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5098 clevermous 1
/* gears.c */
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/*
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 * 3-D gear wheels.  This program is in the public domain.
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 *
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 * Brian Paul
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 */
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9
 
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#include 
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#include 
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#include 
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#include 
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#include 
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#include 
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#include "ui.h"
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#ifndef M_PI
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#  define M_PI 3.14159265
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#endif
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/*
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 * Draw a gear wheel.  You'll probably want to call this function when
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 * building a display list since we do a lot of trig here.
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 *
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 * Input:  inner_radius - radius of hole at center
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 *         outer_radius - radius at center of teeth
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 *         width - width of gear
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 *         teeth - number of teeth
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 *         tooth_depth - depth of tooth
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 */
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static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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		  GLint teeth, GLfloat tooth_depth )
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{
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   GLint i;
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   GLfloat r0, r1, r2;
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   GLfloat angle, da;
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   GLfloat u, v, len;
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   r0 = inner_radius;
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   r1 = outer_radius - tooth_depth/2.0;
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   r2 = outer_radius + tooth_depth/2.0;
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   da = 2.0*M_PI / teeth / 4.0;
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   glShadeModel( GL_FLAT );
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   glNormal3f( 0.0, 0.0, 1.0 );
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   /* draw front face */
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   glBegin( GL_QUAD_STRIP );
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   for (i=0;i<=teeth;i++) {
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      angle = i * 2.0*M_PI / teeth;
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      glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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      glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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      glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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   }
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   glEnd();
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   /* draw front sides of teeth */
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   glBegin( GL_QUADS );
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   da = 2.0*M_PI / teeth / 4.0;
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   for (i=0;i
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      angle = i * 2.0*M_PI / teeth;
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      glVertex3f( r1*cos(angle),      r1*sin(angle),      width*0.5 );
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      glVertex3f( r2*cos(angle+da),   r2*sin(angle+da),   width*0.5 );
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      glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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   }
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   glEnd();
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   glNormal3f( 0.0, 0.0, -1.0 );
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   /* draw back face */
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   glBegin( GL_QUAD_STRIP );
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   for (i=0;i<=teeth;i++) {
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      angle = i * 2.0*M_PI / teeth;
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      glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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      glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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      glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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   }
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   glEnd();
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   /* draw back sides of teeth */
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   glBegin( GL_QUADS );
92
   da = 2.0*M_PI / teeth / 4.0;
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   for (i=0;i
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      angle = i * 2.0*M_PI / teeth;
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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      glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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      glVertex3f( r2*cos(angle+da),   r2*sin(angle+da),   -width*0.5 );
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      glVertex3f( r1*cos(angle),      r1*sin(angle),      -width*0.5 );
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   }
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   glEnd();
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   /* draw outward faces of teeth */
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   glBegin( GL_QUAD_STRIP );
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   for (i=0;i
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      angle = i * 2.0*M_PI / teeth;
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      glVertex3f( r1*cos(angle),      r1*sin(angle),       width*0.5 );
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      glVertex3f( r1*cos(angle),      r1*sin(angle),      -width*0.5 );
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      u = r2*cos(angle+da) - r1*cos(angle);
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      v = r2*sin(angle+da) - r1*sin(angle);
113
      len = sqrt( u*u + v*v );
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      u /= len;
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      v /= len;
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      glNormal3f( v, -u, 0.0 );
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      glVertex3f( r2*cos(angle+da),   r2*sin(angle+da),    width*0.5 );
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      glVertex3f( r2*cos(angle+da),   r2*sin(angle+da),   -width*0.5 );
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      glNormal3f( cos(angle), sin(angle), 0.0 );
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      glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da),  width*0.5 );
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      glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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      u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
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      v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
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      glNormal3f( v, -u, 0.0 );
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da),  width*0.5 );
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      glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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      glNormal3f( cos(angle), sin(angle), 0.0 );
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   }
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130
   glVertex3f( r1*cos(0), r1*sin(0), width*0.5 );
131
   glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 );
132
 
133
   glEnd();
134
 
135
 
136
   glShadeModel( GL_SMOOTH );
137
 
138
   /* draw inside radius cylinder */
139
   glBegin( GL_QUAD_STRIP );
140
   for (i=0;i<=teeth;i++) {
141
      angle = i * 2.0*M_PI / teeth;
142
      glNormal3f( -cos(angle), -sin(angle), 0.0 );
143
      glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
144
      glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
145
   }
146
   glEnd();
147
 
