1 | /* gears.c */ |
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2 | |
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3 | /* |
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4 | * 3-D gear wheels. This program is in the public domain. |
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5 | * |
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6 | * Brian Paul |
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7 | */ |
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8 | |
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9 | |
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10 | #include <math.h> |
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11 | #include <stdlib.h> |
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12 | #include <stdio.h> |
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13 | #include <string.h> |
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14 | |
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15 | #include <GL/glx.h> |
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16 | #include <GL/gl.h> |
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17 | #include "ui.h" |
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18 | |
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19 | #ifndef M_PI |
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20 | # define M_PI 3.14159265 |
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21 | #endif |
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22 | |
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23 | |
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24 | /* |
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25 | * Draw a gear wheel. You'll probably want to call this function when |
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26 | * building a display list since we do a lot of trig here. |
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27 | * |
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28 | * Input: inner_radius - radius of hole at center |
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29 | * outer_radius - radius at center of teeth |
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30 | * width - width of gear |
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31 | * teeth - number of teeth |
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32 | * tooth_depth - depth of tooth |
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33 | */ |
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34 | static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width, |
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35 | GLint teeth, GLfloat tooth_depth ) |
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36 | { |
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37 | GLint i; |
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38 | GLfloat r0, r1, r2; |
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39 | GLfloat angle, da; |
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40 | GLfloat u, v, len; |
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41 | |
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42 | r0 = inner_radius; |
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43 | r1 = outer_radius - tooth_depth/2.0; |
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44 | r2 = outer_radius + tooth_depth/2.0; |
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45 | |
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46 | da = 2.0*M_PI / teeth / 4.0; |
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47 | |
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48 | glShadeModel( GL_FLAT ); |
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49 | |
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50 | glNormal3f( 0.0, 0.0, 1.0 ); |
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51 | |
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52 | /* draw front face */ |
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53 | glBegin( GL_QUAD_STRIP ); |
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54 | for (i=0;i<=teeth;i++) { |
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55 | angle = i * 2.0*M_PI / teeth; |
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56 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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57 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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58 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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59 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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60 | } |
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61 | glEnd(); |
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62 | |
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63 | /* draw front sides of teeth */ |
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64 | glBegin( GL_QUADS ); |
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65 | da = 2.0*M_PI / teeth / 4.0; |
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66 | for (i=0;i<teeth;i++) { |
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67 | angle = i * 2.0*M_PI / teeth; |
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68 | |
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69 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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70 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); |
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71 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); |
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72 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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73 | } |
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74 | glEnd(); |
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75 | |
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76 | |
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77 | glNormal3f( 0.0, 0.0, -1.0 ); |
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78 | |
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79 | /* draw back face */ |
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80 | glBegin( GL_QUAD_STRIP ); |
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81 | for (i=0;i<=teeth;i++) { |
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82 | angle = i * 2.0*M_PI / teeth; |
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83 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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84 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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85 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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86 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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87 | } |
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88 | glEnd(); |
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89 | |
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90 | /* draw back sides of teeth */ |
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91 | glBegin( GL_QUADS ); |
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92 | da = 2.0*M_PI / teeth / 4.0; |
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93 | for (i=0;i<teeth;i++) { |
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94 | angle = i * 2.0*M_PI / teeth; |
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95 | |
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96 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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97 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); |
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98 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); |
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99 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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100 | } |
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101 | glEnd(); |
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102 | |
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103 | |
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104 | /* draw outward faces of teeth */ |
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105 | glBegin( GL_QUAD_STRIP ); |
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106 | for (i=0;i<teeth;i++) { |
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107 | angle = i * 2.0*M_PI / teeth; |
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108 | |
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109 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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110 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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111 | u = r2*cos(angle+da) - r1*cos(angle); |
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112 | v = r2*sin(angle+da) - r1*sin(angle); |
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113 | len = sqrt( u*u + v*v ); |
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114 | u /= len; |
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115 | v /= len; |
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116 | glNormal3f( v, -u, 0.0 ); |
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117 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); |
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118 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); |
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119 | glNormal3f( cos(angle), sin(angle), 0.0 ); |
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120 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); |
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121 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); |
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122 | u = r1*cos(angle+3*da) - r2*cos(angle+2*da); |
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123 | v = r1*sin(angle+3*da) - r2*sin(angle+2*da); |
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124 | glNormal3f( v, -u, 0.0 ); |
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125 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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126 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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127 | glNormal3f( cos(angle), sin(angle), 0.0 ); |
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128 | } |
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129 | |
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130 | glVertex3f( r1*cos(0), r1*sin(0), width*0.5 ); |
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131 | glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 ); |
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132 | |
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133 | glEnd(); |
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134 | |
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135 | |
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136 | glShadeModel( GL_SMOOTH ); |
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137 | |
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138 | /* draw inside radius cylinder */ |
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139 | glBegin( GL_QUAD_STRIP ); |
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140 | for (i=0;i<=teeth;i++) { |
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141 | angle = i * 2.0*M_PI / teeth; |
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142 | glNormal3f( -cos(angle), -sin(angle), 0.0 ); |
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143 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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144 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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145 | } |
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146 | glEnd(); |
