/*
* engine.c - GL representation of a 4 stroke engine
*
* version 2.00
*
* Copyright (C) 2001 Ben Buxton (bb@cactii.net)
* modified by Ed Beroset (beroset@mindspring.com)
* new to 2.0 version is:
* - command line argument to specify number of cylinders
* - command line argument to specify included angle of engine
* - removed broken command line argument to specify rotation speed
* - included crankshaft shapes and firing orders for real engines
* verified using the Bosch _Automotive Handbook_, 5th edition, pp 402,403
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*/
#ifdef STANDALONE
#define DEFAULTS "*delay: 30000 \n" \
"*showFPS: False \n" \
"*suppressRotationAnimation: True\n" \
"*titleFont: -*-helvetica-medium-r-normal-*-*-180-*-*-*-*-*-*\n" \
# define release_engine 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
#endif /* !STANDALONE */
#include "texfont.h"
#include "rotator.h"
#include "gltrackball.h"
/* lifted from lament.c */
#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n))))
#define RANDSIGN() ((random() & 1) ? 1 : -1)
#ifdef USE_GL
#define DEF_ENGINE "(none)"
#define DEF_TITLES "False"
#define DEF_SPIN "True"
#define DEF_MOVE "True"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
static char *which_engine;
static int move;
static int spin;
static Bool do_titles;
static XrmOptionDescRec opts[] = {
{"-engine", ".engine.engine", XrmoptionSepArg, DEF_ENGINE },
{"-move", ".engine.move", XrmoptionNoArg, "True" },
{"+move", ".engine.move", XrmoptionNoArg, "False" },
{"-spin", ".engine.spin", XrmoptionNoArg, "True" },
{"+spin", ".engine.spin", XrmoptionNoArg, "False" },
{ "-titles", ".engine.titles", XrmoptionNoArg, "True" },
{ "+titles", ".engine.titles", XrmoptionNoArg, "False" },
};
static argtype vars[] = {
{&which_engine, "engine", "Engine", DEF_ENGINE, t_String},
{&move, "move", "Move", DEF_MOVE, t_Bool},
{&spin, "spin", "Spin", DEF_SPIN, t_Bool},
{&do_titles, "titles", "Titles", DEF_TITLES, t_Bool},
};
ENTRYPOINT ModeSpecOpt engine_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct engine_description =
{"engine", "init_engine", "draw_engine", NULL,
"draw_engine", "init_engine", NULL, &engine_opts,
1000, 1, 2, 1, 4, 1.0, "",
"A four stroke engine", 0, NULL};
#endif
/* these defines are used to provide symbolic means
* by which to refer to various portions or multiples
* of a cyle in degrees
*/
#define HALFREV 180
#define ONEREV 360
#define TWOREV 720
#define MOVE_MULT 0.05
#define RAND_RANGE(min, max) ((min) + (max - min) * f_rand())
typedef struct {
GLXContext *glx_context;
Window window;
GLfloat x, y, z; /* position */
GLfloat dx, dy, dz; /* position */
GLfloat an1, an2, an3; /* internal angle */
GLfloat nx, ny, nz; /* spin vector */
GLfloat a; /* spin angle */
GLfloat da; /* spin speed */
rotator *rot;
trackball_state *trackball;
Bool button_down_p;
texture_font_data *font_data;
char *engine_name;
int engineType;
int movepaused;
float crankOffset;
float crankWidth;
int win_w, win_h;
float sin_table[TWOREV];
float cos_table[TWOREV];
float tan_table[TWOREV];
GLfloat boom_red[4];
GLfloat boom_lpos[4];
GLfloat boom_d, boom_wd;
int boom_time;
GLfloat viewer[3], lookat[3];
int display_a;
GLfloat ln[730], yp[730], ang[730];
int ln_init;
int lastPlug;
GLuint shaft_list, piston_list;
int shaft_polys, piston_polys;
} Engine;
static Engine *engine = NULL;
static const GLfloat lightpos[] = {7.0, 7.0, 12, 1.0};
static const GLfloat light_sp[] = {0.8, 0.8, 0.8, 0.5};
static const GLfloat red[] = {1.0, 0, 0, 1.0};
static const GLfloat green[] = {0.0, 1, 0, 1.0};
static const GLfloat blue[] = {0, 0, 1, 1.0};
static const GLfloat white[] = {1.0, 1, 1, 1.0};
static const GLfloat yellow_t[] = {1, 1, 0, 0.4};
static GLvoid normal(GLfloat [], GLfloat [], GLfloat [],
GLfloat *, GLfloat *, GLfloat *);
/*
* this table represents both the firing order and included angle of engine.
