(&oldt->pt[1], &oldt->pt[2]));
newt->pt[0] = oldt->pt[0];
newt->pt[1] = b;
newt->pt[2] = a;
newt++;
newt->pt[0] = b;
newt->pt[1] = oldt->pt[1];
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = b;
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = c;
newt->pt[2] = oldt->pt[2];
}
if (level > 1) {
free(old->poly);
free(old);
}
/* Continue subdividing new triangles */
old = new;
}
/* Print out resulting approximation */
print_object(old, maxlevel);
closeobj();
return sph;
}
/* Normalize a point p */
point *normalize(p)
point *p;
{
static point r;
double mag;
r = *p;
mag = r.x * r.x + r.y * r.y + r.z * r.z;
if (mag != 0.0) {
mag = 1.0 / sqrt(mag);
r.x *= mag;
r.y *= mag;
r.z *= mag;
}
return &r;
}
/* Return the midpoint on the line between two points */
point *midpoint(a, b)
point *a, *b;
{
static point r;
r.x = (a->x + b->x) * 0.5;
r.y = (a->y + b->y) * 0.5;
r.z = (a->z + b->z) * 0.5;
return &r;
}
/* Write out all triangles in an object */
void print_object(obj, level)
object *obj;
int level;
{
int i;
/* Spit out coordinates for each triangle */
for (i = 0; i < obj->npoly; i++)
print_triangle(&obj->poly[i]);
}
/* Output a triangle */
void print_triangle(t)
triangle *t;
{
int i;
float p[3];
#ifdef sgi
bgnpolygon();
#endif
p[0] = t->pt[0].x; p[1] = t->pt[0].y; p[2] = t->pt[0].z;
n3f(p);
#ifdef sgi
v3f(p);
#else
pmv(p[0], p[1], p[2]);
#endif
p[0] = t->pt[1].x; p[1] = t->pt[1].y; p[2] = t->pt[1].z;
n3f(p);
#ifdef sgi
v3f(p);
#else
pdr(p[0], p[1], p[2]);
#endif
p[0] = t->pt[2].x; p[1] = t->pt[2].y; p[2] = t->pt[2].z;
n3f(p);
#ifdef sgi
v3f(p);
endpolygon();
#else
pdr(p[0], p[1], p[2]);
pclos();
#endif
}
#endif