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+\documentclass{article}
+\usepackage{axiom}
+\begin{document}
+\title{\$SPAD/src/graph/view3D component3d.c}
+\author{The Axiom Team}
+\maketitle
+\begin{abstract}
+\end{abstract}
+\eject
+\tableofcontents
+\eject
+\section{License}
+<<license>>=
+/*
+Copyright (c) 1991-2002, The Numerical ALgorithms Group Ltd.
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are
+met:
+
+ - Redistributions of source code must retain the above copyright
+ notice, this list of conditions and the following disclaimer.
+
+ - Redistributions in binary form must reproduce the above copyright
+ notice, this list of conditions and the following disclaimer in
+ the documentation and/or other materials provided with the
+ distribution.
+
+ - Neither the name of The Numerical ALgorithms Group Ltd. nor the
+ names of its contributors may be used to endorse or promote products
+ derived from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
+IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
+TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
+PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER
+OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*/
+@
+<<*>>=
+<<license>>
+
+#define _COMPONENT3D_C
+#include "axiom-c-macros.h"
+#include "useproto.h"
+
+#include "header.h"
+#include "draw.h"
+
+#include "Gfun.H1"
+#include "util.H1"
+#include "XSpadFill.H1"
+
+#include "all_3d.H1"
+
+#define axisLength 1.0 /* use 100.0, if data is not to be normalized */
+
+#define samePoint(a,b) ((refPt3D(viewData,a)->x == refPt3D(viewData,b)->x) &&\
+ (refPt3D(viewData,a)->y == refPt3D(viewData,b)->y) &&\
+ (refPt3D(viewData,a)->z == refPt3D(viewData,b)->z))
+#define MAX_POINT 1000.0
+#define MIN_POINT -1000.0
+
+
+void
+#ifdef _NO_PROTO
+scaleComponents ()
+#else
+scaleComponents (void)
+#endif
+{
+
+ double xRange,yRange,zRange;
+ int i;
+ viewTriple *aPoint;
+
+ /* Temporary range limits until the three dimensional clipping
+ package is fully functional */
+
+ if (viewData.xmin < MIN_POINT) viewData.xmin = MIN_POINT;
+ if (viewData.xmax > MAX_POINT) viewData.xmax = MAX_POINT;
+ if (viewData.ymin < MIN_POINT) viewData.ymin = MIN_POINT;
+ if (viewData.ymax > MAX_POINT) viewData.ymax = MAX_POINT;
+ if (viewData.zmin < MIN_POINT) viewData.zmin = MIN_POINT;
+ if (viewData.zmax > MAX_POINT) viewData.zmax = MAX_POINT;
+
+ xRange = viewData.xmax - viewData.xmin;
+ yRange = viewData.ymax - viewData.ymin;
+ zRange = viewData.zmax - viewData.zmin;
+
+ /* We scale down, normalize the data, if it is coming from AXIOM
+ (handled by viewman). If the data is coming from a file (handled by
+ viewAlone) then it should already been scaled down.
+ */
+
+ /* Find the coordinate axis with the larges range of data and scale
+ the others relative to it.
