/* * 3-D gear wheels. This program is in the public domain. * * Brian Paul */ /* Conversion to Helium by Edouard.Thiel@lif.univ-mrs.fr 20/03/2003 : Meilleur gestion de la fluidité dans rotations ; affichage fps. */ #include #define INC_ANGLE 1.0 #define NB_ROT 5 enum { ROT_NONE, ROT_XP, ROT_XM, ROT_YP, ROT_YM, ROT_ZP, ROT_ZM }; int next_rot = ROT_NONE; GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; GLint gear1, gear2, gear3; GLfloat angle = 0.0; int nb_rot = 0; int nb_frames = 0; He_node *princ, *panel, *mess_fps, *glarea; /** Draw a gear wheel. You'll probably want to call this function when building a display list since we do a lot of trig here. Input: inner_radius - radius of hole at center outer_radius - radius at center of teeth width - width of gear teeth - number of teeth tooth_depth - depth of tooth **/ static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth, GLfloat tooth_depth) { GLint i; GLfloat r0, r1, r2; GLfloat angle, da; GLfloat u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0; r2 = outer_radius + tooth_depth / 2.0; da = 2.0 * M_PI / teeth / 4.0; glShadeModel(GL_FLAT); glNormal3f(0.0, 0.0, 1.0); /* draw front face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } glEnd(); /* draw front sides of teeth */ 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), r1 * sin(angle), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } glEnd(); glNormal3f(0.0, 0.0, -1.0); /* draw back face */ 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 * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); } glEnd(); /* draw back sides of teeth */ 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 * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); } glEnd(); /* draw outward faces of teeth */ 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 * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); 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 * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); 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 * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); } glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); glEnd(); glShadeModel(GL_SMOOTH); /* draw inside radius cylinder */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glNormal3f(-cos(angle), -sin(angle), 0.0); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); } glEnd(); } void glarea_init (He_node *hn) { static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; 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}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); /* make the gears */ gear1 = glGenLists(1); if (gear1 == 0) { printf ("gears: glGenLists\n"); HeQuit(1);} glNewList(gear1, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); gear(1.0, 4.0, 1.0, 20, 0.7); glEndList(); gear2 = glGenLists(1); if (gear2 == 0) { printf ("gears: glGenLists\n"); HeQuit(1);} glNewList(gear2, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); gear(0.5, 2.0, 2.0, 10, 0.7); glEndList(); gear3 = glGenLists(1); if (gear3 == 0) { printf ("gears: glGenLists\n"); HeQuit(1);} glNewList(gear3, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); gear(1.3, 2.0, 0.5, 10, 0.7); glEndList(); glEnable(GL_NORMALIZE); } void glarea_resize (He_node *hn, int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); } void glarea_repaint (He_node *hn) { /* Angle rotation modifié au moment affichage pour fluidité */ switch (next_rot) { case ROT_XP : view_rotx += INC_ANGLE; break; case ROT_XM : view_rotx -= INC_ANGLE; break; case ROT_YP : view_roty += INC_ANGLE; break; case ROT_YM : view_roty -= INC_ANGLE; break; case ROT_ZP : view_rotz += INC_ANGLE; break; case ROT_ZM : view_rotz -= INC_ANGLE; break; } if (nb_rot > 0) nb_rot-=1; else next_rot = ROT_NONE; nb_frames++; /* view */ 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); glPushMatrix(); glTranslatef(-3.0, -2.0, 0.0); glRotatef(angle, 0.0, 0.0, 1.0); glCallList(gear1); glPopMatrix(); glPushMatrix(); glTranslatef(3.1, -2.0, 0.0); glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); glCallList(gear3); glPopMatrix(); glPopMatrix(); angle += 2.0; HePostRepaint(hn); } void glarea_event (He_node *hn, He_event *hev) { switch (hev->type) { case KeyPress : switch (hev->sym) { case XK_Left : case XK_KP_Left : next_rot = ROT_YP; nb_rot = NB_ROT; break; case XK_Right : case XK_KP_Right : next_rot = ROT_YM; nb_rot = NB_ROT; break; case XK_Up : case XK_KP_Up : next_rot = ROT_XP; nb_rot = NB_ROT; break; case XK_Down : case XK_KP_Down : next_rot = ROT_XM; nb_rot = NB_ROT; break; case XK_z : next_rot = ROT_ZP; nb_rot = NB_ROT; break; case XK_Z : next_rot = ROT_ZM; nb_rot = NB_ROT; break; case XK_q : case XK_Q : case XK_Escape : HeQuit(0); break; } break; } } void princ_resize (He_node *hn, int width, int height) { HeExpand (glarea, NULL, HE_BOTTOM_RIGHT); } int fps_proc (int h, void *data) { char buf[80]; sprintf (buf, "%d", nb_frames); HeSetMessageLabel (mess_fps, buf); nb_frames = 0; return TRUE; } int main (int argc, char *argv[]) { int attr_list[] = { GLX_RGBA, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 1, None }; HeInit (&argc, &argv); princ = HeCreateFrame(); HeSetFrameLabel (princ, "Gears"); HeSetFrameResizeProc (princ, princ_resize); panel = HeCreatePanel (princ); HeCreateMessageP (panel, "FPS:", TRUE); mess_fps = HeCreateMessageP (panel, " ", FALSE); HeFit (panel); HeAddTimeout (1000, fps_proc, NULL); glarea = HeCreateGLArea (princ, attr_list, NULL); HeJustify (glarea, panel, HE_TOP); HeSetWidth (glarea, 300); HeSetHeight (glarea, 300); HeSetGLAreaInitProc (glarea, glarea_init); HeSetGLAreaRepaintProc (glarea, glarea_repaint); HeSetGLAreaEventProc (glarea, glarea_event); HeSetGLAreaResizeProc (glarea, glarea_resize); HeSetTip (glarea, "Pour tourner : Left, Right, Up, Down, z, Z\n" "Pour quitter : q, Q, Esc" ); HeFit (princ); return HeMainLoop (princ); }