148
}
149
 
150
 
151
static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
152
static GLint gear1, gear2, gear3;
153
static GLfloat angle = 0.0;
154
 
155
static GLuint limit;
156
static GLuint count = 1;
157
 
158
 
159
void draw( void )
160
{
161
   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
162
 
163
   glPushMatrix();
164
   glRotatef( view_rotx, 1.0, 0.0, 0.0 );
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   glRotatef( view_roty, 0.0, 1.0, 0.0 );
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   glRotatef( view_rotz, 0.0, 0.0, 1.0 );
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168
   glPushMatrix();
169
   glTranslatef( -3.0, -2.0, 0.0 );
170
   glRotatef( angle, 0.0, 0.0, 1.0 );
171
   glCallList(gear1);
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   glPopMatrix();
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174
   glPushMatrix();
175
   glTranslatef( 3.1, -2.0, 0.0 );
176
   glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
177
   glCallList(gear2);
178
   glPopMatrix();
179
 
180
   glPushMatrix();
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   glTranslatef( -3.1, 4.2, 0.0 );
182
   glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
183
   glCallList(gear3);
184
   glPopMatrix();
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186
   glPopMatrix();
187
 
188
   tkSwapBuffers();
189
 
190
   count++;
191
   if (count==limit) {
192
       exit(0);
193
   }
194
}
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196
 
197
 
198
void idle( void )
199
{
200
   angle += 2.0;
201
   draw();
202
}
203
 
204
 
205
 
206
/* change view angle, exit upon ESC */
207
GLenum key(int k, GLenum mask)
208
{
209
   switch (k) {
210
      case KEY_UP:
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         view_rotx += 5.0;
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	 return GL_TRUE;
213
      case KEY_DOWN:
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         view_rotx -= 5.0;
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	 return GL_TRUE;
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      case KEY_LEFT:
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         view_roty += 5.0;
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	 return GL_TRUE;
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      case KEY_RIGHT:
220
         view_roty -= 5.0;
221
	 return GL_TRUE;
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      case 'z':
223
	 view_rotz += 5.0;
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	 return GL_TRUE;
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      case 'Z':
226
	 view_rotz -= 5.0;
227
	 return GL_TRUE;
228
      case KEY_ESCAPE:
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          exit(0);
230
   }
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   return GL_FALSE;
232
}
233
 
234
 
235
 
236
/* new window size or exposure */
237
void reshape( int width, int height )
238
{
239
   GLfloat  h = (GLfloat) height / (GLfloat) width;
240
 
241
   glViewport(0, 0, (GLint)width, (GLint)height);
242
   glMatrixMode(GL_PROJECTION);
243
   glLoadIdentity();
244
   glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
245
   glMatrixMode(GL_MODELVIEW);
246
   glLoadIdentity();
247
   glTranslatef( 0.0, 0.0, -40.0 );
248
   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
249
}
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251
 
252
void init( void )
253
{
254
   static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 };
255
   static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
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   static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
257
   static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
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259
   glLightfv( GL_LIGHT0, GL_POSITION, pos );
260
   glEnable( GL_CULL_FACE );
261
   glEnable( GL_LIGHTING );
262
   glEnable( GL_LIGHT0 );
263
   glEnable( GL_DEPTH_TEST );
264
 
265
   /* make the gears */
266
   gear1 = glGenLists(1);
267
   glNewList(gear1, GL_COMPILE);
268
   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
269
   gear( 1.0, 4.0, 1.0, 20, 0.7 );
270
   glEndList();
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272
   gear2 = glGenLists(1);
273
   glNewList(gear2, GL_COMPILE);
274
   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
275
   gear( 0.5, 2.0, 2.0, 10, 0.7 );
276
   glEndList();
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278
   gear3 = glGenLists(1);
279
   glNewList(gear3, GL_COMPILE);
280
   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
281
   gear( 1.3, 2.0, 0.5, 10, 0.7 );
282
   glEndList();
283
 
284
   glEnable( GL_NORMALIZE );
285
}
286
 
287
int main(int argc, char **argv)
288
{
289
   if (argc>1) {
290
      /* do 'n' frames then exit */
291
      limit = atoi( argv[1] ) + 1;
292
   }
293
   else {
294
      limit = 0;
295
   }
296
 
297
   return ui_loop(argc, argv, "gears");
298
}
299