+ */
+ /* compare x and y ranges */
+ if (xRange > yRange) {
+ if (xRange > zRange) {
+ if (absolute(viewData.xmax) >= absolute(viewData.xmin))
+ viewData.scaleToView = axisLength/(absolute(viewData.xmax));
+ else
+ viewData.scaleToView = axisLength/(absolute(viewData.xmin));
+ } else {
+ if (absolute(viewData.zmax) >= absolute(viewData.zmin))
+ viewData.scaleToView = axisLength/(absolute(viewData.zmax));
+ else
+ viewData.scaleToView = axisLength/(absolute(viewData.zmin));
+ }
+ } else {
+ if (yRange > zRange) {
+ if (absolute(viewData.ymax) >= absolute(viewData.ymin))
+ viewData.scaleToView = axisLength/(absolute(viewData.ymax));
+ else
+ viewData.scaleToView = axisLength/(absolute(viewData.ymin));
+ } else {
+ if (absolute(viewData.zmax) >= absolute(viewData.zmin))
+ viewData.scaleToView = axisLength/(absolute(viewData.zmax));
+ else
+ viewData.scaleToView = axisLength/(absolute(viewData.zmin));
+ }
+ }
+
+ /* We now normalize all the points in this program. The information
+ needed to link the normalized set of points back to the real object
+ space scale created in AXIOM is held in viewData.scaleToView. */
+ viewData.xmin *= viewData.scaleToView;
+ viewData.xmax *= viewData.scaleToView;
+ viewData.ymin *= viewData.scaleToView;
+ viewData.ymax *= viewData.scaleToView;
+ viewData.zmin *= viewData.scaleToView;
+ viewData.zmax *= viewData.scaleToView;
+ viewData.clipXmin = viewData.xmin;
+ viewData.clipXmax = viewData.xmax;
+ viewData.clipYmin = viewData.ymin;
+ viewData.clipYmax = viewData.ymax;
+ viewData.clipZmin = viewData.zmin;
+ viewData.clipZmax = viewData.zmax;
+
+ for (i=0, aPoint=viewData.points; i<viewData.numOfPoints; i++,aPoint++) {
+ aPoint->x *= viewData.scaleToView;
+ aPoint->y *= viewData.scaleToView;
+ aPoint->z *= viewData.scaleToView;
+ }
+
+} /* scaleComponents() */
+
+
+/*
+ void makeTriangle(a,b,c)
+ Given three indices to three points, a triangular polygon is created
+ and inserted into the polygon list of viewData. If two or more of the
+ points are coincidental, no polygon is created since that would be a
+ degenerate (collapsed) polygon.
+ */
+
+void
+#ifdef _NO_PROTO
+makeTriangle (a, b, c)
+ int a,b,c;
+#else
+makeTriangle (int a, int b, int c)
+#endif
+{
+ poly *aPoly;
+
+ if (!(samePoint(a,b) || samePoint(b,c) || samePoint(c,a))) {
+ /* create triangle only if the three vertex points are distinct */
+ aPoly = (poly *)saymem("component.c",1,sizeof(poly));
+ aPoly->num = aPoly->sortNum = viewData.numPolygons++;
+ aPoly->split = aPoly->moved = no;
+ aPoly->numpts = 3;
+ aPoly->primitiveType = polygonComponent;
+ aPoly->indexPtr = (int *)saymem("component.c",3,sizeof(int));
+ *(aPoly->indexPtr) = a;
+ *(aPoly->indexPtr + 1) = b;
+ *(aPoly->indexPtr + 2) = c;
+ aPoly->doNotStopDraw = yes;
+ aPoly->next = viewData.polygons;
+ viewData.polygons = aPoly;
+ } /* if all points are unique */
+
+} /* makeTriangle() */
+
+
+
+
+/*
+ void triangulate()
+
+ Only if there is more than one list do we triangulate; a single list
+ is used for either a space curve or simply a point. Actually, in that
+ case, we now make "flat" *polygons, flagged by the primitiveType field
+ (pointComponent, etc. in tube.h). We need to examine two lists at a time
+ (and if the structure is closed, the last and first as well). For every
+ three points in the two lists, alternating between one in one and two in
+ the other, we construct triangles. If one list is shorter, then its last
+ point becomes the vertex for the remaining pairs of points from the other
+ list. It turns out that any distribution of points in the two lists
+ (preserving cyclic order) will produce the same desired polygon.
