1239 lines
32 KiB
C
1239 lines
32 KiB
C
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/* -*- Mode: C; tab-width: 4 -*- */
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/* gears --- 3D gear wheels */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)gears.c 5.03 2001/11/28 xlockmore";
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#endif
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/*-
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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*
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* Revision History:
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* 28-Nov-2001: backported from xscreensaver-3.34 by lassauge AT users.sourceforge.net
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* 22-Feb-2001: backported from xscreensaver-3.33 by lassauge AT users.sourceforge.net
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* 09-Feb-2001: "Planetary" gear system added by jwz@jwz.org.
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* 01-Nov-2000: Allocation checks
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* 10-May-1997: Compatible with xscreensaver
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* 22-Mar-1997: Added support for -mono mode, and monochrome X servers.
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* Ed Mackey, emackey@netaxs.com
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* 13-Mar-1997: Memory leak fix by Tom Schmidt <tschmidt@micron.com>
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* 1996: "written" by Danny Sung <dannys@ucla.edu>
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* Based on 3-D gear wheels by Brian Paul which is in the public domain.
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*/
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/*-
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* PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
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* the glCallList() functions below when using MesaGL 2.1. This has
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* been fixed in MesaGL 2.2 and later releases.
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*/
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#ifdef VMS
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/*-
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* due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
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* otherwise caddr_t is not defined correctly
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*/
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#include <X11/Intrinsic.h>
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#endif
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#ifdef STANDALONE
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# define MODE_gears
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# define PROGCLASS "Gears"
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# define HACK_INIT init_gears
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# define HACK_DRAW draw_gears
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# define HACK_RESHAPE reshape_gears
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# define gears_opts xlockmore_opts
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# define DEFAULTS "*count: 1 \n" \
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"*cycles: 2 \n" \
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"*delay: 50000 \n" \
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"*size: 0 \n" \
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"*planetary: False \n" \
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"*showFps: False \n" \
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"*wireframe: False \n"
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# include "xlockmore.h" /* from the xscreensaver distribution */
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#else /* !STANDALONE */
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# include "xlock.h" /* from the xlockmore distribution */
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# include "visgl.h"
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#endif /* !STANDALONE */
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#ifdef MODE_gears
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#define MINSIZE 32 /* minimal viewport size */
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#undef countof
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#define countof(x) (sizeof((x))/sizeof((*x)))
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#define DEF_PLANETARY "False"
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#define DEF_PLANETSIZE "0"
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static Bool planetary;
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static int planetsize;
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static XrmOptionDescRec opts[] = {
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{(char *) "-planetary", (char *) ".gears.planetary", XrmoptionNoArg, (caddr_t) "true" },
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{(char *) "+planetary", (char *) ".gears.planetary", XrmoptionNoArg, (caddr_t) "false" },
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{(char *) "-planetsize", (char *) ".gears.planetsize", XrmoptionSepArg, (caddr_t) NULL}
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};
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static argtype vars[] = {
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{(void *) &planetary, (char *) "planetary", (char *) "Planetary", (char *) DEF_PLANETARY, t_Bool},
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{(void *) & planetsize, (char *) "planetsize", (char *) "PlanetSize", (char *) DEF_PLANETSIZE, t_Int}
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};
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static OptionStruct desc[] = {
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{(char *) "-/+planetary", (char *) "turn on/off \"Planetary\" gear system"},
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{(char *) "-planetsize num", (char *) "size of screen for \"Planetary\" gear system"}
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};
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ModeSpecOpt gears_opts = {countof(opts), opts, countof(vars), vars, desc};
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#ifdef USE_MODULES
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ModStruct gears_description =
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{"gears", "init_gears", "draw_gears", "release_gears",
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"draw_gears", "init_gears", (char *) NULL, &gears_opts,
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50000, 1, 2, 0, 64, 1.0, "",
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"Shows GL's gears", 0, NULL};
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#endif
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#define SMOOTH_TUBE /* whether to have smooth or faceted tubes */
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#ifdef SMOOTH_TUBE
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# define TUBE_FACES 20 /* how densely to render tubes */
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#else
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# define TUBE_FACES 6
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#endif
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typedef struct {
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GLfloat rotx, roty, rotz; /* current object rotation */
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GLfloat dx, dy, dz; /* current rotational velocity */
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GLfloat ddx, ddy, ddz; /* current rotational acceleration */
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GLfloat d_max; /* max velocity */
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GLuint gear1, gear2, gear3;
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GLuint gear_inner, gear_outer;
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GLuint armature;
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GLfloat angle;
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GLXContext *glx_context;
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Window window;
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Bool planetary;
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int planetsize;
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} gearsstruct;
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static gearsstruct *gears = (gearsstruct *) NULL;
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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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* wire - true for wireframe mode
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*/
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static void
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth, Bool wire, Bool invert)
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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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if (!invert)
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{
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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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glFrontFace(GL_CCW);
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}
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else
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{
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r0 = outer_radius;
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r2 = inner_radius + tooth_depth / 2.0;
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r1 = outer_radius - tooth_depth / 2.0;
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glFrontFace(GL_CW);
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}
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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/* This subroutine got kind of messy when I added all the checks
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* for wireframe mode. A much cleaner solution that I sometimes
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* use is to have a variable hold the value GL_LINE_LOOP when
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* in wireframe mode, or hold the value GL_POLYGON otherwise.
