1074 lines
30 KiB
C
1074 lines
30 KiB
C
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/*
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* GearTrain Simulator * Version: 1.00
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*
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* Copyright (C) 1999 Shobhan Kumar Dutta All Rights Reserved.
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* <skdutta@del3.vsnl.net.in>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* SHOBHAN KUMAR DUTTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
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* OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <GL/glut.h>
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#include <string.h>
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#include <stdio.h>
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#ifndef min
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#define min(x, y) ( x < y ? x : y )
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#endif
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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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typedef GLfloat TDA[4];
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TDA background;
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struct AXLE
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{
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char name[20];
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GLint id;
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GLfloat radius;
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GLint axis;
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TDA color;
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TDA position;
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GLfloat length;
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GLint motored;
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GLfloat angular_velocity;
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GLint direction;
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};
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struct GEAR
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{
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char name[20];
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char type[7];
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GLint face;
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GLint id;
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GLfloat radius;
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GLfloat width;
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GLint teeth;
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GLfloat tooth_depth;
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GLfloat angle;
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GLfloat angular_velocity;
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TDA color;
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GLint relative_position;
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TDA position;
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char axle_name[20];
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GLint axis;
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GLint direction;
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GLint motored;
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};
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struct BELT
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{
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char name[20];
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GLint id;
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char gear1_name[20];
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char gear2_name[20];
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};
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FILE * mainfile;
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struct GEAR g[10];
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struct AXLE a[10];
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struct BELT b[10];
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int number_of_gears;
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int number_of_axles;
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int number_of_belts;
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char Buf1[256], Buf2[256], Buf3[256], Buf4[256], Buf5[256];
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static GLint T0 = 0;
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static GLint Frames = 0;
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#ifndef _WIN32
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static void
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strset (char buf[], char ch)
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{
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int i;
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for (i = 0; i < strlen (buf); i++)
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buf[i] = ch;
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}
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#endif
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static void
