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- #include "vogl.h"
-
- #ifdef TC
-
- extern double cos();
- extern double sin();
- extern double asin();
- extern double sqrt();
- extern double fabs();
-
- #else
-
- #include <math.h>
-
- #endif
-
- /*
- * NOTE: the words hither and yon are used in this file instead of near and far
- * as they are keywords on some PC compilers (groan). Change them back at your
- * on peril.
- */
-
- #define SQ(a) ((a)*(a))
- #define COT(a) ((double)(cos((double)(a)) / sin((double)(a))))
-
- /*
- * polarview
- *
- * Specify the viewer's position in polar coordinates by giving
- * the distance from the viewpoint to the world origin,
- * the azimuthal angle in the x-y plane, measured from the y-axis,
- * the incidence angle in the y-z plane, measured from the z-axis,
- * and the twist angle about the line of sight. Note: that unlike
- * in VOGLE we are back to tenths of degrees.
- *
- */
- void
- polarview(dist, azim, inc, twist)
- Coord dist;
- Angle azim, inc, twist;
- {
- if (!vdevice.initialised)
- verror("polarview: vogl not initialised");
-
- translate(0.0, 0.0, -dist);
- rotate(-twist, 'z');
- rotate(-inc, 'x');
- rotate(-azim, 'z');
- }
-
- /*
- * normallookat
- *
- * do the standard lookat transformation.
- */
- static void
- normallookat(vx, vy, vz, px, py, pz)
- double vx, vy, vz, px, py, pz;
-
- {
- double l2, l3, sintheta, sinphi, costheta, cosphi;
- Matrix tmp;
-
- l2 = sqrt((double)(SQ((px - vx)) + SQ((pz - vz))));
- l3 = sqrt((double)(SQ((px - vx)) + SQ((py - vy)) + SQ((pz - vz))));
-
- if (l3 != 0.0) {
- sinphi = (vy - py) / l3;
- cosphi = l2 / l3;
-
- /*
- * Rotate about X by phi
- */
- identmatrix(tmp);
- tmp[1][1] = tmp[2][2] = cosphi;
- tmp[1][2] = sinphi;
- tmp[2][1] = -sinphi;
- multmatrix(tmp);
- }
-
- if (l2 != 0.0) {
- sintheta = (px - vx) / l2;
- costheta = (vz - pz) / l2;
-
- /*
- * Rotate about Y by theta
- */
- identmatrix(tmp);
- tmp[0][0] = tmp[2][2] = costheta;
- tmp[0][2] = -sintheta;
- tmp[2][0] = sintheta;
- multmatrix(tmp);
- }
- }
-
- /*
- * lookat
- *
- * Specify the viewer's position by giving a viewpoint and a
- * reference point in world coordinates. A twist about the line
- * of sight may also be given. Note that unlike in VOGLE we are
- * back to tenths of degrees.
- */
- void
- lookat(vx, vy, vz, px, py, pz, twist)
- Coord vx, vy, vz, px, py, pz;
- Angle twist;
- {
- if (!vdevice.initialised)
- verror("lookat: vogl not initialised");
-
- rotate(-twist, 'z');
-
- normallookat(vx, vy, vz, px, py, pz);
-
- translate(-vx, -vy, -vz);
- }
-
- /*
- * perspective
- *
- * Specify a perspective viewing pyramid in world coordinates by
- * giving a field of view, aspect ratio, and the locations of the
- * near(hither) and far(yon) clipping planes in the z direction. Note
- * that unlike in VOGLE we are back to tenths of degrees.
