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C/C++ Users Group Library 1996 July
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C-C++ Users Group Library July 1996.iso
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vol_300
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302_01
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3d.h
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1990-02-12
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/* 3D TRANSFORMS defines and prototypes
Copyright (c) 1988 by Gus O'Donnell
Revision history:
Version 1.00 February 29, 1988 As released.
Version 1.01 March 20, 1988 Created libraries for all
memory models
3-D graphics library data structures and prototypes.
These functions are based on information in
"Principles of Interactive Computer Graphics", by
Newman and Sproull, Second Edition, McGraw-Hill,
Publishers.
*/
#define CMAX 4 /* maximum column (4 x 4 matrix) */
#define RMAX 4 /* maximum row (4 x 4 matrix) */
#define DIM 3 /* number of dimensions */
typedef double MATRIX [RMAX] [CMAX];
/* A MATRIX is used to describe a transformation from one coordinate
system to another. Multiple transformations may be concatenated by
multiplying their transformation matrices. */
typedef double VECTOR [DIM];
/* A VECTOR is an array of three coordinates [x,y,z] representing magnitude
and direction. It is typically used to represent the direction of a
light source, or the normal of a plane. */
typedef struct vertex {
double coord [DIM];
struct vertex *next;
}VERTEX;
/* A VERTEX consists of a point in three dimensions (coord[DIM]), plus
a pointer. Vertices are arranged in linked lists attached to objects.
An object is transformed (rotated, translated, or scaled) by transforming
its vertex list. */
typedef struct corner {
VERTEX *this;
struct corner *next;
}CORNER;
/* A CORNER is merely a pointer to a VERTEX, plus a pointer to the next
CORNER in a linked list. Corners are arranged in linked lists attached to
faces. */
typedef struct face {
CORNER *first;
struct face *next;
}FACE;
/* A FACE is a plane figure consisting of a linked list of corners.
The corners in the list are assumed to be in clockwise order as viewed
from the outside of an object. */
typedef struct object {
FACE *faces;
VERTEX *vertices;
} OBJECT;
/* An OBJECT is a solid consisting of faces and vertices. The topology
is completely described by the list of faces; the geometry is described
by the faces and vertices. A separate list of vertices is maintained to
reduce the computational overhead during transformation; since many faces
may point to a single vertex, each vertex need be transformed once for the
whole object.
The complete data structure looks like this:
OBJECT o o--------------------------------->VERTEX o
| |
+-->FACE o X |
| |
+--+ |
| |
V |
FACE o o---->CORNER o X +----+
| | |
+--+ +---+ |
| | |
| V V
| CORNER o o--------->VERTEX o
| | |
| +---+ +----+
| | |
| V V
| CORNER o o--------->VERTEX o
| | |
| +---+ +----+
| | |
| V V
| CORNER X o--------->VERTEX o
| | |
| +---+ +----+
| | |
| V |
| CORNER X X |
V |
FACE o o---->CORNER o X |
| | |
+--+ +---+ |
| | |
V V V
FACE X X CORNER o o--------->VERTEX o
| |
+---+ +----+
| |
V V
CORNER o o--------->VERTEX o
| |
+---+ +----+
| |
V V
CORNER o o--------->VERTEX o
| |
+---+ +----+
| |
V V
CORNER X X VERTEX X
This structure represents an object with two faces of three corners each.
'X' is the NULL pointer. In an actual object, more than one CORNER may
point to a given VERTEX. Thus, when an object is transformed, each VERTEX
need be transformed only once. */
/* Initialization functions */
void identity (MATRIX this_mat);
int new_face (FACE *this_face);
int new_obj (OBJECT *this_obj);
/* Vector and matrix math functions */
double dot_prod (VECTOR vec1, VECTOR vec2);
void mat_mul (MATRIX mat1, MATRIX mat2, MATRIX prod);
int normal (FACE *this_face, VECTOR norm);
void vec_mul (VERTEX *this_vec, MATRIX this_mat, VERTEX *prod);
/* Transformation functions */
void scale (double sx, double sy, double sz, MATRIX this_mat);
void trans (double tx, double ty, double tz, MATRIX this_mat);
void xrot (double theta, MATRIX this_mat);
void yrot (double theta, MATRIX this_mat);
void zrot (double theta, MATRIX this_mat);
void persp (double s, double d, double f, MATRIX this_mat);
/* Put figures on the screen */
void disp_face (VECTOR lsource, int color, FACE *this_face, MATRIX xfrm_mat);
void disp_object (VECTOR lsource, int color, OBJECT *this_obj, MATRIX xfrm_mat);
/* Manipulate data structures */
int add_corner (double x, double y, double z, FACE *this_face);
int xform (OBJECT this_obj, MATRIX transform);
int del_face (OBJECT *this_obj, FACE *this_face);
double max_z (FACE this_face);
double min_z (FACE this_face);
int add_face (OBJECT *this_obj, FACE *this_face);
/* Dump data structures to screen */
void dump_mat (MATRIX this_mat);
void dump_vec (VERTEX this_vec);
void dump_face (FACE this_face);
void dump_obj (OBJECT this_obj);