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Clear_Buffers ()
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{
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strset (Buf1, 0);
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strset (Buf2, 0);
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strset (Buf3, 0);
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strset (Buf4, 0);
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strset (Buf5, 0);
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}
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static void
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LoadTriplet (TDA A)
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{
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Clear_Buffers ();
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fscanf (mainfile, "%s %s %s %s", Buf1, Buf2, Buf3, Buf4);
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A[0] = atof (Buf2);
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A[1] = atof (Buf3);
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A[2] = atof (Buf4);
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}
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static void
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LoadReal (float *a)
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{
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Clear_Buffers ();
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fscanf (mainfile, "%s %s", Buf1, Buf2);
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*a = atof (Buf2);
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}
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static void
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LoadInteger (int *a)
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{
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Clear_Buffers ();
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fscanf (mainfile, "%s %s", Buf1, Buf2);
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*a = atoi (Buf2);
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}
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static void
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LoadText (char *a)
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{
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Clear_Buffers ();
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fscanf (mainfile, "%s %s", Buf1, Buf2);
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strcpy (a, Buf2);
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}
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static void
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getdata (char filename[])
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{
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int gear_count = 0, axle_count = 0, belt_count = 0, i;
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mainfile = fopen (filename, "r");
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if (!mainfile) {
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printf("Error: couldn't open %s\n", filename);
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exit(-1);
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}
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do
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{
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Clear_Buffers ();
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fscanf (mainfile, "%s", Buf1);
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if (ferror (mainfile))
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{
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printf ("\nError opening file !\n");
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exit (1);
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}
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if (!(strcmp (Buf1, "BACKGROUND")))
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LoadTriplet (background);
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if (!(strcmp (Buf1, "ANAME")))
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{
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LoadText (a[axle_count].name);
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axle_count++;
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}
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if (!(strcmp (Buf1, "ARADIUS")))
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LoadReal (&a[axle_count - 1].radius);
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if (!(strcmp (Buf1, "AAXIS")))
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LoadInteger (&a[axle_count - 1].axis);
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if (!(strcmp (Buf1, "ACOLOR")))
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LoadTriplet (a[axle_count - 1].color);
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if (!(strcmp (Buf1, "APOSITION")))
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LoadTriplet (a[axle_count - 1].position);
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if (!(strcmp (Buf1, "ALENGTH")))
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LoadReal (&a[axle_count - 1].length);
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if (!(strcmp (Buf1, "AMOTORED")))