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* Then I just call glBegin(that_variable), give my polygon
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* coordinates, and glEnd(). Pretty neat eh? Too bad I couldn't
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* integrate that trick here.
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* --Ed.
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*/
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if (!wire)
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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if (!wire)
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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if (wire)
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glBegin(GL_LINES);
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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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if (!wire) {
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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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} else {
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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 + 4 * da), r1 * sin(angle + 4 * da), width * 0.5);
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glEnd();
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}
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}
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if (!wire)
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glEnd();
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/* draw front sides of teeth */
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if (!wire)
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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 < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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if (wire)
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glBegin(GL_LINE_LOOP);
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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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if (wire)
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glEnd();
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}
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if (!wire)
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glEnd();
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if (!wire)
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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if (!wire)
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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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if (wire)
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glBegin(GL_LINES);
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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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if (!wire) {
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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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} else {
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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 + 4 * da), r1 * sin(angle + 4 * da), -width * 0.5);
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glEnd();
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}
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}
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if (!wire)
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glEnd();
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/* draw back sides of teeth */
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if (!wire)
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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 < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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if (wire)
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glBegin(GL_LINE_LOOP);
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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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if (wire)
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glEnd();
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}
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if (!wire)
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glEnd();
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/* draw outward faces of teeth */
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if (!wire)
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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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if(!invert) {
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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} else {