+ */
+
+void
+#ifdef _NO_PROTO
+triangulate ()
+#else
+triangulate (void)
+#endif
+{
+
+ int u,l;
+ int uBound,lBound;
+ int i,j,k;
+ LLPoint *anLLPoint;
+ LPoint *list1,*list2;
+ poly *aPoly;
+
+ anLLPoint = viewData.lllp.llp;
+ for (i=0; i<viewData.lllp.numOfComponents; i++,anLLPoint++) {
+ if (anLLPoint->numOfLists > 1) {
+ list2 = anLLPoint->lp;
+ for (j=1; j<anLLPoint->numOfLists; j++) {
+ list1 = list2;
+ list2 = list1 + 1;
+ u = l = 0;
+ uBound = u+1 < list1->numOfPoints;
+ lBound = l+1 < list2->numOfPoints;
+ while (uBound || lBound) {
+ if (uBound) {
+ makeTriangle(*(list1->indices + u + 1),
+ *(list1->indices + u), *(list2->indices + l));
+ u++;
+ uBound = u+1 < list1->numOfPoints;
+ }
+ if (lBound) {
+ makeTriangle(*(list2->indices + l),
+ *(list2->indices + l + 1), *(list1->indices + u));
+ l++;
+ lBound = l+1 < list2->numOfPoints;
+ }
+ } /* while (uBound || lBound) */
+ } /* for j<anLLPoint->numOfLists */
+ } /* if anLLPoint->numOfLists > 1 */
+ else {
+ /* if anLLPoint->numOfLists <= 1...assume this means =1 */
+ /* Flat polygons are to be drawn when hidden
+ surface algorithm is used.*/
+ if (anLLPoint->numOfLists == 1) {
+ if (anLLPoint->lp->numOfPoints == 1) {
+ /* this graph is a single point */
+ aPoly = (poly *)saymem("component.c",1,sizeof(poly));
+ aPoly->num = aPoly->sortNum = viewData.numPolygons++;
+ aPoly->split = aPoly->moved = no;
+ aPoly->primitiveType = pointComponent;
+ aPoly->numpts = 1;
+ aPoly->indexPtr = (int *)saymem("component.c",1,intSize);
+ *(aPoly->indexPtr) = *(anLLPoint->lp->indices);
+ aPoly->doNotStopDraw = yes;
+ aPoly->next = viewData.polygons;
+ viewData.polygons = aPoly;
+ } else {
+ /* this graph is a curve */
+ for (k=0; k<anLLPoint->lp->numOfPoints-1; k++) {
+ aPoly = (poly *)saymem("component.c",1,sizeof(poly));
+ aPoly->num = aPoly->sortNum = viewData.numPolygons++;
+ aPoly->split = aPoly->moved = no;
+ aPoly->primitiveType = lineComponent; /* curveComponent */
+ aPoly->numpts = 2;
+ aPoly->indexPtr =
+ (int *)saymem("component.c",2,sizeof(int));
+ *(aPoly->indexPtr) = *(anLLPoint->lp->indices + k);
+ *(aPoly->indexPtr+1) = *(anLLPoint->lp->indices + k + 1);
+ aPoly->doNotStopDraw = yes;
+ aPoly->next = viewData.polygons;
+ viewData.polygons = aPoly;
+ } /* for k */
+ if (anLLPoint->lp->prop.closed) {
+ aPoly = (poly *)saymem("component.c",1,sizeof(poly));
+ aPoly->num = aPoly->sortNum = viewData.numPolygons++;
+ aPoly->split = aPoly->moved = no;
+ aPoly->primitiveType = lineComponent; /* curveComponent */
+ aPoly->numpts = 2;
+ aPoly->indexPtr =
+ (int *)saymem("component.c",2,sizeof(int));
+ *(aPoly->indexPtr) = *(anLLPoint->lp->indices + k);
+ *(aPoly->indexPtr+1) = *(anLLPoint->lp->indices);
+ aPoly->doNotStopDraw = yes;
+ aPoly->next = viewData.polygons;
+ viewData.polygons = aPoly;
+ } /* if list of points is closed */
+ } /* else */
+ } /* point, line, polygon, surface components are taken care of above */
+ } /* else anLLPoint->numOfLists <= 1 */
+ } /* for LLPoints in LLLPoints (i) */
+
+} /* triangulate */
+
+
+
+void
+#ifdef _NO_PROTO
+readComponentsFromViewman ()
+#else
+readComponentsFromViewman (void)
+#endif
+{
+ int i,j,k;
+ LLPoint *anLLPoint;
+ LPoint *anLPoint;
+ viewTriple *aPoint;
+ /* maxLength holds the max(llp,lp) figure regarding how large to
+ make the array of XPoints, i.e. quadMesh, for use in calling XDraw(). */
+ int maxLength=0;
+
+ int *anIndex;
+
+ readViewman(&(viewData.numOfPoints),intSize);
+ aPoint = viewData.points =
+ (viewTriple *)saymem("component.c",viewData.numOfPoints,
+ sizeof(viewTriple));
+ for (i=0; i<viewData.numOfPoints; i++, aPoint++) {