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LoadInteger (&a[axle_count - 1].motored);
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if (!(strcmp (Buf1, "AANGULARVELOCITY")))
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LoadReal (&a[axle_count - 1].angular_velocity);
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if (!(strcmp (Buf1, "ADIRECTION")))
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LoadInteger (&a[axle_count - 1].direction);
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if (!(strcmp (Buf1, "GNAME")))
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{
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LoadText (g[gear_count].name);
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gear_count++;
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}
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if (!(strcmp (Buf1, "GTYPE")))
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LoadText (g[gear_count - 1].type);
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if (!(strcmp (Buf1, "GFACE")))
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LoadInteger (&g[gear_count - 1].face);
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if (!(strcmp (Buf1, "GRADIUS")))
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LoadReal (&g[gear_count - 1].radius);
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if (!(strcmp (Buf1, "GWIDTH")))
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LoadReal (&g[gear_count - 1].width);
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if (!(strcmp (Buf1, "GTEETH")))
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LoadInteger (&g[gear_count - 1].teeth);
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if (!(strcmp (Buf1, "GTOOTHDEPTH")))
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LoadReal (&g[gear_count - 1].tooth_depth);
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if (!(strcmp (Buf1, "GCOLOR")))
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LoadTriplet (g[gear_count - 1].color);
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if (!(strcmp (Buf1, "GAXLE")))
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LoadText (g[gear_count - 1].axle_name);
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if (!(strcmp (Buf1, "GPOSITION")))
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LoadInteger (&g[gear_count - 1].relative_position);
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if (!(strcmp (Buf1, "BELTNAME")))
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{
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LoadText (b[belt_count].name);
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belt_count++;
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}
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if (!(strcmp (Buf1, "GEAR1NAME")))
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LoadText (b[belt_count - 1].gear1_name);
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if (!(strcmp (Buf1, "GEAR2NAME")))
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LoadText (b[belt_count - 1].gear2_name);
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}
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while (Buf1[0] != 0);
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for (i = 0; i < number_of_gears; i++)
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{
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g[i].axis = -1;
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g[i].direction = 0;
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g[i].angular_velocity = 0.0;
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}
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number_of_gears = gear_count;
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number_of_axles = axle_count;
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number_of_belts = belt_count;
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fclose (mainfile);
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}
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static void
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axle (GLint j, GLfloat radius, GLfloat length)
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{
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GLfloat angle, rad, incr = 10.0 * M_PI / 180.0;
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/* draw main cylinder */
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glBegin (GL_QUADS);
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for (angle = 0.0; angle < 360.0; angle += 5.0)
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{
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rad = angle * M_PI / 180.0;
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glNormal3f (cos (rad), sin (rad), 0.0);
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glVertex3f (radius * cos (rad), radius * sin (rad), length / 2);
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glVertex3f (radius * cos (rad), radius * sin (rad), -length / 2);
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glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), -length / 2);
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glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), length / 2);
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}