* To simplify things, we always number from 0 starting at the flywheel and
* moving down the crankshaft toward the back of the engine. This doesn't
* always match manufacturer's schemes. For example, the Porsche 911 engine
* is a flat six with the following configuration (Porsche's numbering):
*
* 3 2 1
* |= firing order is 1-6-2-4-3-5 in this diagram
* 6 5 4
*
* We renumber these using our scheme but preserve the effective firing order:
*
* 0 2 4
* |= firing order is 4-1-2-5-0-3 in this diagram
* 1 3 5
*
* To avoid going completely insane, we also reorder these so the newly
* renumbered cylinder 0 is always first: 0-3-4-1-2-5
*
* For a flat 6, the included angle is 180 degrees (0 would be a inline
* engine). Because these are all four-stroke engines, each piston goes
* through 720 degrees of rotation for each time the spark plug sparks,
* so in this case, we would use the following angles:
*
* cylinder firing order angle
* -------- ------------ -----
* 0 0 0
* 1 3 360
* 2 4 240
* 3 1 600
* 4 2 480
* 5 5 120
*
*/
typedef struct
{
int cylinders;
int includedAngle;
int pistonAngle[12]; /* twelve cylinders should suffice... */
int speed; /* step size in degrees for engine speed */
const char *engineName; /* currently unused */
} engine_type;
static const engine_type engines[] = {
{ 3, 0, { 0, 240, 480, 0, 0, 0,
0, 0, 0, 0, 0, 0 }, 12,
"Honda Insight" },
{ 4, 0, { 0, 180, 540, 360, 0, 0,
0, 0, 0, 0, 0, 0 }, 12,
"BMW M3" },
{ 4, 180, { 0, 360, 180, 540, 0, 0,
0, 0, 0, 0, 0, 0 }, 12,
"VW Beetle" },
{ 5, 0, { 0, 576, 144, 432, 288, 0,
0, 0, 0, 0, 0, 0 }, 12,
"Audi Quattro" },
{ 6, 0, { 0, 240, 480, 120, 600, 360,
0, 0, 0, 0, 0, 0 }, 12,
"BMW M5" },
{ 6, 90, { 0, 360, 480, 120, 240, 600,
0, 0, 0, 0, 0, 0 }, 12,
"Subaru XT" },
{ 6, 180, { 0, 360, 240, 600, 480, 120,
0, 0, 0, 0, 0, 0 }, 12,
"Porsche 911" },
{ 8, 90, { 0, 450, 90, 180, 270, 360,
540, 630, 0, 0, 0, 0 }, 15,
"Corvette Z06" },
{10, 90, { 0, 72, 432, 504, 288, 360,
144, 216, 576, 648, 0, 0 }, 12,
"Dodge Viper" },
{12, 60, { 0, 300, 240, 540, 480, 60,
120, 420, 600, 180, 360, 660 }, 12,
"Jaguar XKE" },
};
/* this define is just a little shorter way of referring to members of the
* table above
*/
#define ENG engines[e->engineType]
/* given a number of cylinders and an included angle, finds matching engine */
static int
find_engine(char *name)
{
unsigned int i;
char *s;
if (!name || !*name || !strcasecmp (name, "(none)"))
return (random() % countof(engines));
for (s = name; *s; s++)
if (*s == '-' || *s == '_') *s = ' ';
for (i = 0; i < countof(engines); i++) {
if (!strcasecmp(name, engines[i].engineName))
return i;
}
fprintf (stderr, "%s: unknown engine type \"%s\"\n", progname, name);
fprintf (stderr, "%s: available models are:\n", progname);
for (i = 0; i < countof(engines); i++) {
fprintf (stderr, "\t %-13s (%d cylinders",
engines[i].engineName, engines[i].cylinders);
if (engines[i].includedAngle == 0)
fprintf (stderr, ")\n");
else if (engines[i].includedAngle == 180)
fprintf (stderr, ", flat)\n");
else
fprintf (stderr, ", V)\n");
}
exit(1);
}
/* we use trig tables to speed things up - 200 calls to sin()
in one frame can be a bit harsh..
