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nuclear@5
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1 #include <vector>
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2 #include "opengl.h"
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3 #include "mballs.h"
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4 #include "metasurf.h"
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5 #include "vmath/vmath.h"
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6
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7 struct MetaBall {
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8 Vector3 pos;
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9 float orbit;
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10 float energy;
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11 float phase_offs;
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12 };
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13
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14 #define VOL_SZ 2
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15 #define MBALL_GRID_SZ 50
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16
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17 static void update();
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18 static float calc_field(float x, float y, float z);
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19 static float eval(float x, float y, float z);
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20 static void vertex(float x, float y, float z);
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21 static void normal(float x, float y, float z);
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22
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23 static float grid[MBALL_GRID_SZ][MBALL_GRID_SZ][MBALL_GRID_SZ];
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24 static std::vector<MetaBall> balls;
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25 static struct metasurface *msurf;
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26 static float floor_height = -0.95;
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27
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28 bool mball_init()
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29 {
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30 static const float bbmin = -VOL_SZ / 2.0;
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31 static const float bbmax = VOL_SZ / 2.0;
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32
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33 if(!(msurf = msurf_create())) {
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34 return false;
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35 }
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36 msurf_threshold(msurf, 10);
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37 msurf_resolution(msurf, MBALL_GRID_SZ, MBALL_GRID_SZ, MBALL_GRID_SZ);
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38 msurf_bounds(msurf, bbmin, bbmin, bbmin, bbmax, bbmax, bbmax);
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39 msurf_eval_func(msurf, eval);
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40 msurf_vertex_func(msurf, vertex);
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41 //msurf_normal_func(msurf, normal);
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42
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43 for(int i=0; i<10; i++) {
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44 MetaBall mb;
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45 mb.orbit = 0.25 * rand() / (float)RAND_MAX + 0.35;
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46 mb.energy = 0.2 * rand() / (float)RAND_MAX + 0.15;
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47 mb.phase_offs = rand() / (float)RAND_MAX * M_PI * 2.0;
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48 balls.push_back(mb);
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49 }
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50
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51 return true;
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52 }
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53
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54 void mball_render()
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55 {
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56 update();
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57
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58 const float blue[] = {0.4, 0.45, 1.0, 1};
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59 const float dark_red[] = {0.6, 0.2, 0.1, 1};
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60 const float white[] = {1, 1, 1, 1};
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61 const float black[] = {0, 0, 0, 1};
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62
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63 glMatrixMode(GL_MODELVIEW);
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64 glPushMatrix();
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65 glScalef(4.0, 4.0, 4.0);
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66
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67 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, blue);
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68 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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69 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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70
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71 glBegin(GL_TRIANGLES);
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72 msurf_polygonize(msurf);
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73 glEnd();
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74
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75 // floor
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76 glBegin(GL_QUADS);
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77 glNormal3f(0, 1, 0);
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78 glVertex3f(-5, -1, 5);
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79 glVertex3f(5, -1, 5);
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80 glVertex3f(5, -1, -5);
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81 glVertex3f(-5, -1, -5);
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82 glEnd();
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83
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84 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dark_red);
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85 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black);
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86 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 80.0);
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87
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88 // box
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89 glPushMatrix();
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90 glTranslatef(0, -1.7, 1);
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91 glScalef(1.05, 1, 0.05);
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92 glutSolidCube(2.0);
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93 glPopMatrix();
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94
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95 glPushMatrix();
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96 glTranslatef(0, -1.7, -1);
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97 glScalef(1.05, 1, 0.05);
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98 glutSolidCube(2.0);
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99 glPopMatrix();
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100
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101 glPushMatrix();
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102 glTranslatef(1, -1.7, 0);
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103 glScalef(0.05, 1, 1);
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104 glutSolidCube(2.0);
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105 glPopMatrix();
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106
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107 glPushMatrix();
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108 glTranslatef(-1, -1.7, 0);
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109 glScalef(0.05, 1, 1);
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110 glutSolidCube(2.0);
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111 glPopMatrix();
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112
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113 glPopMatrix();
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114 }
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115
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116
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117 static void update()
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118 {
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119 unsigned int msec = glutGet(GLUT_ELAPSED_TIME);
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120 float sec = msec / 1000.0;
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121
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122 for(size_t i=0; i<balls.size(); i++) {
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123 float t = sec + balls[i].phase_offs;
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124 balls[i].pos.x = cos(t * 1.8) * balls[i].orbit;
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125 balls[i].pos.z = sin(t * 1.2) * balls[i].orbit;
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126 balls[i].pos.y = (sin(t) + cos(t * 2.0) / 2.0 + sin(t * 3.0) / 3.0) * 0.45;
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127 }
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128
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129 for(int i=0; i<MBALL_GRID_SZ; i++) {
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130 float x = (float)i / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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131 for(int j=0; j<MBALL_GRID_SZ; j++) {
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132 float y = (float)j / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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133 for(int k=0; k<MBALL_GRID_SZ; k++) {
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134 float z = (float)k / (float)MBALL_GRID_SZ * 2.0 - 1.0;
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135 grid[i][j][k] = calc_field(x, y, z);
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136 }
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137 }
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138 }
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139 }
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140
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141 static float calc_field(float x, float y, float z)
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142 {
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143 Vector3 pt(x, y, z);
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144
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145 float sum = 0.0f;
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146 for(size_t i=0; i<balls.size(); i++) {
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147 float dist_sq = (balls[i].pos - pt).length_sq();
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148 if(dist_sq > 1e-6) {
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149 sum += balls[i].energy / dist_sq;
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150 } else {
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151 sum += 1000.0;
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152 }
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153 }
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154
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155 // floor
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156 float height = y - floor_height;
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157 if(height > 1e-6) {
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158 sum += 1.0 / height;
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159 } else {
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160 sum += 1000.0;
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161 }
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162
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163 return sum;
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164 }
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165
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166 static inline int clamp(int x, int a, int b)
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167 {
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168 return x < a ? a : (x > b ? b : x);
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169 }
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170
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171 static float eval(float x, float y, float z)
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172 {
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173 int cell_x = clamp((int)((x / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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174 int cell_y = clamp((int)((y / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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175 int cell_z = clamp((int)((z / VOL_SZ + 0.5) * MBALL_GRID_SZ), 0, MBALL_GRID_SZ - 1);
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176
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177 return grid[cell_x][cell_y][cell_z];
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178 }
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179
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180 static void vertex(float x, float y, float z)
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181 {
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182 float delta = (float)VOL_SZ / (float)MBALL_GRID_SZ;
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183
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184 float dfdx = calc_field(x - delta, y, z) - calc_field(x + delta, y, z);
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185 float dfdy = calc_field(x, y - delta, z) - calc_field(x, y + delta, z);
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186 float dfdz = calc_field(x, y, z - delta) - calc_field(x, y, z + delta);
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187
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188 float len = sqrt(dfdx * dfdx + dfdy * dfdy + dfdz * dfdz);
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189
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190 glNormal3f(dfdx / len, dfdy / len, dfdz / len);
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191 glVertex3f(x, y, z);
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192 }
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193
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194 static void normal(float x, float y, float z)
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195 {
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196 glNormal3f(x, y, z);
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197 }
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