+ readViewman(&(aPoint->x),floatSize);
+ readViewman(&(aPoint->y),floatSize);
+ readViewman(&(aPoint->z),floatSize);
+ readViewman(&(aPoint->c),floatSize);
+#ifdef NANQ_DEBUG
+ if (!(aPoint->z < 0) && !(aPoint->z > 0) && !(aPoint->z == 0))
+ fprintf(stderr,"%g\n", aPoint->z);
+#endif
+ }
+
+ readViewman(&(viewData.lllp.numOfComponents),intSize);
+ anLLPoint = viewData.lllp.llp =
+ (LLPoint *)saymem("component.c, i",viewData.lllp.numOfComponents,
+ sizeof(LLPoint));
+ for (i=0; i<viewData.lllp.numOfComponents; i++,anLLPoint++) {
+ readViewman(&(anLLPoint->prop.closed),intSize);
+ readViewman(&(anLLPoint->prop.solid),intSize);
+ readViewman(&(anLLPoint->numOfLists),intSize);
+ anLPoint = anLLPoint->lp =
+ (LPoint *)saymem("component.c, ii",anLLPoint->numOfLists,
+ sizeof(LPoint));
+ for (j=0; j<anLLPoint->numOfLists; j++,anLPoint++) {
+ if (anLLPoint->numOfLists > maxLength)
+ maxLength = anLLPoint->numOfLists;
+ readViewman(&(anLPoint->prop.closed),intSize);
+ readViewman(&(anLPoint->prop.solid),intSize);
+ readViewman(&(anLPoint->numOfPoints),intSize);
+ anIndex = anLPoint->indices =
+ (int *)saymem("component.c, index",anLPoint->numOfPoints,intSize);
+ if (anLPoint->numOfPoints > maxLength)
+ maxLength = anLPoint->numOfPoints;
+ for (k=0; k<anLPoint->numOfPoints; k++,anIndex++) {
+ readViewman(anIndex,intSize);
+ /* AXIOM arrays are one based, C arrays are zero based */
+ if (!viewAloned) (*anIndex)--;
+ }
+ } /* for LPoints in LLPoints (j) */
+ } /* for LLPoints in LLLPoints (i) */
+
+ quadMesh = (XPoint *)saymem("component.c",maxLength+2,sizeof(XPoint));
+
+} /* readComponentsFromViewman() */
+
+
+
+/*
+ void calcNormData() *
+ Calculates the surface normals for the polygons that make up the tube.
+ Also finds the fourth coefficient to the plane equation:
+ Ax + By + Cz + D = 0
+ A,B, and C are in the normal N[3] and D is the planeConst.
+ Figures out the color as well (from the average of the points) and
+ resets the moved flag
+ */
+
+void
+#ifdef _NO_PROTO
+calcNormData ()
+#else
+calcNormData (void)
+#endif
+{
+
+ poly *aPoly;
+ int *index;
+
+ for (aPoly = viewData.polygons; aPoly != NIL(poly); aPoly = aPoly->next) {
+ index = aPoly->indexPtr;
+ switch (aPoly->primitiveType) {
+ case pointComponent:
+ case lineComponent:
+ aPoly->moved = 0;
+ aPoly->color = refPt3D(viewData,*index)->c;
+ break;
+ default:
+ /*
+ The following line takes 3 consecutive points and asks
+ for the normal vector defined by them. This assumes that
+ these do not contain co-linear points. For some reason,
+ co-linear points are allowed, this needs to be changed.
+ */
+ getMeshNormal(refPt3D(viewData,*index)->x,
+ refPt3D(viewData,*index)->y,
+ refPt3D(viewData,*index)->z,
+ refPt3D(viewData,*(index+1))->x,
+ refPt3D(viewData,*(index+1))->y,
+ refPt3D(viewData,*(index+1))->z,
+ refPt3D(viewData,*(index+2))->x,
+ refPt3D(viewData,*(index+2))->y,
+ refPt3D(viewData,*(index+2))->z, 0.0, 1.0, aPoly->N);
+
+ /* calculate the constant term, D, for the plane equation */
+ aPoly->planeConst =
+ -(aPoly->N[0] * refPt3D(viewData,*index)->x +
+ aPoly->N[1] * refPt3D(viewData,*index)->y +
+ aPoly->N[2] * refPt3D(viewData,*index)->z);
+ aPoly->moved = 0;
+ aPoly->color = (refPt3D(viewData,*index)->c +
+ (refPt3D(viewData,*(index+1)))->c +
+ (refPt3D(viewData,*(index+2)))->c) / 3.0;
+ break;
+ } /* switch */
+ }
+
+} /* calcNormData() */
+
+
+
+/*
+ viewPoints *make3DComponents()
+
+ Read in all the 3D data from the viewport manager and construct the
+ model of it. The model is based upon a list of lists of lists of points.