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glEnd ();
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/* draw front face */
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glNormal3f (0.0, 0.0, 1.0);
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glBegin (GL_TRIANGLES);
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for (angle = 0.0; angle < 360.0; angle += 5.0)
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{
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rad = angle * M_PI / 180.0;
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glVertex3f (0.0, 0.0, length / 2);
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glVertex3f (radius * cos (rad), radius * sin (rad), length / 2);
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glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), length / 2);
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glVertex3f (0.0, 0.0, length / 2);
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}
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glEnd ();
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/* draw back face */
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glNormal3f (0.0, 0.0, -1.0);
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glBegin (GL_TRIANGLES);
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for (angle = 0.0; angle <= 360.0; angle += 5.0)
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{
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rad = angle * M_PI / 180.0;
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glVertex3f (0.0, 0.0, -length / 2);
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glVertex3f (radius * cos (rad), radius * sin (rad), -length / 2);
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glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), -length / 2);
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glVertex3f (0.0, 0.0, -length / 2);
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}
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glEnd ();
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}
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static void
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gear (GLint j, char type[], GLfloat 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 r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len, fraction = 0.5;
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GLfloat n = 1.0;
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r1 = radius - tooth_depth;
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r2 = radius;
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da = 2.0 * M_PI / teeth / 4.0;
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if (!g[j].face)
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{
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fraction = -0.5;
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n = -1.0;
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}
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if (!(strcmp (type, "NORMAL")))
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{
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fraction = 0.5;
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n = 1.0;
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}
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/* draw front face */
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if (!(strcmp (type, "NORMAL")))
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{
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glNormal3f (0.0, 0.0, 1.0 * n);
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glBegin (GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f (0.0, 0.0, width * fraction);
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glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
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glVertex3f (0.0, 0.0, width * fraction);
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glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
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}
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glEnd ();
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}
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else
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{
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glNormal3f (0.0, 0.0, 1.0 * n);
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glBegin (GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++)
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{
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f (0.0, 0.0, width * fraction);
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glVertex3f ((r2 - width) * cos (angle), (r2 - width) * sin (angle), width * fraction);
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glVertex3f (0.0, 0.0, width * fraction);
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glVertex3f ((r2 - width) * cos (angle + 3 * da), (r2 - width) * sin (angle + 3 * da), width * fraction);
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}
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glEnd ();
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}
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|
||
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/* draw front sides of teeth */
