YouTube-simulations/sub_perco_3d.c

186 lines
5.5 KiB
C

/* routines for 3D representation of percolation clusters, taken from sub_wave_3d_rde.c */
void xyz_to_xy(double x, double y, double z, double xy_out[2])
{
int i;
double s, t, xinter[3];
static double n2, m2, d, sm2, sn2, v[3], h[2], plane_ratio = 0.5;
static int first = 1;
if (((first)&&(REPRESENTATION_3D == REP_PROJ_3D))||(reset_view))
{
m2 = observer[0]*observer[0] + observer[1]*observer[1];
n2 = m2 + observer[2]*observer[2];
d = plane_ratio*n2;
sm2 = sqrt(m2);
sn2 = sqrt(n2);
h[0] = observer[1]/sm2;
h[1] = -observer[0]/sm2;
v[0] = -observer[0]*observer[2]/(sn2*sm2);
v[1] = -observer[1]*observer[2]/(sn2*sm2);
v[2] = m2/(sn2*sm2);
first = 0;
reset_view = 0;
// printf("h = (%.3lg, %.3lg)\n", h[0], h[1]);
// printf("v = (%.3lg, %.3lg, %.3lg)\n", v[0], v[1], v[2]);
}
switch (REPRESENTATION_3D) {
case (REP_AXO_3D):
{
for (i=0; i<2; i++)
xy_out[i] = x*u_3d[i] + y*v_3d[i] + z*w_3d[i];
break;
}
case (REP_PROJ_3D):
{
if (z > ZMAX_FACTOR*n2) z = ZMAX_FACTOR*n2;
z *= Z_SCALING_FACTOR;
s = observer[0]*x + observer[1]*y + observer[2]*z;
t = (d - s)/(n2 - s);
xinter[0] = t*observer[0] + (1.0-t)*x;
xinter[1] = t*observer[1] + (1.0-t)*y;
xinter[2] = t*observer[2] + (1.0-t)*z;
xy_out[0] = XSHIFT_3D + XY_SCALING_FACTOR*(xinter[0]*h[0] + xinter[1]*h[1]);
xy_out[1] = YSHIFT_3D + XY_SCALING_FACTOR*(xinter[0]*v[0] + xinter[1]*v[1] + xinter[2]*v[2]);
break;
}
}
}
// void draw_vertex_ij(int i, int j)
// {
// double xy[2];
//
// ij_to_xy(i, j, xy);
// // if (xy[1] > 0.0) printf("(i,j) = (%i,%i), (x,y) = (%.2lg,%.2lg)\n", i, j, xy[0], xy[1]);
// glVertex2d(xy[0], xy[1]);
// }
void draw_vertex_xyz(double xy[2], double z)
{
double xy_screen[2];
xyz_to_xy(xy[0], xy[1], z, xy_screen);
glVertex2d(xy_screen[0], xy_screen[1]);
}
void draw_vertex_x_y_z(double x, double y, double z)
{
double xy_screen[2];
xyz_to_xy(x, y, z, xy_screen);
glVertex2d(xy_screen[0], xy_screen[1]);
}
void draw_line_3d(double x1, double y1, double z1, double x2, double y2, double z2)
{
glBegin(GL_LINE_LOOP);
draw_vertex_x_y_z(x1, y1, z1);
draw_vertex_x_y_z(x2, y2, z2);
glEnd();
}
double angle_lum(double cosangle)
{
double mid_lum = 0.6;
if (cosangle > 0.0) return(mid_lum + (1.0 - mid_lum)*cosangle);
else return (mid_lum + 0.8*(1.0 - mid_lum)*cosangle);
}
void draw_cube(double x, double y, double z, double size, double rgb[3])
/* draw a cube */
{
double lum_factor;
/* front/back face */
if (observer[0] > 0.0)
{
lum_factor = angle_lum(light[0]);
glColor3f(rgb[0]*lum_factor, rgb[1]*lum_factor, rgb[2]*lum_factor);
glBegin(GL_TRIANGLE_FAN);
draw_vertex_x_y_z(x + size, y, z);
draw_vertex_x_y_z(x + size, y + size, z);
draw_vertex_x_y_z(x + size, y + size, z + size);
draw_vertex_x_y_z(x + size, y, z + size);
glEnd();
}
else
{
// cosangle = -light[0];
lum_factor = angle_lum(-light[0]);
glColor3f(rgb[0]*lum_factor, rgb[1]*lum_factor, rgb[2]*lum_factor);
glBegin(GL_TRIANGLE_FAN);
draw_vertex_x_y_z(x, y, z);
draw_vertex_x_y_z(x, y + size, z);
draw_vertex_x_y_z(x, y + size, z + size);
draw_vertex_x_y_z(x, y, z + size);
glEnd();
}
/* right/left face */
if (observer[1] > 0.0)
{
// cosangle = light[1];
lum_factor = angle_lum(light[1]);
glColor3f(rgb[0]*lum_factor, rgb[1]*lum_factor, rgb[2]*lum_factor);
glBegin(GL_TRIANGLE_FAN);
draw_vertex_x_y_z(x + size, y + size, z);
draw_vertex_x_y_z(x, y + size, z);
draw_vertex_x_y_z(x, y + size, z + size);
draw_vertex_x_y_z(x + size, y + size, z + size);
glEnd();
}
else
{
// cosangle = -light[1];
lum_factor = angle_lum(-light[1]);
glColor3f(rgb[0]*lum_factor, rgb[1]*lum_factor, rgb[2]*lum_factor);
glBegin(GL_TRIANGLE_FAN);
draw_vertex_x_y_z(x + size, y, z);
draw_vertex_x_y_z(x, y, z);
draw_vertex_x_y_z(x, y, z + size);
draw_vertex_x_y_z(x + size, y, z + size);
glEnd();
}
/* top face */
// cosangle = light[2];
lum_factor = angle_lum(light[2]);
glColor3f(rgb[0]*lum_factor, rgb[1]*lum_factor, rgb[2]*lum_factor);
glBegin(GL_TRIANGLE_FAN);
draw_vertex_x_y_z(x + size, y, z + size);
draw_vertex_x_y_z(x + size, y + size, z + size);
draw_vertex_x_y_z(x, y + size, z + size);
draw_vertex_x_y_z(x, y, z + size);
glEnd();
}
void viewpoint_schedule(int i)
/* change position of observer */
{
int j;
double angle, ca, sa;
static double observer_initial[3];
static int first = 1;
if (first)
{
for (j=0; j<3; j++) observer_initial[j] = observer[j];
first = 0;
}
angle = (ROTATE_ANGLE*DPI/360.0)*(double)i/(double)NSTEPS;
ca = cos(angle);
sa = sin(angle);
observer[0] = ca*observer_initial[0] - sa*observer_initial[1];
observer[1] = sa*observer_initial[0] + ca*observer_initial[1];
printf("Angle %.3lg, Observer position (%.3lg, %.3lg, %.3lg)\n", angle, observer[0], observer[1], observer[2]);
}