+ Each top level list makes a component in 3-space. The interpretation
+ really begins at the level below that, where the list of lists of
+ points is. For 3D explicit equations of two variables, the closed
+ boolean for this level is False and the closed boolean for each sublist
+ is False as well. For 3D parameterized curves of one variable, the
+ closed boolean for this level is defined by the user from AXIOM ,
+ (which defaults to False) and the closed boolean for each sublist is True.
+ */
+
+viewPoints *
+#ifdef _NO_PROTO
+make3DComponents ()
+#else
+make3DComponents (void)
+#endif
+{
+ viewPoints *graphData;
+
+ readComponentsFromViewman();
+
+ /* The initial boundaries for the clipping region are set to those
+ of the boundaries of the data region. */
+ viewData.clipXmin = viewData.xmin; viewData.clipXmax = viewData.xmax;
+ viewData.clipYmin = viewData.ymin; viewData.clipYmax = viewData.ymax;
+ viewData.clipZmin = viewData.zmin; viewData.clipZmax = viewData.zmax;
+
+ /* normalize the data coordinates */
+ if (viewData.scaleDown) scaleComponents();
+ viewData.numPolygons = 0;
+ /* initially the list of polygons is empty */
+ viewData.polygons = NIL(poly);
+ /* create the polygons; (sets viewData.polygons and viewData.numPolygons) */
+ triangulate();
+ /* calculate the plane equations for all the polygons */
+ calcNormData();
+
+ graphData = makeViewport();
+
+ imageX = XCreateImage(/* display */ dsply,
+ /* visual */ DefaultVisual(dsply,scrn),
+ /* depth */ DefaultDepth(dsply,scrn),
+ /* format */ ZPixmap,
+ /* offset */ 0,
+ /* data */ NULL,
+ /* width */ vwInfo.width,
+ /* height */ 1,
+ /* bitmap_pad */ 32,
+ /* bytes_per_line */ 0);
+ imageX->data = NIL(char);
+
+ /* windowing displaying */
+ writeTitle();
+ postMakeViewport();
+ drawViewport(Xoption);
+ firstTime = yes;
+ XMapWindow(dsply, graphData->viewWindow);
+ XMapWindow(dsply, graphData->titleWindow);
+ XFlush(dsply);
+
+ return(graphData);
+
+} /* make3DComponents */
+
+
+
+
+
+void
+#ifdef _NO_PROTO
+draw3DComponents (dFlag)
+ int dFlag;
+#else
+draw3DComponents (int dFlag)
+#endif
+{
+
+ int i, j, k, hue, x1, y1, x2, y2;
+ LLPoint *anLLPoint;
+ LPoint *anLPoint;
+ int *anIndex;
+ int componentType; /* what the component is to be interpreted as */
+ int clip_a,clip_i; /* for use in wire mesh mode clipping */
+ XEvent peekEvent;
+ viewTriple *aLPt;
+ XPoint line[2];
+ RGB col_rgb;
+
+ calcEyePoint();
+ while ((XPending(dsply) > 0) && (scanline > 0))
+ XNextEvent(dsply,&peekEvent);
+ switch (viewData.style) {
+
+ case transparent:
+ GSetLineAttributes(componentGC,0,LineSolid,CapButt,JoinMiter,dFlag);
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else
+ GSetForeground(componentGC, (float) meshOutline, dFlag);
+ } else {
+ GSetForeground(componentGC, psBlack, dFlag);
+ }
+ /* no need to check "keep drawing" for ps */
+ if (dFlag == Xoption) drawMore = keepDrawingViewport();
+
+ /*
+ This is where we interpret the list of lists of lists of points struct.
+ We want to extract the following forms of data:
+ - individual points (drawn as filled points)
+ - lines (space curves)
+ - defined polygon primitives
+ - surfaces
+ the last one is the one that will replace the function of 2 variables,
+ tubes as well as 3D parameterized functions of 2 variables.
+ Since there could be many other ways of constructing L L L Pts - much
+ more than could be usefully interpreted - any other formats are
+ currently not allowed. When they are, this comment should be updated
+ appropriately.
+
+ ************************************************************************
+
+ Traverse each component.
+ We decide here, before we begin traversing the
+ component what we want to interpret it as.