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u = r2 * cos(angle + da + M_PI/2) - r1 * cos(angle + M_PI/2);
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v = r2 * sin(angle + da + M_PI/2) - r1 * sin(angle + M_PI/2);
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}
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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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if (wire)
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glBegin(GL_LINES);
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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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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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if(!invert)
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glNormal3f(cos(angle), sin(angle), 0.0);
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else
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glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 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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if(!invert) {
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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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} else {
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u = r1 * cos(angle + 3 * da + M_PI/2) - r2 * cos(angle + 2 * da + M_PI/2);
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v = r1 * sin(angle + 3 * da + M_PI/2) - r2 * sin(angle + 2 * da + M_PI/2);
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}
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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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if (!invert)
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glNormal3f(cos(angle), sin(angle), 0.0);
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else
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glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 0.0);
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if (wire)
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glEnd();
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}
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if (!wire) {
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glVertex3f(r1, 0.0, width * 0.5);
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glVertex3f(r1, 0.0, -width * 0.5);
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glEnd();
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}
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if (!wire)
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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if (!wire)
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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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if (wire)
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glBegin(GL_LINES);
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if (!invert)
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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else
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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if (wire) {
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), width * 0.5);
|
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glEnd();
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||
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}
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||
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}
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||
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if (!wire)
|
||
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glEnd();
|
||
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||
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}
|
||
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|
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static void
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||
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unit_tube (Bool wire)
|
||
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{
|
||
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int i;
|
||
|
int faces = TUBE_FACES;
|
||
|
GLfloat step = M_PI * 2 / faces;
|
||
|
GLfloat th;
|
||
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int z = 0;
|
||
|
|
||
|
/* side walls
|
||
|
*/
|
||
|
glFrontFace(GL_CCW);
|
||
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|
||
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# ifdef SMOOTH_TUBE
|
||
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glBegin(wire ? GL_LINES : GL_QUAD_STRIP);
|
||
|
# else
|
||
|
glBegin(wire ? GL_LINES : GL_QUADS);
|
||
|
# endif
|
||
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|
||
|
for (i = 0, th = 0; i <= faces; i++)
|
||
|
{
|
||
|