|
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if (!(strcmp (type, "NORMAL")))
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{
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glNormal3f (0.0, 0.0, 1.0 * n);
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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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{
|
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angle = i * 2.0 * M_PI / teeth;
|
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glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
|
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glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), width * fraction);
|
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glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), width * fraction);
|
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glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
|
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|
}
|
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|
glEnd ();
|
||
|
}
|
||
|
|
||
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glNormal3f (0.0, 0.0, -1.0 * n);
|
||
|
|
||
|
/* 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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{
|
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angle = i * 2.0 * M_PI / teeth;
|
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|
glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
|
||
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glVertex3f (0.0, 0.0, -width * fraction);
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
|
||
|
glVertex3f (0.0, 0.0, -width * fraction);
|
||
|
}
|
||
|
glEnd ();
|
||
|
|
||
|
/* draw back sides of teeth */
|
||
|
glNormal3f (0.0, 0.0, -1.0 * n);
|
||
|
glBegin (GL_QUADS);
|
||
|
da = 2.0 * M_PI / teeth / 4.0;
|
||
|
for (i = 0; i < teeth; i++)
|
||
|
{
|
||
|
angle = i * 2.0 * M_PI / teeth;
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
|
||
|
glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
|
||
|
}
|
||
|
glEnd ();
|
||
|
|
||
|
|
||
|
/* draw outward faces of teeth */
|
||
|
if (!(strcmp (type, "NORMAL")))
|
||
|
{
|
||
|
glBegin (GL_QUAD_STRIP);
|
||
|
for (i = 0; i < teeth; i++)
|
||
|
{
|
||
|
angle = i * 2.0 * M_PI / teeth;
|
||
|
|
||
|
glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
|
||
|
glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
|
||
|
u = r2 * cos (angle + da) - r1 * cos (angle);
|
||
|
v = r2 * sin (angle + da) - r1 * sin (angle);
|
||
|
len = sqrt (u * u + v * v);
|
||
|
u /= len;
|
||
|
v /= len;
|
||
|
glNormal3f (v, -u, 0.0);
|
||
|
glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
|
||
|
glNormal3f (cos (angle), sin (angle), 0.0);
|
||
|
glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
|
||
|
u = r1 * cos (angle + 3 * da) - r2 * cos (angle + 2 * da);
|
||
|
v = r1 * sin (angle + 3 * da) - r2 * sin (angle + 2 * da);
|
||
|
glNormal3f (v, -u, 0.0);
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
|
||
|
glNormal3f (cos (angle), sin (angle), 0.0);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glBegin (GL_QUAD_STRIP);
|
||
|
for (i = 0; i < teeth; i++)
|
||
|
{
|
||
|
angle = i * 2.0 * M_PI / teeth;
|
||
|
glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
|
||
|
glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
|
||
|
u = r2 * cos (angle + da) - r1 * cos (angle);
|
||
|
v = r2 * sin (angle + da) - r1 * sin (angle);
|
||
|
len = sqrt (u * u + v * v);
|
||
|
u /= len;
|
||
|
v /= len;
|
||
|
glNormal3f (v, -u, 0.0);
|
||
|
glVertex3f ((r2 - width) * cos (angle + da), (r2 - width) * sin (angle + da), width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
|
||
|
glNormal3f (cos (angle), sin (angle), n);
|
||
|
glVertex3f ((r2 - width) * cos (angle + 2 * da), (r2 - width) * sin (angle + 2 * da), width * fraction);
|
||
|
glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
|
||
|
u = r1 * cos (angle + 3 * da) - r2 * cos (angle + 2 * da);
|
||
|
v = r1 * sin (angle + 3 * da) - r2 * sin (angle + 2 * da);
|
||
|
glNormal3f (v, -u, 0.0);
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
|
||
|
glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
|
||
|
glNormal3f (cos (angle), sin (angle), n);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glVertex3f (r1 * cos (0), r1 * sin (0), width * fraction);
|
||
|
glVertex3f (r1 * cos (0), r1 * sin (0), -width * fraction);
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
belt (struct GEAR g1, struct GEAR g2)
|
||
|
{
|
||
|
GLfloat D, alpha, phi, angle, incr, width;
|
||
|
GLint indexes[3] =
|
||
|
{
|
||
|
0, 0, 0
|
||
|
};
|
||
|
|
||
|
GLfloat col[3] =
|
||
|
{
|
||
|
0.0, 0.0, 0.0
|
||
|
};
|
||
|
|
||
|
width = min (g1.width, g2.width);
|
||
|
D = sqrt (pow (g1.position[0] - g2.position[0], 2) + pow (g1.position[1] - g2.position[1], 2) + pow (g1.position[2] - g2.position[2], 2));
|
||
|
alpha = acos ((g2.position[0] - g1.position[0]) / D);
|
||
|
phi = acos ((g1.radius - g2.radius) / D);
|
||
|
glBegin (GL_QUADS);
|
||
|
glColor3fv (col);
|
||
|
glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
|
||
|
incr = 1.2 * 360.0 / g1.teeth * M_PI / 180.00;
|
||
|
for (angle = alpha + phi; angle <= 2 * M_PI - phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.00)
|
||
|
{
|
||
|