+ Here's the convention used to figure that out:
+ - points: #anLLPoint->numOfLists was 1
+ #anLPoint->numOfPoints is 1
+ - lines: #anLLPoint->numOfLists was 1
+ #anLPoint->numOfPoints > 1
+ - polygons: #anLLPoint->numOfLists was 2
+ #anLPoint->numOfPoints is 1
+ - surface: #anLLPoint->numOfLists was some m>1
+ #anLPoint->numOfPoints all point lists are the same.
+
+ */
+
+ anLLPoint = viewData.lllp.llp;
+ for (i=0; i<viewData.lllp.numOfComponents; i++,anLLPoint++) {
+ /* initially, component type is unknown */
+ componentType = stillDontKnow;
+ if (anLLPoint->numOfLists == 1) {
+ if (anLLPoint->lp->numOfPoints == 1) componentType = pointComponent;
+ else componentType = lineComponent;
+ } else if (anLLPoint->numOfLists == 2) {
+ if ((anLLPoint->lp->numOfPoints == 1) &&
+ ((anLLPoint->lp+1)->numOfPoints > 2))
+ componentType = polygonComponent;
+ }
+ /* Check for corrupt data and NaN data is made in AXIOM . */
+ if (componentType == stillDontKnow)
+ componentType = surfaceComponent;
+
+ anLPoint = anLLPoint->lp;
+
+ switch (componentType) {
+
+ case pointComponent:
+ /* anLLPoint->numOfLists == anLLPoint->lp->numOfPoints == 1 here */
+ aLPt = refPt3D(viewData,*(anLPoint->indices));
+ project(aLPt,quadMesh,0);
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else {
+ hue = hueValue(aLPt->c);
+ GSetForeground(componentGC, (float)XSolidColor(hue,2), dFlag);
+ }
+ } else GSetForeground(componentGC, psBlack, dFlag);
+ GFillArc(componentGC,viewport->viewWindow,quadMesh->x,quadMesh->y,
+ viewData.pointSize,viewData.pointSize,0,360*64,dFlag);
+ break;
+
+ case lineComponent:
+ /* anLLPoint->numOfLists == 1 here */
+ anIndex = anLPoint->indices;
+ aLPt = refPt3D(viewData,*anIndex);
+ project(aLPt,quadMesh,0);
+ x1 = quadMesh[0].x; y1 = quadMesh[0].y; anIndex++;
+ for (k=1; k<anLPoint->numOfPoints; k++,anIndex++) {
+ aLPt = refPt3D(viewData,*anIndex);
+ project(aLPt,quadMesh,k);
+ x2 = quadMesh[k].x; y2 = quadMesh[k].y;
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else {
+ hue = hueValue(aLPt->c);
+ GSetForeground(componentGC, (float)XSolidColor(hue,2), dFlag);
+ }
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ } else {
+ if (dFlag==PSoption && !mono && !viewport->monoOn) {
+ hue = getHue(aLPt->c);
+ col_rgb = hlsTOrgb((float)hue,0.5,0.8);
+ line[0].x = x1; line[0].y = y1;
+ line[1].x = x2; line[1].y = y2;
+ PSDrawColor(col_rgb.r,col_rgb.g,col_rgb.b,line,2);
+ } else {
+ if (foregroundColor == white)
+ GSetForeground(componentGC, 0.0, dFlag);
+ else
+ GSetForeground(componentGC, psBlack, dFlag);
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ }
+ x1 = x2; y1 = y2;
+ } /* for points in LPoints (k) */
+ if (anLPoint->prop.closed) {
+ project(refPt3D(viewData,*(anLPoint->indices)),quadMesh,
+ anLPoint->numOfPoints);
+ x2 = quadMesh[anLPoint->numOfPoints].x;
+ y2 = quadMesh[anLPoint->numOfPoints].y;
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else {
+ hue = hueValue(aLPt->c);
+ GSetForeground(componentGC, (float)XSolidColor(hue,2), dFlag);
+ }
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ else {
+ if (dFlag==PSoption && !mono && !viewport->monoOn) {
+ hue = getHue(aLPt->c);
+ col_rgb = hlsTOrgb((float)hue,0.5,0.8);
+ line[0].x = x1; line[0].y = y1;
+ line[1].x = x2; line[1].y = y2;
+ PSDrawColor(col_rgb.r,col_rgb.g,col_rgb.b,line,2);
+ }
+ else {