GLfloat x = cos (th);
|
||
|
GLfloat y = sin (th);
|
||
|
glNormal3f(x, 0, y);
|
||
|
glVertex3f(x, 0.0, y);
|
||
|
glVertex3f(x, 1.0, y);
|
||
|
th += step;
|
||
|
|
||
|
# ifndef SMOOTH_TUBE
|
||
|
x = cos (th);
|
||
|
y = sin (th);
|
||
|
glVertex3f(x, 1.0, y);
|
||
|
glVertex3f(x, 0.0, y);
|
||
|
# endif
|
||
|
}
|
||
|
glEnd();
|
||
|
|
||
|
/* End caps
|
||
|
*/
|
||
|
for (z = 0; z <= 1; z++)
|
||
|
{
|
||
|
glFrontFace(z == 0 ? GL_CCW : GL_CW);
|
||
|
glNormal3f(0, (z == 0 ? -1 : 1), 0);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
|
||
|
if (! wire) glVertex3f(0, z, 0);
|
||
|
for (i = 0, th = 0; i <= faces; i++)
|
||
|
{
|
||
|
GLfloat x = cos (th);
|
||
|
GLfloat y = sin (th);
|
||
|
glVertex3f(x, z, y);
|
||
|
th += step;
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
tube (GLfloat x1, GLfloat y1, GLfloat z1,
|
||
|
GLfloat x2, GLfloat y2, GLfloat z2,
|
||
|
GLfloat diameter, GLfloat cap_size,
|
||
|
Bool wire)
|
||
|
{
|
||
|
GLfloat length, angle, a, b, c;
|
||
|
|
||
|
if (diameter <= 0) abort();
|
||
|
|
||
|
a = (x2 - x1);
|
||
|
b = (y2 - y1);
|
||
|
c = (z2 - z1);
|
||
|
|
||
|
length = sqrt (a*a + b*b + c*c);
|
||
|
angle = acos (a / length);
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(x1, y1, z1);
|
||
|
glScalef (length, length, length);
|
||
|
|
||
|
if (c == 0 && b == 0)
|
||
|
glRotatef (angle / (M_PI / 180), 0, 1, 0);
|
||
|
else
|
||
|
glRotatef (angle / (M_PI / 180), 0, -c, b);
|
||
|
|
||
|
glRotatef (-90, 0, 0, 1);
|
||
|
glScalef (diameter/length, 1, diameter/length);
|
||
|
|
||
|
/* extend the endpoints of the tube by the cap size in both directions */
|
||
|
if (cap_size != 0)
|
||
|
{
|
||
|
GLfloat c = cap_size/length;
|
||
|
glTranslatef (0, -c, 0);
|
||
|
glScalef (1, 1+c+c, 1);
|
||
|
}
|
||
|
|
||
|
unit_tube (wire);
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
ctube (GLfloat diameter, GLfloat width, Bool wire)
|
||
|
{
|
||
|
tube (0, 0, width/2,
|
||
|
0, 0, -width/2,
|
||
|
diameter, 0, wire);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
arm(GLfloat length,
|
||
|
GLfloat width1, GLfloat height1,
|
||
|
GLfloat width2, GLfloat height2,
|
||
|
Bool wire)
|
||
|
{
|
||
|
glShadeModel(GL_FLAT);
|
||
|
|
||
|
#if 0 /* don't need these - they're embedded in other objects */
|
||
|
/* draw end 1 */
|
||
|
glFrontFace(GL_CW);
|
||
|
glNormal3f(-1, 0, 0);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(-length/2, -width1/2, -height1/2);
|
||
|
glVertex3f(-length/2, width1/2, -height1/2);
|
||
|
glVertex3f(-length/2, width1/2, height1/2);
|
||
|
glVertex3f(-length/2, -width1/2, height1/2);
|
||
|
glEnd();
|
||
|
|
||
|
/* draw end 2 */
|
||
|
glFrontFace(GL_CCW);
|
||
|
glNormal3f(1, 0, 0);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(length/2, -width2/2, -height2/2);
|
||
|
glVertex3f(length/2, width2/2, -height2/2);
|
||
|
glVertex3f(length/2, width2/2, height2/2);
|
||
|
glVertex3f(length/2, -width2/2, height2/2);
|
||
|
glEnd();
|
||
|
#endif
|
||
|
|
||
|
/* draw top */
|
||
|
glFrontFace(GL_CCW);
|
||
|
glNormal3f(0, 0, -1);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(-length/2, -width1/2, -height1/2);
|
||
|
glVertex3f(-length/2, width1/2, -height1/2);
|
||
|
glVertex3f( length/2, width2/2, -height2/2);
|
||
|
glVertex3f( length/2, -width2/2, -height2/2);
|
||
|
glEnd();
|
||
|
|
||
|
/* draw bottom */
|
||
|
glFrontFace(GL_CW);
|
||
|
glNormal3f(0, 0, 1);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(-length/2, -width1/2, height1/2);
|
||
|
glVertex3f(-length/2, width1/2, height1/2);
|
||
|
glVertex3f( length/2, width2/2, height2/2);
|
||
|
glVertex3f( length/2, -width2/2, height2/2);
|
||
|
glEnd();
|
||
|
|
||
|
/* draw left */
|
||
|
glFrontFace(GL_CW);
|
||
|
glNormal3f(0, -1, 0);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(-length/2, -width1/2, -height1/2);
|
||
|
glVertex3f(-length/2, -width1/2, height1/2);
|
||
|
glVertex3f( length/2, -width2/2, height2/2);
|
||
|
glVertex3f( length/2, -width2/2, -height2/2);
|
||
|
glEnd();
|
||
|
|
||
|
/* draw right */
|
||
|
glFrontFace(GL_CCW);
|
||
|
glNormal3f(0, 1, 0);
|
||
|
glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
|
||
|
glVertex3f(-length/2, width1/2, -height1/2);
|
||
|
glVertex3f(-length/2, width1/2, height1/2);
|
||
|
glVertex3f( length/2, width2/2, height2/2);
|
||
|
glVertex3f( length/2, width2/2, -height2/2);
|
||
|
glEnd();
|
||
|
|
||
|
glFrontFace(GL_CCW);
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
draw(ModeInfo * mi)
|
||
|
{
|
||
|
gearsstruct *gp = &gears[MI_SCREEN(mi)];
|
||
|
int wire = MI_IS_WIREFRAME(mi);
|
||
|
|
||
|
if (!wire) {
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
} else {
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
}
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
{
|
||
|
GLfloat x = gp->rotx;
|
||
|
GLfloat y = gp->roty;
|
||
|
GLfloat z = gp->rotz;
|
||
|
if (x < 0) x = 1 - (x + 1);
|
||
|
if (y < 0) y = 1 - (y + 1);
|
||
|
if (z < 0) z = 1 - (z + 1);
|
||
|
glRotatef(x * 360, 1.0, 0.0, 0.0);
