/* normals, Copyright (c) 2002-2004 Jamie Zawinski * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that * the above copyright notice appear in all copies and that both that * copyright notice and this permission notice appear in supporting * documentation. No representations are made about the suitability of this * software for any purpose. It is provided "as is" without express or * implied warranty. * * Compute normal vectors for arbitrary triangles. */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include "normals.h" /* Calculate the unit normal at p given two other points p1,p2 on the surface. The normal points in the direction of p1 crossproduct p2 */ XYZ calc_normal (XYZ p, XYZ p1, XYZ p2) { XYZ n, pa, pb; pa.x = p1.x - p.x; pa.y = p1.y - p.y; pa.z = p1.z - p.z; pb.x = p2.x - p.x; pb.y = p2.y - p.y; pb.z = p2.z - p.z; n.x = pa.y * pb.z - pa.z * pb.y; n.y = pa.z * pb.x - pa.x * pb.z; n.z = pa.x * pb.y - pa.y * pb.x; return (n); } /* Call glNormal3f() with a normal of the indicated triangle. */ void do_normal(GLfloat x1, GLfloat y1, GLfloat z1, GLfloat x2, GLfloat y2, GLfloat z2, GLfloat x3, GLfloat y3, GLfloat z3) { XYZ p1, p2, p3, p; p1.x = x1; p1.y = y1; p1.z = z1; p2.x = x2; p2.y = y2; p2.z = z2; p3.x = x3; p3.y = y3; p3.z = z3; p = calc_normal (p1, p2, p3); glNormal3f (p.x, p.y, p.z); }