+ if (foregroundColor == white)
+ GSetForeground(componentGC, 0.0, dFlag);
+ else
+ GSetForeground(componentGC, psBlack, dFlag);
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ }
+ }
+ break;
+
+ case polygonComponent:
+ /* first pt of polygon is a single list */
+ project(refPt3D(viewData,*(anLPoint->indices)),quadMesh,0);
+ /* remaining points in the 2nd list (always of size 2 or greater) */
+ x1 = quadMesh[0].x; y1 = quadMesh[0].y;
+ anLPoint = anLLPoint->lp + 1;
+ anIndex = anLPoint->indices;
+ for (k=1; k<=anLPoint->numOfPoints; k++,anIndex++) {
+ aLPt = refPt3D(viewData,*anIndex);
+ project(aLPt,quadMesh,k);
+ x2 = quadMesh[k].x; y2 = quadMesh[k].y;
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else {
+ hue = hueValue(aLPt->c);
+ GSetForeground(componentGC, (float)XSolidColor(hue,2), dFlag);
+ }
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ else {
+ if (dFlag==PSoption && !mono && !viewport->monoOn) {
+ hue = getHue(aLPt->c);
+ col_rgb = hlsTOrgb((float)hue,0.5,0.8);
+ line[0].x = x1; line[0].y = y1;
+ line[1].x = x2; line[1].y = y2;
+ PSDrawColor(col_rgb.r,col_rgb.g,col_rgb.b,line,2);
+ }
+ else {
+ if (foregroundColor == white)
+ GSetForeground(componentGC, 0.0, dFlag);
+ else
+ GSetForeground(componentGC, psBlack, dFlag);
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ }
+ x1 = x2; y1 = y2;
+ } /* for points in LPoints (k) */
+ project(refPt3D(viewData,*(anLLPoint->lp->indices)),quadMesh,k);
+ x2 = quadMesh[k].x; y2 = quadMesh[k].y;
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else {
+ hue = hueValue(refPt3D(viewData,*anIndex)->c);
+ GSetForeground(componentGC, (float)XSolidColor(hue,2), dFlag);
+ }
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ } else {
+ if (dFlag==PSoption && !mono && !viewport->monoOn) {
+ hue = getHue(refPt3D(viewData,*anIndex)->c);
+ col_rgb = hlsTOrgb((float)hue,0.5,0.8);
+ line[0].x = x1; line[0].y = y1;
+ line[1].x = x2; line[1].y = y2;
+ PSDrawColor(col_rgb.r,col_rgb.g,col_rgb.b,line,2);
+ }
+ else {
+ if (foregroundColor == white)
+ GSetForeground(componentGC, 0.0, dFlag);
+ else
+ GSetForeground(componentGC, psBlack, dFlag);
+ if (!eqNANQ(x1) && !eqNANQ(y1) && !eqNANQ(x2) && !eqNANQ(y2))
+ GDrawLine(componentGC,viewport->viewWindow,x1,y1,x2,y2,dFlag);
+ }
+ }
+ /* close a polygon */
+ break;
+
+ case surfaceComponent:
+ if (dFlag==Xoption) {
+ if (mono || viewport->monoOn)
+ GSetForeground(componentGC, (float)foregroundColor, dFlag);
+ else
+ GSetForeground(componentGC, (float) meshOutline, dFlag);
+ }
+ else {
+ GSetForeground(componentGC, psBlack, dFlag);
+ }
+
+ /* traverse down one direction first (all points
+ in a list at a time) */
+ for (j=0; drawMore && j<anLLPoint->numOfLists; j++,anLPoint++) {
+ anIndex = anLPoint->indices;
+ clip_a = 0;
+ for (k=0, clip_i=0;
+ drawMore && k<anLPoint->numOfPoints;
+ k++, anIndex++, clip_i++) {
+ aLPt = refPt3D(viewData,*anIndex);
+ project(aLPt,quadMesh,k);
+
+ if (behindClipPlane(aLPt->pz) ||
+ (viewData.clipStuff &&
+ outsideClippedBoundary(aLPt->x, aLPt->y, aLPt->z))) {
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC,viewport->viewWindow,(quadMesh+clip_a),
+ clip_i-clip_a, CoordModeOrigin, dFlag );
+ }
+ clip_a = clip_i + 1;
+ }
+
+ drawMore = keepDrawingViewport();
+ } /* for points in LPoints (k) */
+ if (drawMore) {
