Category : C Source Code
Archive   : 3DLIB.ZIP
Filename : 3D.H
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;
typedef struct corner {
VERTEX *this;
struct corner *next;
}CORNER;
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. */
/* 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);
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