
/* 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  Unpublished-- rights reserved under the copyright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.

Modified for Tcl3D by Paul Obermeier 2006/01/05
See www.tcl3d.org for the Tcl3D extension.
*/

#if defined(WIN32)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#undef WIN32_LEAN_AND_MEAN
#include <winnt.h>
#endif

#include <math.h>
#include <GL/glew.h>

#include "tcl3dShapesGlut.h"

/* Some <math.h> files do not define M_PI... */
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif

void tcl3dDrawBox(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();
  }
}

void tcl3dDoughnut(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;
  }
}

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) {
    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();
}

void tcl3dDodecahedron(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);
}

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}
};

void tcl3dOctahedron(GLenum shadeType)
{
  int i;

  for (i = 7; i >= 0; i--) {
    drawtriangle(i, odata, ondex, shadeType);
  }
}

/* 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},
};

void tcl3dIcosahedron(GLenum shadeType)
{
  int i;

  for (i = 19; i >= 0; i--) {
    drawtriangle(i, idata, index, shadeType);
  }
}

/* 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}
};

void tcl3dTetrahedron(GLenum shadeType)
{
  int i;

  for (i = 3; i >= 0; i--)
    drawtriangle(i, tdata, tndex, shadeType);
}