glNormal3f (cos (angle), sin (angle), 0.0);
|
||
|
glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), -width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), -width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), width * 0.5);
|
||
|
}
|
||
|
glEnd ();
|
||
|
glBegin (GL_QUADS);
|
||
|
glColor3fv (col);
|
||
|
glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
|
||
|
incr = 1.2 * 360.0 / g2.teeth * M_PI / 180.00;
|
||
|
for (angle = -phi + alpha; angle <= phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.0)
|
||
|
{
|
||
|
glNormal3f (cos (angle), sin (angle), 0.0);
|
||
|
glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * 0.5);
|
||
|
glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * 0.5);
|
||
|
}
|
||
|
glEnd ();
|
||
|
|
||
|
glBegin (GL_QUADS);
|
||
|
glColor3fv (col);
|
||
|
glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
|
||
|
glVertex3f (g1.radius * cos (alpha + phi), g1.radius * sin (alpha + phi), width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (alpha + phi), g1.radius * sin (alpha + phi), width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (alpha + phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha + phi) + g2.position[1] - g1.position[1], width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (alpha + phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha + phi) + g2.position[1] - g1.position[1], width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (alpha - phi), g1.radius * sin (alpha - phi), width * 0.5);
|
||
|
glVertex3f (g1.radius * cos (alpha - phi), g1.radius * sin (alpha - phi), width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (alpha - phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha - phi) + g2.position[1] - g1.position[1], width * -0.5);
|
||
|
glVertex3f (g2.radius * cos (alpha - phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha - phi) + g2.position[1] - g1.position[1], width * 0.5);
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
|
||
|
static int
|
||
|
axle_find (char axle_name[])
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i = 0; i < number_of_axles; i++)
|
||
|
{
|
||
|
if (!(strcmp (axle_name, a[i].name)))
|
||
|
break;
|
||
|
}
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
|
||
|
static int
|
||
|
gear_find (char gear_name[])
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
if (!(strcmp (gear_name, g[i].name)))
|
||
|
break;
|
||
|
}
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
process ()
|
||
|
{
|
||
|
GLfloat x, y, z, D, dist;
|
||
|
GLint axle_index, i, j, g1, g2, k;
|
||
|
char error[80];
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
x = 0.0;
|
||
|
y = 0.0;
|
||
|
z = 0.0;
|
||
|
axle_index = axle_find (g[i].axle_name);
|
||
|
g[i].axis = a[axle_index].axis;
|
||
|
g[i].motored = a[axle_index].motored;
|
||
|
if (a[axle_index].motored)
|
||
|
{
|
||
|
g[i].direction = a[axle_index].direction;
|
||
|
g[i].angular_velocity = a[axle_index].angular_velocity;
|
||
|
}
|
||
|
if (g[i].axis == 0)
|
||
|
x = 1.0;
|
||
|
else if (g[i].axis == 1)
|
||
|
y = 1.0;
|
||
|
else
|
||
|
z = 1.0;
|
||
|
|
||
|
g[i].position[0] = a[axle_index].position[0] + x * g[i].relative_position;
|
||
|
g[i].position[1] = a[axle_index].position[1] + y * g[i].relative_position;
|
||
|
g[i].position[2] = a[axle_index].position[2] + z * g[i].relative_position;
|
||
|
}
|
||
|
|
||
|
for (k = 0; k < number_of_axles; k++)
|
||
|
{
|
||
|
for (i = 0; i < number_of_gears - 1; i++)
|
||
|
{
|
||
|
for (j = 0; j < number_of_gears; j++)
|
||
|
{
|
||
|
if (!(strcmp (g[i].type, g[j].type)) && (!(strcmp (g[i].type, "NORMAL"))) && ((strcmp (g[i].axle_name, g[j].axle_name) != 0)) && (g[i].axis == g[j].axis))
|
||
|
{
|
||
|
D = sqrt (pow (g[i].position[0] - g[j].position[0], 2) + pow (g[i].position[1] - g[j].position[1], 2) + pow (g[i].position[2] - g[j].position[2], 2));
|
||
|
if (D < 1.1 * (g[i].radius - g[i].tooth_depth + g[j].radius - g[j].tooth_depth))
|
||
|
{
|
||
|
printf (error, "Gear %s and %s are too close to each other.", g[i].name, g[j].name);
|
||
|
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
if (g[i].axis == 0)
|
||
|
{
|
||
|
dist = g[i].position[0] - g[j].position[0];
|
||
|
}
|
||
|
else if (g[i].axis == 1)
|
||
|
{
|
||
|
dist = g[i].position[1] - g[j].position[1];
|
||
|
}
|
||
|
else
|
||
|
dist = g[i].position[2] - g[j].position[2];
|
||
|
|
||
|
dist = fabs (dist);
|
||
|
|
||
|
if (dist < (g[i].width / 2 + g[j].width / 2))
|
||
|
{
|
||
|
if ((g[i].motored) && (!(g[j].motored)) && (D < 0.95 * (g[i].radius + g[j].radius)))
|
||
|
{
|
||
|
axle_index = axle_find (g[j].axle_name);
|
||
|
if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
|
||
|
{
|
||
|
printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
g[j].motored = (a[axle_index].motored = 1);
|
||
|
g[j].direction = (a[axle_index].direction = -g[i].direction);
|
||
|
a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
|
||
|
g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
|
||
|
}
|
||
|
|
||
|
if ((!(g[i].motored)) && (g[j].motored) && (D < 0.95 * (g[i].radius + g[j].radius)))
|
||
|
{
|
||
|
axle_index = axle_find (g[i].axle_name);
|
||
|
if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
|
||
|
{
|
||
|
printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
g[i].motored = (a[axle_index].motored = 1);
|
||
|
g[i].direction = (a[axle_index].direction = -g[j].direction);