+ /* if drawMore is true, then the above loop terminated with
+ clip_i incremented properly */
+ if (anLPoint->prop.closed) {
+ /* If closed, then do the first point again - no need to project
+ just copy over from the first one */
+ aLPt = refPt3D(viewData,*(anLPoint->indices));
+ project(aLPt,quadMesh, anLPoint->numOfPoints);
+ if (behindClipPlane(aLPt->pz) ||
+ (viewData.clipStuff &&
+ outsideClippedBoundary(aLPt->x, aLPt->y, aLPt->z))) {
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC, viewport->viewWindow,
+ (quadMesh+clip_a), clip_i-clip_a,
+ CoordModeOrigin, dFlag);
+ }
+ clip_a = clip_i + 1;
+ }
+ clip_i++;
+ } /* closed */
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC, viewport->viewWindow, (quadMesh+clip_a),
+ clip_i-clip_a, CoordModeOrigin, dFlag);
+ }
+ } /* drawMore */
+ } /* for LPoints in LLPoints (j) */
+
+ /* now traverse down the list in the other direction
+ (one point from each list at a time) */
+ for (j=0; drawMore && j<anLLPoint->lp->numOfPoints; j++) {
+ clip_a = 0;
+ for (k=0, clip_i=0;
+ drawMore && k<anLLPoint->numOfLists;
+ k++, clip_i++) {
+ aLPt = refPt3D(viewData,*((anLLPoint->lp + k)->indices + j));
+ project(aLPt, quadMesh,k);
+
+ if (behindClipPlane(aLPt->pz) ||
+ (viewData.clipStuff &&
+ outsideClippedBoundary(aLPt->x, aLPt->y, aLPt->z))) {
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC,viewport->viewWindow,quadMesh+clip_a,
+ clip_i-clip_a, CoordModeOrigin, dFlag );
+ }
+ clip_a = clip_i + 1;
+ }
+ drawMore = keepDrawingViewport();
+ } /* for points in LPoints (k) */
+
+ if (drawMore) {
+ /* if drawMore is true, then the above loop terminated with
+ clip_i incremented properly */
+ if (anLLPoint->prop.closed) {
+ /* if closed, do the first point again - no need to project
+ just copy over from the first one */
+ aLPt = refPt3D(viewData,*((anLLPoint->lp + 0)->indices + j));
+ project(aLPt, quadMesh, anLLPoint->numOfLists);
+ if (behindClipPlane(aLPt->pz) ||
+ (viewData.clipStuff &&
+ outsideClippedBoundary(aLPt->x, aLPt->y, aLPt->z))) {
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC, viewport->viewWindow,
+ quadMesh + clip_a, clip_i - clip_a,
+ CoordModeOrigin, dFlag);
+ }
+ clip_a = clip_i + 1;
+ }
+ clip_i++;
+ } /* closed */
+ if (clip_i - clip_a > 1) {
+ GDrawLines(componentGC, viewport->viewWindow, quadMesh+clip_a,
+ clip_i-clip_a, CoordModeOrigin, dFlag);
+ }
+ } /* drawMore */
+ } /* for a point in each LPoint (j) */
+ break;
+ } /* switch componentType */
+ } /* for LLPoints in LLLPoints (i) */
+ break;
+
+ case opaqueMesh:
+ if (dFlag==Xoption) {
+ GSetForeground(globGC, (float)opaqueForeground, dFlag);
+ GSetForeground(opaqueGC, (float)opaqueOutline, dFlag);
+ }
+ else {
+ GSetForeground(globGC, psBlack, dFlag);
+ GSetForeground(opaqueGC, psBlack, dFlag);
+ }
+ GSetLineAttributes(opaqueGC,0,LineSolid,CapButt,JoinRound,dFlag);
+ drawPolygons(dFlag);
+ break;
+
+ case render:
+ if (viewData.outlineRenderOn) {
+ GSetLineAttributes(renderGC,0,LineSolid,CapButt,JoinRound,dFlag);
+ if (dFlag==Xoption) GSetForeground(renderGC,(float)black, dFlag);
+ else GSetForeground(renderGC,psBlack, dFlag );
+ }
+ drawPolygons(dFlag);
+ break;
+
+ case smooth:
+ drawPhong(dFlag);
+ break;
+
+ } /* switch on style */
+
+} /* draw3DComponents() */
+
+@
+\eject
+\begin{thebibliography}{99}
+\bibitem{1} nothing
+\end{thebibliography}
+\end{document}