RING.CXX

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

#include "glos.h"

#include <GL/glu.h>

#ifdef X11
#include <GL/glx.h>
#endif

#include <math.h>
#include <stdio.h>

#ifdef WIN32
#include "stonehen.h"
#endif

#include "Ring.h"

inline float radians(float a) {return a * M_PI / 180.0;};

Ring::Ring()
{
Point sar_dim, lin_dim;

radius = 10;

nstones = 30;

sar_dim.set(.2, .5, 1);
sarcen.set_dimensions(sar_dim);
sarcen.translate(radius, 0, sar_dim.pt[2]);

angle = 360.0 / (float)nstones;

lin_dim.set(.2, .99 * tan(2.0 * M_PI / (float)nstones) *
(radius - sar_dim.pt[0]) / 2.0, .2);
lintel.set_dimensions(lin_dim);
lintel.translate(radius, 0, 2.*sar_dim.pt[2] + lin_dim.pt[2]);
}


Ring::~Ring()
{
}

void Ring::erode(float p)
{
sarcen.erode(p);
lintel.erode(p);
}

void Ring::draw()
{
draw_sarcens();
draw_lintels();
}

void Ring::draw_sarcens()
{
int i;
for (i = 0; i < nstones; i++) {
glPushMatrix();
glRotatef(i * angle, 0, 0, 1);
sarcen.draw();
glPopMatrix();
}
}

void Ring::draw_lintels()
{
int i;
glPushMatrix();
glRotatef(angle / 2.0, 0, 0, 1);
for (i = 0; i < nstones; i++) {
glPushMatrix();
glRotatef(i * angle, 0, 0, 1);
lintel.draw();
glPopMatrix();
}
glPopMatrix();
}

void Ring::draw_shadow(Point dlight, GLfloat blur,
Color color, Color diffuse)
{
draw_sarcens_shadows(dlight, blur, color, diffuse);
draw_lintels_shadows(dlight, blur, color, diffuse);
}

void Ring::draw_sarcens_shadows(Point dlight, GLfloat blur,
Color color, Color diffuse)
{
int i;
Stone proto;

proto = sarcen;
for (i = 0; i < nstones; i++) {
proto.rotate_self_aboutz(angle);
proto.draw_shadow(dlight, blur, color, diffuse);
}
}

void Ring::draw_lintels_shadows(Point dlight, GLfloat blur,
Color color, Color diffuse)
{
int i;
Stone proto;

proto = lintel;

proto.rotate_self_aboutz(angle / 2.0);

for (i = 0; i < nstones; i++) {
proto.rotate_self_aboutz(angle);
proto.draw_shadow(dlight, blur, color, diffuse);
}
}