|
||
|
a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
|
||
|
g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!(strcmp (g[i].type, g[j].type)) && (!(strcmp (g[i].type, "BEVEL"))) && ((strcmp (g[i].axle_name, g[j].axle_name) != 0)) && (g[i].axis != g[j].axis))
|
||
|
{
|
||
|
D = sqrt (pow (g[i].position[0] - g[j].position[0], 2) + pow (g[i].position[1] - g[j].position[1], 2) + pow (g[i].position[2] - g[j].position[2], 2));
|
||
|
if ((g[i].motored) && (!(g[j].motored)) && (D < 0.95 * sqrt (g[i].radius * g[i].radius + g[j].radius * g[j].radius)))
|
||
|
{
|
||
|
axle_index = axle_find (g[j].axle_name);
|
||
|
if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
|
||
|
{
|
||
|
printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
g[j].motored = (a[axle_index].motored = 1);
|
||
|
g[j].direction = (a[axle_index].direction = -g[i].direction);
|
||
|
a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
|
||
|
g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
|
||
|
}
|
||
|
|
||
|
|
||
|
if ((!(g[i].motored)) && (g[j].motored) && (D < 0.95 * sqrt (g[i].radius * g[i].radius + g[j].radius * g[j].radius)))
|
||
|
{
|
||
|
axle_index = axle_find (g[i].axle_name);
|
||
|
if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
|
||
|
{
|
||
|
printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
g[i].motored = (a[axle_index].motored = 1);
|
||
|
g[i].direction = (a[axle_index].direction = -g[j].direction);
|
||
|
a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
|
||
|
g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
axle_index = axle_find (g[i].axle_name);
|
||
|
g[i].motored = a[axle_index].motored;
|
||
|
if (a[axle_index].motored)
|
||
|
{
|
||
|
g[i].direction = a[axle_index].direction;
|
||
|
g[i].angular_velocity = a[axle_index].angular_velocity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_belts; i++)
|
||
|
{
|
||
|
g1 = gear_find (b[i].gear1_name);
|
||
|
g2 = gear_find (b[i].gear2_name);
|
||
|
D = sqrt (pow (g[g1].position[0] - g[g2].position[0], 2) + pow (g[g1].position[1] - g[g2].position[1], 2) + pow (g[g1].position[2] - g[g2].position[2], 2));
|
||
|
if (!((g[g1].axis == g[g2].axis) && (!strcmp (g[g1].type, g[g2].type)) && (!strcmp (g[g1].type, "NORMAL"))))
|
||
|
{
|
||
|
printf (error, "Belt %s invalid.", b[i].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
if ((g[g1].axis == g[g2].axis) && (!strcmp (g[g1].type, g[g2].type)) && (!strcmp (g[g1].type, "NORMAL")))
|
||
|
{
|
||
|
/*
|
||
|
if((g[g1].motored)&&(g[g2].motored))
|
||
|
if(g[g2].angular_velocity!=(g[g1].angular_velocity*g[g1].radius/g[g2].radius))
|
||
|
{
|
||
|
printf(error,"Error in belt linkage of gears %s and %s".,g[g1].name,g[g2].name);
|
||
|
MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);
|
||
|
exit(1);
|
||
|
}
|
||
|
*/
|
||
|
if (g[g1].axis == 0)
|
||
|
{
|
||
|
dist = g[g1].position[0] - g[g2].position[0];
|
||
|
}
|
||
|
else if (g[i].axis == 1)
|
||
|
{
|
||
|
dist = g[g1].position[1] - g[g2].position[1];
|
||
|
}
|
||
|
else
|
||
|
dist = g[g1].position[2] - g[g2].position[2];
|
||
|
|
||
|
dist = fabs (dist);
|
||
|
|
||
|
if (dist > (g[g1].width / 2 + g[g2].width / 2))
|
||
|
{
|
||
|
printf (error, "Belt %s invalid.", b[i].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
if (dist < (g[g1].width / 2 + g[g2].width / 2))
|
||
|
{
|
||
|
if (D < g[g1].radius + g[g2].radius)
|
||
|
{
|
||
|
printf (error, "Gears %s and %s too close to be linked with belts", g[g1].name, g[g2].name);
|
||
|
/*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
|
||
|
exit (1);
|
||
|
}
|
||
|
|
||
|
if ((g[g1].motored) && (!(g[g2].motored)))
|
||
|
{
|
||
|
axle_index = axle_find (g[g2].axle_name);
|
||
|
g[g2].motored = (a[axle_index].motored = 1);
|
||
|
g[g2].direction = (a[axle_index].direction = g[g1].direction);
|
||
|
g[g2].angular_velocity = (a[axle_index].angular_velocity = g[g1].angular_velocity * g[g1].radius / g[g2].radius);
|
||
|
}
|
||
|
|
||
|
if ((!(g[g1].motored)) && (g[g2].motored))
|
||
|
{
|
||
|
axle_index = axle_find (g[g1].axle_name);
|
||
|
g[g1].motored = (a[axle_index].motored = 1);
|
||
|
g[g1].direction = (a[axle_index].direction = g[g2].direction);
|
||
|
g[g1].angular_velocity = (a[axle_index].angular_velocity = g[g2].angular_velocity * g[g2].radius / g[g1].radius);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
axle_index = axle_find (g[i].axle_name);
|
||
|
g[i].motored = a[axle_index].motored;
|
||
|
if (a[axle_index].motored)
|
||
|
{
|
||
|
g[i].direction = a[axle_index].direction;
|
||
|
g[i].angular_velocity = a[axle_index].angular_velocity;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 10.0;
|
||
|
|
||
|
|
||
|
static void
|
||
|
draw (void)
|
||
|
{
|
||
|
int i;
|
||
|
GLfloat x, y, z;
|
||
|
int index;
|
||
|
|
||
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glPushMatrix ();
|
||
|
glRotatef (view_rotx, 1.0, 0.0, 0.0);
|
||
|
glRotatef (view_roty, 0.0, 1.0, 0.0);
|
||
|
glRotatef (view_rotz, 0.0, 0.0, 1.0);
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
x = 0.0;
|
||
|
y = 0.0;
|
||
|
z = 0.0;
|
||
|
glPushMatrix ();
|
||
|
/*glTranslatef( -3.0, -2.0, 0.0 );*/
|
||
|
glTranslatef (g[i].position[0], g[i].position[1], g[i].position[2]);
|
||
|
if (g[i].axis == 0)
|
||
|
y = 1.0;
|
||
|
else if (g[i].axis == 1)
|
||
|
x = 1.0;
|
||
|
else
|
||
|
z = 1.0;
|
||
|
|
||
|
if (z != 1.0)
|
||
|
glRotatef (90.0, x, y, z);
