POINT.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/gl.h> 
 
#include <math.h> 
#include <stdio.h> 
 
#define POINT_EXTERN 
#include "point.hxx" 
 
// Change this back to inline 
Point Point::rotate_abouty(GLfloat c, GLfloat s) 
{ 
  val.pt[0] = c*pt[0] + s*pt[2]; 
  val.pt[1] = pt[1]; 
  val.pt[2] = -s*pt[0] + c*pt[2]; 
  return val; 
} 
 
 
 
void Point::refract_self(Point light, Point N, GLfloat I) 
{ 
  GLfloat t; 
  Point dlight; 
 
  dlight = refract_direction(light, N, I); 
  t = -pt[2] / dlight.pt[2];  
  pt[0] = pt[0] + dlight.pt[0]*t; 
  pt[1] = pt[1] + dlight.pt[1]*t; 
  pt[2] = 0; 
} 
 
Point Point::refract_direction(Point light, Point N, GLfloat I)  
{ 
  GLfloat cos1, sin1, cos2, sin2, m; 
  GLfloat dlight[3], dN[3], axis[3]; 
   
  /* dlight = (light - *this).unit() * -1.0; */  
  dlight[0] = pt[0] - light.pt[0];  
  dlight[1] = pt[1] - light.pt[1];  
  dlight[2] = pt[2] - light.pt[2];  
  m = (GLfloat)sqrt((double)(dlight[0]*dlight[0] + dlight[1]*dlight[1] + dlight[2]*dlight[2])); 
  dlight[0] /= m; 
  dlight[1] /= m; 
  dlight[2] /= m; 
   
  // dN = N * -1.0;  
  dN[0] = -N.pt[0];  
  dN[1] = -N.pt[1];  
  dN[2] = -N.pt[2];  
   
  // cos1 = dN.dot(dlight);  
  cos1 = dN[0]*dlight[0] + dN[1]*dlight[1] + dN[2]*dlight[2]; 
   
  if (1.0 - cos1*cos1 < point_fudge) { 
    val = dN; 
    return val; 
  } 
   
  // axis = ((dN * dlight) * dN).unit();  
  val.pt[0] = dN[1]*dlight[2] - dlight[1]*dN[2]; 
  val.pt[1] = dN[2]*dlight[0] - dlight[2]*dN[0]; 
  val.pt[2] = dN[0]*dlight[1] - dN[1]*dlight[0]; 
  axis[0] = val.pt[1]*dN[2] - dN[1]*val.pt[2]; 
  axis[1] = val.pt[2]*dN[0] - dN[2]*val.pt[0]; 
  axis[2] = val.pt[0]*dN[1] - val.pt[1]*dN[0]; 
  m = (GLfloat)sqrt((double)(axis[0]*axis[0] + axis[1]*axis[1] + axis[2]*axis[2])); 
  axis[0] /= m; 
  axis[1] /= m; 
  axis[2] /= m; 
   
  if (axis[0]*axis[0] > point_fudge)   
    sin1 = (dlight[0] - dN[0] * cos1) / axis[0];  
  else if (axis[1]*axis[1] > point_fudge)   
    sin1 = (dlight[1] - dN[1] * cos1) / axis[1];  
  else sin1 = dlight[2] - dN[2] * cos1;  
   
  sin2 = sin1 / I;  
  cos2 = (sin1*sin1 < 1.0) ? (GLfloat)sqrt((double)(1.0 - sin2*sin2)) : (GLfloat)0; 
   
  dlight[0] = dN[0]*cos2 + axis[0]*sin2; 
  dlight[1] = dN[1]*cos2 + axis[1]*sin2; 
  dlight[2] = dN[2]*cos2 + axis[2]*sin2; 
   
  /* I'm not sure this is quite legal */  
  if (dlight[2] > 0.0) dlight[2] = -dlight[2];    
   
  val = dlight; 
 
  return val; 
} 
 
void Point::print() 
{ 
  print("%f %f %f\n"); 
} 
 
void Point::print(const char *format) 
{ 
  //printf(format, this->pt[0], this->pt[1], this->pt[2], 1.0); 
}