- */
- void
- perspective(ifov, aspect, hither, yon)
- Angle ifov;
- double aspect;
- Coord hither, yon;
- {
- Matrix mat;
- double fov;
-
- if (!vdevice.initialised)
- verror("perspective: vogl not initialised");
-
- if (aspect == 0.0)
- verror("perspective: can't have zero aspect ratio!");
-
- if ((yon - hither) == 0.0)
- verror("perspective: near clipping plane same as far one.");
-
- if (ifov == 0 || ifov == 1800)
- verror("perspective: bad field of view passed.");
-
- fov = ifov / 10.0;
- identmatrix(mat);
-
- mat[0][0] = COT((D2R * fov / 2.0)) / aspect;
- mat[1][1] = COT((D2R * fov / 2.0));
-
- mat[2][2] = -(yon + hither) / (yon - hither);
- mat[2][3] = -1;
- mat[3][2] = -2.0 * yon * hither / (yon - hither);
- mat[3][3] = 0;
-
- loadmatrix(mat);
- }
-
- /*
- * window
- *
- * Specify a perspective viewing pyramid in world coordinates by
- * giving a rectangle at the near clipping plane and the location
- * of the far clipping plane.
- *
- */
- void
- window(left, right, bottom, top, hither, yon)
- Coord left, right, bottom, top, hither, yon;
- {
- Matrix mat;
-
- if (!vdevice.initialised)
- verror("window: vogl not initialised");
-
- if ((right - left) == 0.0)
- verror("window: left clipping plane same as right one.");
-
- if ((top - bottom) == 0.0)
- verror("window: bottom clipping plane same as top one.");
-
- if ((yon - hither) == 0.0)
- verror("window: near clipping plane same as far one.");
-
- identmatrix(mat);
-
- mat[0][0] = 2.0 * hither / (right - left);
- mat[1][1] = 2.0 * hither / (top - bottom);
- mat[2][0] = (right + left) / (right - left);
- mat[2][1] = (top + bottom) / (top - bottom);
- mat[2][2] = -(yon + hither) / (yon - hither);
- mat[2][3] = -1.0;
- mat[3][2] = -2.0 * yon * hither / (yon - hither);
- mat[3][3] = 0.0;
-
- loadmatrix(mat);
- }
-
- /*
- * ortho
- *
- * Define a three dimensional viewing box by giving the left,
- * right, bottom and top clipping plane locations and the distances
- * along the line of sight to the near and far clipping planes.
- *
- */
- void
- ortho(left, right, bottom, top, hither, yon)
- Coord left, right, bottom, top, hither, yon;
- {
- Matrix mat;
-
- if (!vdevice.initialised)
- verror("ortho: vogl not initialised");
-
- if ((right - left) == 0.0)
- verror("ortho: left clipping plane same as right one.");
-
- if ((top - bottom) == 0.0)
- verror("ortho: bottom clipping plane same as top one.");
-
- if ((yon - hither) == 0.0)
- verror("ortho: near clipping plane same as far one.");
-
- identmatrix(mat);
-
- mat[0][0] = 2.0 / (right - left);
- mat[1][1] = 2.0 / (top - bottom);
- mat[2][2] = -2.0 / (yon - hither);
- mat[3][0] = -(right + left) / (right - left);
- mat[3][1] = -(top + bottom) / (top - bottom);
- mat[3][2] = -(yon + hither) / (yon - hither);
-
- loadmatrix(mat);
- }
-
- /*
- * ortho2
- *
- * Specify a two dimensional viewing rectangle.
- *
- */
- void
- ortho2(left, right, bottom, top)
- Coord left, right, bottom, top;
- {
- Matrix mat;
-
- if (!vdevice.initialised)
- verror("ortho2: vogl not initialised");
-
- identmatrix(mat);
-
- if ((right - left) == 0.0)
- verror("ortho2: left clipping plane same as right one.");
-
- if ((top - bottom) == 0.0)
- verror("ortho2: bottom clipping plane same as top one.");
-
- mat[0][0] = 2.0 / (right - left);
- mat[1][1] = 2.0 / (top - bottom);
- mat[2][2] = -1.0;
- mat[3][0] = -(right + left) / (right - left);
- mat[3][1] = -(top + bottom) / (top - bottom);
-
- loadmatrix(mat);
- }
-