*/
static void make_tables(Engine *e)
{
int i;
float f;
f = ONEREV / (M_PI * 2);
for (i = 0 ; i < TWOREV ; i++) {
e->sin_table[i] = sin(i/f);
}
for (i = 0 ; i < TWOREV ; i++) {
e->cos_table[i] = cos(i/f);
}
for (i = 0 ; i < TWOREV ; i++) {
e->tan_table[i] = tan(i/f);
}
}
/* if inner and outer are the same, we draw a cylinder, not a tube */
/* for a tube, endcaps is 0 (none), 1 (left), 2 (right) or 3(both) */
/* angle is how far around the axis to go (up to 360) */
static int cylinder (Engine *e, GLfloat x, GLfloat y, GLfloat z,
float length, float outer, float inner, int endcaps, int sang, int eang)
{
int polys = 0;
int a; /* current angle around cylinder */
int b = 0; /* previous */
int angle, norm, step, sangle;
float z1, y1, z2, y2, ex=0;
float Z1, Y1, Z2, Y2, xl;
GLfloat y2c[TWOREV], z2c[TWOREV];
int nsegs, tube = 0;
glPushMatrix();
nsegs = outer*(MAX(e->win_w, e->win_h)/200);
nsegs = MAX(nsegs, 6);
nsegs = MAX(nsegs, 40);
if (nsegs % 2)
nsegs += 1;
sangle = sang;
angle = eang;
z1 = e->cos_table[sangle]*outer+z; y1 = e->sin_table[sangle] * outer+y;
Z1 = e->cos_table[sangle] * inner+z; Y1 = e->sin_table[sangle]*inner+y ;
Z2 = z;
Y2 = y;
xl = x + length;
if (inner < outer && endcaps < 3) tube = 1;
step = ONEREV/nsegs;
glBegin(GL_QUADS);
for (a = sangle ; a <= angle || b <= angle ; a+= step) {
y2=outer*(float)e->sin_table[a]+y;
z2=outer*(float)e->cos_table[a]+z;
if (endcaps) {
y2c[a] = y2;
z2c[a] = z2; /* cache for later */
}
if (tube) {
Y2=inner*(float)e->sin_table[a]+y;
Z2=inner*(float)e->cos_table[a]+z;
}
glNormal3f(0, y1, z1);
glVertex3f(x,y1,z1);
glVertex3f(xl,y1,z1);
glNormal3f(0, y2, z2);
glVertex3f(xl,y2,z2);
glVertex3f(x,y2,z2);
polys++;
if (a == sangle && angle - sangle < ONEREV) {
if (tube)
glVertex3f(x, Y1, Z1);
else
glVertex3f(x, y, z);
glVertex3f(x, y1, z1);
glVertex3f(xl, y1, z1);
if (tube)
glVertex3f(xl, Z1, Z1);
else
glVertex3f(xl, y, z);
polys++;
}
if (tube) {
if (endcaps != 1) {
glNormal3f(-1, 0, 0); /* left end */
glVertex3f(x, y1, z1);
glVertex3f(x, y2, z2);
glVertex3f(x, Y2, Z2);
glVertex3f(x, Y1, Z1);
polys++;
}
glNormal3f(0, -Y1, -Z1); /* inner surface */
glVertex3f(x, Y1, Z1);
glVertex3f(xl, Y1, Z1);
glNormal3f(0, -Y2, -Z2);
glVertex3f(xl, Y2, Z2);
glVertex3f(x, Y2, Z2);
polys++;
if (endcaps != 2) {
glNormal3f(1, 0, 0); /* right end */
glVertex3f(xl, y1, z1);
glVertex3f(xl, y2, z2);
glVertex3f(xl, Y2, Z2);
glVertex3f(xl, Y1, Z1);
polys++;
}
}
z1=z2; y1=y2;
Z1=Z2; Y1=Y2;
b = a;
}
glEnd();
if (angle - sangle < ONEREV) {
GLfloat nx, ny, nz;
GLfloat v1[3], v2[3], v3[3];
v1[0] = x; v1[1] = y; v1[2] = z;
v2[0] = x; v2[1] = y1; v2[2] = z1;
v3[0] = xl; v3[1] = y1; v3[2] = z1;
normal(&v2[0], &v1[0], &v3[0], &nx, &ny, &nz);
glBegin(GL_QUADS);
glNormal3f(nx, ny, nz);
glVertex3f(x, y, z);
glVertex3f(x, y1, z1);
glVertex3f(xl, y1, z1);
glVertex3f(xl, y, z);
polys++;
glEnd();
}
if (endcaps) {
GLfloat end, start;
if (tube) {
if (endcaps == 1) {
end = 0;
start = 0;
} else if (endcaps == 2) {
start = end = length+0.01;
} else {
end = length+0.02; start = -0.01;
}
norm = (ex == length+0.01) ? -1 : 1;
} else {
end = length;
start = 0;
norm = -1;
}
for(ex = start ; ex <= end ; ex += length) {
z1 = outer*e->cos_table[sangle]+z;
y1 = y+e->sin_table[sangle]*outer;
step = ONEREV/nsegs;
glBegin(GL_TRIANGLES);
b = 0;
for (a = sangle ; a <= angle || b <= angle; a+= step) {
glNormal3f(norm, 0, 0);
glVertex3f(x+ex,y, z);
glVertex3f(x+ex,y1,z1);
glVertex3f(x+ex,y2c[a],z2c[a]);
polys++;
y1 = y2c[a]; z1 = z2c[a];
b = a;
}
if (!tube) norm = 1;