|
||
|
|
||
|
glRotatef (g[i].direction * g[i].angle, 0.0, 0.0, 1.0);
|
||
|
glCallList (g[i].id);
|
||
|
glPopMatrix ();
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_axles; i++)
|
||
|
{
|
||
|
x = 0.0;
|
||
|
y = 0.0;
|
||
|
z = 0.0;
|
||
|
glPushMatrix ();
|
||
|
glTranslatef (a[i].position[0], a[i].position[1], a[i].position[2]);
|
||
|
if (a[i].axis == 0)
|
||
|
y = 1.0;
|
||
|
else if (a[i].axis == 1)
|
||
|
x = 1.0;
|
||
|
else
|
||
|
z = 1.0;
|
||
|
|
||
|
if (z != 1.0)
|
||
|
glRotatef (90.0, x, y, z);
|
||
|
|
||
|
glCallList (a[i].id);
|
||
|
glPopMatrix ();
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_belts; i++)
|
||
|
{
|
||
|
x = 0.0;
|
||
|
y = 0.0;
|
||
|
z = 0.0;
|
||
|
glPushMatrix ();
|
||
|
index = gear_find (b[i].gear1_name);
|
||
|
glTranslatef (g[index].position[0], g[index].position[1], g[index].position[2]);
|
||
|
if (g[index].axis == 0)
|
||
|
y = 1.0;
|
||
|
else if (g[index].axis == 1)
|
||
|
x = 1.0;
|
||
|
else
|
||
|
z = 1.0;
|
||
|
|
||
|
if (z != 1.0)
|
||
|
glRotatef (90.0, x, y, z);
|
||
|
|
||
|
glCallList (b[i].id);
|
||
|
glPopMatrix ();
|
||
|
}
|
||
|
|
||
|
glPopMatrix ();
|
||
|
glutSwapBuffers ();
|
||
|
|
||
|
{
|
||
|
GLint t = glutGet(GLUT_ELAPSED_TIME);
|
||
|
Frames++;
|
||
|
if (t - T0 >= 5000) {
|
||
|
GLfloat seconds = (t - T0) / 1000.0;
|
||
|
GLfloat fps = Frames / seconds;
|
||
|
printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
|
||
|
T0 = t;
|
||
|
Frames = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
static void
|
||
|
idle (void)
|
||
|
{
|
||
|
int i;
|
||
|
static double t0 = -1.;
|
||
|
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
|
||
|
if (t0 < 0.0)
|
||
|
t0 = t;
|
||
|
dt = t - t0;
|
||
|
t0 = t;
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
g[i].angle += g[i].angular_velocity * dt;
|
||
|
glutPostRedisplay();
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/* change view angle, exit upon ESC */
|
||
|
static void
|
||
|
key (unsigned char k, int x, int y)
|
||
|
{
|
||
|
switch (k)
|
||
|
{
|
||
|
case 'x':
|
||
|
view_rotx += 5.0;
|
||
|
break;
|
||
|
case 'X':
|
||
|
view_rotx -= 5.0;
|
||
|
break;
|
||
|
case 'y':
|
||
|
view_roty += 5.0;
|
||
|
break;
|
||
|
case 'Y':
|
||
|
view_roty -= 5.0;
|
||
|
break;
|
||
|
case 'z':
|
||
|
view_rotz += 5.0;
|
||
|
break;
|
||
|
case 'Z':
|
||
|
view_rotz -= 5.0;
|
||
|
break;
|
||
|
case 0x1B:
|
||
|
exit(0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/* new window size or exposure */
|
||
|
static void
|
||
|
reshape (int width, int height)
|
||
|
{
|
||
|
glViewport (0, 0, (GLint) width, (GLint) height);
|
||
|
glMatrixMode (GL_PROJECTION);
|
||
|
glLoadIdentity ();
|
||
|
if (width > height)
|
||
|
{
|
||
|
GLfloat w = (GLfloat) width / (GLfloat) height;
|
||
|
glFrustum (-w, w, -1.0, 1.0, 5.0, 60.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GLfloat h = (GLfloat) height / (GLfloat) width;
|
||
|
glFrustum (-1.0, 1.0, -h, h, 5.0, 60.0);
|
||
|
}
|
||
|
|
||
|
glMatrixMode (GL_MODELVIEW);
|
||
|
glLoadIdentity ();
|
||
|
glTranslatef (0.0, 0.0, -40.0);
|
||
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
static void
|
||
|
init (void)
|
||
|
{
|
||
|
GLfloat matShine = 20.00F;
|
||
|
GLfloat light0Pos[4] =
|
||
|
{
|
||
|
0.70F, 0.70F, 1.25F, 0.50F
|
||
|
};
|
||
|
int i;
|
||
|
|
||
|
glClearColor (background[0], background[1], background[2], 1.0F);
|
||
|
glClearIndex ((GLfloat) 0.0);
|
||
|
|
||
|
glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, matShine);
|
||
|
glLightfv (GL_LIGHT0, GL_POSITION, light0Pos);
|
||
|
glEnable (GL_LIGHT0);
|
||
|
|
||
|
glEnable (GL_LIGHTING);
|
||
|
glEnable (GL_DEPTH_TEST);
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
g[i].angle = 0.0;
|
||
|
|
||
|
for (i = 0; i < number_of_gears; i++)
|
||
|
{
|
||
|
g[i].id = glGenLists (1);
|
||
|
glNewList (g[i].id, GL_COMPILE);
|
||
|
glColor3fv (g[i].color);
|
||
|
glMaterialfv (GL_FRONT, GL_SPECULAR, g[i].color);
|
||
|
gear (i, g[i].type, g[i].radius, g[i].width, g[i].teeth, g[i].tooth_depth);
|
||
|
glEndList ();
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_axles; i++)
|
||
|
{
|
||
|
a[i].id = glGenLists (1);
|
||
|
glNewList (a[i].id, GL_COMPILE);
|
||
|
glColor3fv (a[i].color);
|
||
|
glMaterialfv (GL_FRONT, GL_SPECULAR, a[i].color);
|
||
|
axle (i, a[i].radius, a[i].length);
|
||
|
glEndList ();
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < number_of_belts; i++)
|
||
|
{
|
||
|
b[i].id = glGenLists (1);
|
||
|
glNewList (b[i].id, GL_COMPILE);
|
||
|
belt (g[gear_find (b[i].gear1_name)], g[gear_find (b[i].gear2_name)]);
|
||
|
glEndList ();
|
||
|
}
|
||
|
|
||
|
glEnable (GL_COLOR_MATERIAL);
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
int
|
||
|
main (int argc, char *argv[])
|
||
|
{
|
||
|
char *file;
|
||
|
|
||
|
if (argc < 2)
|
||
|
file = "geartrain.dat";
|
||
|
else
|
||
|
file = argv[1];
|
||
|
|
||
|
glutInitWindowPosition (0, 0);
|
||
|
glutInitWindowSize(640,480);
|
||
|
glutInitDisplayMode (GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
|
||
|
|
||
|
if (glutCreateWindow ("Gear Train Simulation") == GL_FALSE)
|
||
|
exit (1);
|
||
|
|
||
|
getdata (file);
|
||
|
process ();
|
||
|
init ();
|
||
|
|
||
|
glutDisplayFunc (draw);
|
||
|
glutReshapeFunc (reshape);
|
||
|
glutKeyboardFunc (key);
|
||
|
glutIdleFunc (idle);
|
||
|
glutMainLoop ();
|
||
|
return 0;
|
||
|
}
|