|
||
|
glRotatef(y * 360, 0.0, 1.0, 0.0);
|
||
|
glRotatef(z * 360, 0.0, 0.0, 1.0);
|
||
|
}
|
||
|
|
||
|
if (!gp->planetary) {
|
||
|
glPushMatrix();
|
||
|
glTranslatef(-3.0, -2.0, 0.0);
|
||
|
glRotatef(gp->angle, 0.0, 0.0, 1.0);
|
||
|
/* PURIFY 4.0.1 reports an unitialized memory read on the next line when using
|
||
|
* MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */
|
||
|
glCallList(gp->gear1);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(3.1, -2.0, 0.0);
|
||
|
glRotatef(-2.0 * gp->angle - 9.0, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear2);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(-3.1, 4.2, 0.0);
|
||
|
glRotatef(-2.0 * gp->angle - 25.0, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear3);
|
||
|
glPopMatrix();
|
||
|
|
||
|
} else { /* planetary */
|
||
|
|
||
|
glScalef(0.8, 0.8, 0.8);
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0, 4.2, 0.0);
|
||
|
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear1);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(120, 0.0, 0.0, 1.0);
|
||
|
glTranslatef(0.0, 4.2, 0.0);
|
||
|
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear2);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(240, 0.0, 0.0, 1.0);
|
||
|
glTranslatef(0.0, 4.2, 0.0);
|
||
|
glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear3);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0, 0.0, 0.0);
|
||
|
glRotatef(-gp->angle, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear_inner);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0, 0.0, 0.0);
|
||
|
glRotatef((gp->angle / 3.0) - 7.5, 0.0, 0.0, 1.0);
|
||
|
glCallList(gp->gear_outer);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0, 0.0, 0.0);
|
||
|
glCallList(gp->armature);
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
glPopMatrix();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/* new window size or exposure */
|
||
|
static void
|
||
|
reshape_gears(ModeInfo *mi, int width, int height)
|
||
|
{
|
||
|
gearsstruct *gp = &gears[MI_SCREEN(mi)];
|
||
|
int size = MI_SIZE(mi), w, h;
|
||
|
GLfloat r = (GLfloat) height / (GLfloat) width;
|
||
|
|
||
|
if (gp->planetary && !size)
|
||
|
size = planetsize;
|
||
|
|
||
|
/* Viewport is specified size if size >= MINSIZE && size < screensize */
|
||
|
if (size <= 1) {
|
||
|
w = MI_WIDTH(mi);
|
||
|
h = MI_HEIGHT(mi);
|
||
|
} else if (size < MINSIZE) {
|
||
|
w = MINSIZE;
|
||
|
h = MINSIZE;
|
||
|
} else {
|
||
|
w = (size > MI_WIDTH(mi)) ? MI_WIDTH(mi) : size;
|
||
|
h = (size > MI_HEIGHT(mi)) ? MI_HEIGHT(mi) : size;
|
||
|
}
|
||
|
|
||
|
glViewport((MI_WIDTH(mi) - w) / 2, (MI_HEIGHT(mi) - h) / 2, w, h);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glFrustum(-1.0, 1.0, -r, r, 5.0, 60.0);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity();
|
||
|
glTranslatef(0.0, 0.0, -40.0);
|
||
|
|
||
|
/* The depth buffer will be cleared, if needed, before the
|
||
|
* next frame. Right now we just want to black the screen.
|
||
|
*/
|
||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||
|
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
free_gears(Display *display, gearsstruct *gp)
|
||
|
{
|
||
|
if (gp->glx_context) {
|
||
|
/* Display lists MUST be freed while their glXContext is current. */
|
||
|
glXMakeCurrent(display, gp->window, *(gp->glx_context));
|
||
|
if (glIsList(gp->gear1)) {
|
||
|
glDeleteLists(gp->gear1, 1);
|
||
|
gp->gear1 = 0;
|
||
|
}
|
||
|
if (glIsList(gp->gear2)) {
|
||
|
glDeleteLists(gp->gear2, 1);
|
||
|
gp->gear2 = 0;
|
||
|
}
|
||
|
if (glIsList(gp->gear3)) {
|
||
|
glDeleteLists(gp->gear3, 1);
|
||
|
gp->gear3 = 0;
|
||
|
}
|
||
|
if (glIsList(gp->gear_inner)) {
|
||
|
glDeleteLists(gp->gear_inner, 1);
|
||
|
gp->gear_inner = 0;
|
||
|
}
|
||
|
if (glIsList(gp->gear_outer)) {
|
||
|
glDeleteLists(gp->gear_outer, 1);
|
||
|
gp->gear_outer = 0;
|
||
|
}
|
||
|
if (glIsList(gp->armature)) {
|
||
|
glDeleteLists(gp->armature, 1);
|
||
|
gp->armature = 0;
|
||
|
}
|
||
|
gp->glx_context = (GLXContext *) NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static Bool
|
||
|
pinit(ModeInfo * mi)
|
||
|
{
|
||
|
gearsstruct *gp = &gears[MI_SCREEN(mi)];
|
||
|
static GLfloat pos[4] =
|
||
|
{5.0, 5.0, 10.0, 1.0};
|
||
|
static GLfloat red[4] =
|
||
|
{0.8, 0.1, 0.0, 1.0};
|
||
|
static GLfloat green[4] =
|
||
|
{0.0, 0.8, 0.2, 1.0};
|
||
|
static GLfloat blue[4] =
|
||
|
{0.2, 0.2, 1.0, 1.0};
|
||
|
static GLfloat gray[4] =
|
||
|
{0.5, 0.5, 0.5, 1.0};
|
||
|
static GLfloat white[4] =
|
||
|
{1.0, 1.0, 1.0, 1.0};
|
||
|
int wire = MI_IS_WIREFRAME(mi);
|
||
|
int mono = MI_IS_MONO(mi);
|
||
|
|
||
|
if (!wire) {
|
||
|
glLightfv(GL_LIGHT0, GL_POSITION, pos);
|
||
|
glEnable(GL_CULL_FACE);
|
||
|
glEnable(GL_LIGHTING);
|
||
|
glEnable(GL_LIGHT0);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
}
|
||
|
#if 0
|
||
|
/*-
|
||
|
* Messes up on multiscreen Pseudocolor:0 StaticGray(monochrome):1
|
||
|
* 2nd time mode is run it is Grayscale on PseudoColor.