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147 | |
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148 | } |
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149 | |
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150 | |
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151 | static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0; |
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152 | static GLint gear1, gear2, gear3; |
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153 | static GLfloat angle = 0.0; |
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154 | |
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155 | static GLuint limit; |
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156 | static GLuint count = 1; |
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157 | |
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158 | |
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159 | void draw( void ) |
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160 | { |
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161 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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162 | |
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163 | glPushMatrix(); |
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164 | glRotatef( view_rotx, 1.0, 0.0, 0.0 ); |
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165 | glRotatef( view_roty, 0.0, 1.0, 0.0 ); |
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166 | glRotatef( view_rotz, 0.0, 0.0, 1.0 ); |
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167 | |
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168 | glPushMatrix(); |
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169 | glTranslatef( -3.0, -2.0, 0.0 ); |
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170 | glRotatef( angle, 0.0, 0.0, 1.0 ); |
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171 | glCallList(gear1); |
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172 | glPopMatrix(); |
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173 | |
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174 | glPushMatrix(); |
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175 | glTranslatef( 3.1, -2.0, 0.0 ); |
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176 | glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); |
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177 | glCallList(gear2); |
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178 | glPopMatrix(); |
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179 | |
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180 | glPushMatrix(); |
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181 | glTranslatef( -3.1, 4.2, 0.0 ); |
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182 | glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 ); |
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183 | glCallList(gear3); |
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184 | glPopMatrix(); |
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185 | |
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186 | glPopMatrix(); |
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187 | |
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188 | tkSwapBuffers(); |
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189 | |
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190 | count++; |
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191 | if (count==limit) { |
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192 | exit(0); |
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193 | } |
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194 | } |
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195 | |
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196 | |
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197 | |
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198 | void idle( void ) |
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199 | { |
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200 | angle += 2.0; |
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201 | draw(); |
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202 | } |
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203 | |
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204 | |
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205 | |
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206 | /* change view angle, exit upon ESC */ |
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207 | GLenum key(int k, GLenum mask) |
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208 | { |
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209 | switch (k) { |
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210 | case KEY_UP: |
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211 | view_rotx += 5.0; |
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212 | return GL_TRUE; |
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213 | case KEY_DOWN: |
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214 | view_rotx -= 5.0; |
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215 | return GL_TRUE; |
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216 | case KEY_LEFT: |
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217 | view_roty += 5.0; |
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218 | return GL_TRUE; |
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219 | case KEY_RIGHT: |
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220 | view_roty -= 5.0; |
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221 | return GL_TRUE; |
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222 | case 'z': |
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223 | view_rotz += 5.0; |
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224 | return GL_TRUE; |
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225 | case 'Z': |
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226 | view_rotz -= 5.0; |
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227 | return GL_TRUE; |
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228 | case KEY_ESCAPE: |
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229 | exit(0); |
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230 | } |
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231 | return GL_FALSE; |
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232 | } |
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233 | |
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234 | |
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235 | |
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236 | /* new window size or exposure */ |
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237 | void reshape( int width, int height ) |
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238 | { |
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239 | GLfloat h = (GLfloat) height / (GLfloat) width; |
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240 | |
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241 | glViewport(0, 0, (GLint)width, (GLint)height); |
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242 | glMatrixMode(GL_PROJECTION); |
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243 | glLoadIdentity(); |
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244 | glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); |
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245 | glMatrixMode(GL_MODELVIEW); |
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246 | glLoadIdentity(); |
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247 | glTranslatef( 0.0, 0.0, -40.0 ); |
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248 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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249 | } |
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250 | |
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251 | |
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252 | void init( void ) |
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253 | { |
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254 | static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 }; |
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255 | static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 }; |
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256 | static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 }; |
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257 | static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 }; |
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258 | |
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259 | glLightfv( GL_LIGHT0, GL_POSITION, pos ); |
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260 | glEnable( GL_CULL_FACE ); |
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261 | glEnable( GL_LIGHTING ); |
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262 | glEnable( GL_LIGHT0 ); |
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263 | glEnable( GL_DEPTH_TEST ); |
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264 | |
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265 | /* make the gears */ |
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266 | gear1 = glGenLists(1); |
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267 | glNewList(gear1, GL_COMPILE); |
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268 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red ); |
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269 | gear( 1.0, 4.0, 1.0, 20, 0.7 ); |
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270 | glEndList(); |
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271 | |
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272 | gear2 = glGenLists(1); |
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273 | glNewList(gear2, GL_COMPILE); |
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274 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green ); |
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275 | gear( 0.5, 2.0, 2.0, 10, 0.7 ); |
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276 | glEndList(); |
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277 | |
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278 | gear3 = glGenLists(1); |
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279 | glNewList(gear3, GL_COMPILE); |
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280 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue ); |
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281 | gear( 1.3, 2.0, 0.5, 10, 0.7 ); |
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282 | glEndList(); |
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283 | |
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284 | glEnable( GL_NORMALIZE ); |
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285 | } |
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286 | |
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287 | int main(int argc, char **argv) |
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288 | { |
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289 | if (argc>1) { |
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290 | /* do 'n' frames then exit */ |
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291 | limit = atoi( argv[1] ) + 1; |
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292 | } |
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293 | else { |
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294 | limit = 0; |
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295 | } |
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296 | |
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297 | return ui_loop(argc, argv, "gears"); |
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298 | } |
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299 | |
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300 | |
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