|
||
|
* The code below forces monochrome on TrueColor.
|
||
|
*/
|
||
|
if (MI_IS_MONO(mi)) {
|
||
|
red[0] = red[1] = red[2] = 1.0;
|
||
|
green[0] = green[1] = green[2] = 1.0;
|
||
|
blue[0] = blue[1] = blue[2] = 1.0;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
/* make the gears */
|
||
|
|
||
|
if (! gp->planetary) {
|
||
|
|
||
|
if ((gp->gear1 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear1, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(red);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
|
||
|
}
|
||
|
|
||
|
gear(1.0, 4.0, 1.0, 20, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
|
||
|
if ((gp->gear2 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear2, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(green);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
|
||
|
}
|
||
|
gear(0.5, 2.0, 2.0, 10, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
|
||
|
if ((gp->gear3 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear3, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(blue);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
|
||
|
}
|
||
|
gear(1.3, 2.0, 0.5, 10, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
if (!wire)
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
|
||
|
} else { /* planetary */
|
||
|
|
||
|
if ((gp->gear1 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear1, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(red);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
|
||
|
}
|
||
|
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
|
||
|
if ((gp->gear2 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear2, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(green);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
|
||
|
}
|
||
|
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
|
||
|
if ((gp->gear3 = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear3, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(blue);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
|
||
|
}
|
||
|
gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
if (!wire)
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
|
||
|
|
||
|
if ((gp->gear_inner = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear_inner, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(blue);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
|
||
|
}
|
||
|
gear(1.0, 2.0, 2.0, 12, 0.7, wire, False);
|
||
|
glEndList();
|
||
|
if (!wire)
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
|
||
|
|
||
|
if ((gp->gear_outer = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->gear_outer, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(blue);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
|
||
|
}
|
||
|
gear(5.7, 7.0, 2.0, 36, 0.7, wire, True);
|
||
|
|
||
|
/* put some nubs on the outer ring, so we can tell how it's moving */
|
||
|
glPushMatrix();
|
||
|
glTranslatef(7.0, 0, 0);
|
||
|
glRotatef(90, 0, 1, 0);
|
||
|
ctube(0.5, 0.5, wire); /* nub 1 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(120, 0, 0, 1);
|
||
|
glTranslatef(7.0, 0, 0);
|
||
|
glRotatef(90, 0, 1, 0);
|
||
|
ctube(0.5, 0.5, wire); /* nub 2 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(240, 0, 0, 1);
|
||
|
glTranslatef(7.0, 0, 0);
|
||
|
glRotatef(90, 0, 1, 0);
|
||
|
ctube(0.5, 0.5, wire); /* nub 3 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
|
||
|
glEndList();
|
||
|
if (!wire)
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
|
||
|
if ((gp->armature = glGenLists(1)) == 0) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
glNewList(gp->armature, GL_COMPILE);
|
||
|
if (glGetError() != GL_NO_ERROR) {
|
||
|
free_gears(MI_DISPLAY(mi), gp);
|
||
|
return False;
|
||
|
}
|
||
|
if (wire) {
|
||
|
if (mono)
|
||
|
glColor4fv(white);
|
||
|
else
|
||
|
glColor4fv(blue);
|
||
|
} else {
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
|
||
|
}
|
||
|
|
||
|
glTranslatef(0, 0, 1.5);
|
||
|
|
||
|
ctube(0.5, 10, wire); /* center axle */
|
||
|
|
||
|
glPushMatrix();
|
||
|
glTranslatef(0.0, 4.2, -1);
|
||
|
ctube(0.5, 3, wire); /* axle 1 */
|
||
|
glTranslatef(0, 0, 1.8);
|
||
|
ctube(0.7, 0.7, wire);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(120, 0.0, 0.0, 1.0);
|
||
|
glTranslatef(0.0, 4.2, -1);
|
||
|
ctube(0.5, 3, wire); /* axle 2 */
|
||
|
glTranslatef(0, 0, 1.8);
|
||
|
ctube(0.7, 0.7, wire);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(240, 0.0, 0.0, 1.0);
|
||
|
glTranslatef(0.0, 4.2, -1);
|
||
|
ctube(0.5, 3, wire); /* axle 3 */
|
||
|
glTranslatef(0, 0, 1.8);
|
||
|
ctube(0.7, 0.7, wire);
|
||
|
glPopMatrix();
|
||
|
|
||
|
glTranslatef(0, 0, 1.5); /* center disk */
|
||
|
ctube(1.5, 2, wire);
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(270, 0, 0, 1);
|
||
|
glRotatef(-10, 0, 1, 0);
|
||
|
glTranslatef(-2.2, 0, 0);
|
||
|
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 1 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(30, 0, 0, 1);
|
||
|
glRotatef(-10, 0, 1, 0);
|
||
|
glTranslatef(-2.2, 0, 0);
|
||
|
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 2 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glRotatef(150, 0, 0, 1);
|
||
|
glRotatef(-10, 0, 1, 0);
|
||
|
glTranslatef(-2.2, 0, 0);
|
||
|
arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 3 */
|
||
|
glPopMatrix();
|
||
|
|
||
|
glEndList();
|
||
|
if (!wire)
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
}
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
|
||
|
/* lifted from lament.c */
|
||
|
#define RANDSIGN() ((LRAND() & 1) ? 1 : -1)
|
||
|
#define FLOATRAND(a) (((double)LRAND() / (double)MAXRAND) * a)
|
||
|
|
||
|
static void
|
||
|
rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v, Bool verbose)
|
||
|
{
|
||
|
double ppos = *pos;
|
||
|
|
||
|
/* tick position */
|
||
|
if (ppos < 0)
|
||
|
ppos = -(ppos + *v);
|
||
|
else
|
||
|
ppos += *v;
|
||
|
|
||
|
if (ppos > 1.0)
|
||
|
ppos -= 1.0;
|
||
|
else if (ppos < 0.0)
|
||
|
ppos += 1.0;
|
||
|
|
||
|
if ((ppos < 0.0) || (ppos > 1.0)) {
|
||
|
if (verbose) {
|
||
|
(void) fprintf(stderr, "Weirdness in rotate()\n");
|
||
|
(void) fprintf(stderr, "ppos = %g\n", ppos);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
*pos = (*pos > 0 ? ppos : -ppos);
|
||
|
|
||
|
/* accelerate */
|
||
|
*v += *dv;
|
||
|
|
||
|
/* clamp velocity */
|
||
|
if (*v > max_v || *v < -max_v)
|
||
|
{
|
||
|
*dv = -*dv;
|
||
|
}
|
||
|
/* If it stops, start it going in the other direction. */
|
||
|
else if (*v < 0)
|
||
|
{
|
||
|
if (random() % 4)
|
||
|
{
|
||
|
*v = 0;
|
||
|
|
||
|
/* keep going in the same direction */
|
||
|
if (random() % 2)
|
||
|
*dv = 0;
|
||
|
else if (*dv < 0)
|
||
|
*dv = -*dv;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
/* reverse gears */
|
||
|
*v = -*v;
|
||
|
*dv = -*dv;
|
||
|
*pos = -*pos;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* Alter direction of rotational acceleration randomly. */
|
||
|
if (! (random() % 120))
|
||
|
*dv = -*dv;
|
||
|
|
||
|
/* Change acceleration very occasionally. */
|
||
|
if (! (random() % 200))
|
||
|
{
|
||
|
if (*dv == 0)
|
||
|
*dv = 0.00001;
|
||
|
else if (random() & 1)
|
||
|
*dv *= 1.2;
|
||
|
else
|
||
|
*dv *= 0.8;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
void
|
||
|
init_gears(ModeInfo * mi)
|
||
|
{
|
||
|
/*Colormap cmap; */
|
||
|
/* Boolean rgba, doublebuffer, cmap_installed; */
|
||
|
gearsstruct *gp;
|
||
|
|
||
|
if (gears == NULL) {
|
||
|
if ((gears = (gearsstruct *) calloc(MI_NUM_SCREENS(mi),
|
||
|
sizeof (gearsstruct))) == NULL)
|
||
|
return;
|
||
|
}
|
||
|
gp = &gears[MI_SCREEN(mi)];
|
||
|
|
||
|
gp->window = MI_WINDOW(mi);
|
||
|
|
||
|
if (MI_IS_FULLRANDOM(mi)) {
|
||
|
gp->planetary = (Bool) (LRAND() & 1);
|
||
|
} else {
|
||
|
gp->planetary = planetary;
|
||
|
}
|
||
|
|
||
|
gp->rotx = FLOATRAND(1.0) * RANDSIGN();
|
||
|
gp->roty = FLOATRAND(1.0) * RANDSIGN();
|
||
|
gp->rotz = FLOATRAND(1.0) * RANDSIGN();
|
||
|
|
||
|
/* bell curve from 0-1.5 degrees, avg 0.75 */
|
||
|
gp->dx = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
gp->dy = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
gp->dz = (FLOATRAND(1) + FLOATRAND(1) + FLOATRAND(1)) / (360*2);
|
||
|
|
||
|
gp->d_max = gp->dx * 2;
|
||
|
|
||
|
gp->ddx = 0.00006 + FLOATRAND(0.00003);
|
||
|
gp->ddy = 0.00006 + FLOATRAND(0.00003);
|
||
|
gp->ddz = 0.00006 + FLOATRAND(0.00003);
|
||
|
|
||
|
gp->ddx = 0.00001;
|
||
|
gp->ddy = 0.00001;
|
||
|
gp->ddz = 0.00001;
|
||
|
|
||
|
if ((gp->glx_context = init_GL(mi)) != NULL) {
|
||
|
reshape_gears(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
|
||
|
if (!pinit(mi)) {
|
||
|
MI_CLEARWINDOW(mi);
|
||
|
}
|
||
|
} else {
|
||
|
MI_CLEARWINDOW(mi);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
draw_gears(ModeInfo * mi)
|
||
|
{
|
||
|
Display *display = MI_DISPLAY(mi);
|
||
|
Window window = MI_WINDOW(mi);
|
||
|
int angle_incr = MI_CYCLES(mi) ? MI_CYCLES(mi) : 2;
|
||
|
gearsstruct *gp;
|
||
|
|
||
|
if (gears == NULL)
|
||
|
return;
|
||
|
gp = &gears[MI_SCREEN(mi)];
|
||
|
|
||
|
MI_IS_DRAWN(mi) = True;
|
||
|
if (gp->planetary)
|
||
|
angle_incr *= 3;
|
||
|
|
||
|
if (!gp->glx_context)
|
||
|
return;
|
||
|
|
||
|
glDrawBuffer(GL_BACK);
|
||
|
|
||
|
glXMakeCurrent(display, window, *(gp->glx_context));
|
||
|
draw(mi);
|
||
|
|
||
|
/* let's do something so we don't get bored */
|
||
|
gp->angle = (int) (gp->angle + angle_incr) % 360;
|
||
|
|
||
|
rotate(&gp->rotx, &gp->dx, &gp->ddx, gp->d_max, MI_IS_VERBOSE(mi));
|
||
|
rotate(&gp->roty, &gp->dy, &gp->ddy, gp->d_max, MI_IS_VERBOSE(mi));
|
||
|
rotate(&gp->rotz, &gp->dz, &gp->ddz, gp->d_max, MI_IS_VERBOSE(mi));
|
||
|
|
||
|
if (MI_IS_FPS(mi)) do_fps (mi);
|
||
|
glFinish();
|
||
|
glXSwapBuffers(display, window);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
release_gears(ModeInfo * mi)
|
||
|
{
|
||
|
if (gears != NULL) {
|
||
|
int screen;
|
||
|
|
||
|
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++)
|
||
|
free_gears(MI_DISPLAY(mi), &gears[screen]);
|
||
|
free(gears);
|
||
|
gears = (gearsstruct *) NULL;
|
||
|
}
|
||
|
FreeAllGL(mi);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*********************************************************/
|
||
|
|
||
|
#endif
|