glEnd();
}
}
glPopMatrix();
return polys;
}
/* this is just a convenience function to make a solid rod */
static int rod (Engine *e, GLfloat x, GLfloat y, GLfloat z, float length, float diameter)
{
return cylinder(e, x, y, z, length, diameter, diameter, 3, 0, ONEREV);
}
static GLvoid normal(GLfloat v1[], GLfloat v2[], GLfloat v3[],
GLfloat *nx, GLfloat *ny, GLfloat *nz)
{
GLfloat x, y, z, X, Y, Z;
x = v2[0]-v1[0];
y = v2[1]-v1[1];
z = v2[2]-v1[2];
X = v3[0]-v1[0];
Y = v3[1]-v1[1];
Z = v3[2]-v1[2];
*nx = Y*z - Z*y;
*ny = Z*x - X*z;
*nz = X*y - Y*x;
}
static int Rect(GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat h,
GLfloat t)
{
int polys = 0;
GLfloat yh;
GLfloat xw;
GLfloat zt;
yh = y+h; xw = x+w; zt = z - t;
glBegin(GL_QUADS); /* front */
glNormal3f(0, 0, 1);
glVertex3f(x, y, z);
glVertex3f(x, yh, z);
glVertex3f(xw, yh, z);
glVertex3f(xw, y, z);
polys++;
/* back */
glNormal3f(0, 0, -1);
glVertex3f(x, y, zt);
glVertex3f(x, yh, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, y, zt);
polys++;
/* top */
glNormal3f(0, 1, 0);
glVertex3f(x, yh, z);
glVertex3f(x, yh, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, yh, z);
polys++;
/* bottom */
glNormal3f(0, -1, 0);
glVertex3f(x, y, z);
glVertex3f(x, y, zt);
glVertex3f(xw, y, zt);
glVertex3f(xw, y, z);
polys++;
/* left */
glNormal3f(-1, 0, 0);
glVertex3f(x, y, z);
glVertex3f(x, y, zt);
glVertex3f(x, yh, zt);
glVertex3f(x, yh, z);
polys++;
/* right */
glNormal3f(1, 0, 0);
glVertex3f(xw, y, z);
glVertex3f(xw, y, zt);
glVertex3f(xw, yh, zt);
glVertex3f(xw, yh, z);
polys++;
glEnd();
return polys;
}
static int makepiston(Engine *e)
{
int polys = 0;
GLfloat colour[] = {0.6, 0.6, 0.6, 1.0};
/* if (e->piston_list) glDeleteLists(1, e->piston_list); */
if (! e->piston_list) e->piston_list = glGenLists(1);
glNewList(e->piston_list, GL_COMPILE);
glRotatef(90, 0, 0, 1);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour);
glMaterialfv(GL_FRONT, GL_SPECULAR, colour);
glMateriali(GL_FRONT, GL_SHININESS, 20);
polys += cylinder(e, 0, 0, 0, 2, 1, 0.7, 2, 0, ONEREV); /* body */
colour[0] = colour[1] = colour[2] = 0.2;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, colour);
polys += cylinder(e, 1.6, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
polys += cylinder(e, 1.8, 0, 0, 0.1, 1.05, 1.05, 0, 0, ONEREV); /* ring */
glEndList();
return polys;
}
static int CrankBit(Engine *e, GLfloat x)
{
int polys = 0;
polys += Rect(x, -1.4, 0.5, 0.2, 1.8, 1);
polys += cylinder(e, x, -0.5, 0, 0.2, 2, 2, 1, 60, 120);
return polys;
}
static int boom(Engine *e, GLfloat x, GLfloat y, int s)
{
int polys = 0;
int flameOut = 720/ENG.speed/ENG.cylinders;
if (e->boom_time == 0 && s) {
e->boom_red[0] = e->boom_red[1] = 0;
e->boom_d = 0.05;
e->boom_time++;
glEnable(GL_LIGHT1);
} else if (e->boom_time == 0 && !s) {
return polys;
} else if (e->boom_time >= 8 && e->boom_time < flameOut && !s) {
e->boom_time++;
e->boom_red[0] -= 0.2; e->boom_red[1] -= 0.1;
e->boom_d-= 0.04;
} else if (e->boom_time >= flameOut) {
e->boom_time = 0;
glDisable(GL_LIGHT1);
return polys;
} else {
e->boom_red[0] += 0.2; e->boom_red[1] += 0.1;
e->boom_d += 0.04;
e->boom_time++;
}
e->boom_lpos[0] = x-e->boom_d; e->boom_lpos[1] = y;
glLightfv(GL_LIGHT1, GL_POSITION, e->boom_lpos);
glLightfv(GL_LIGHT1, GL_DIFFUSE, e->boom_red);
glLightfv(GL_LIGHT1, GL_SPECULAR, e->boom_red);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 1.3);
glLighti(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, e->boom_red);
e->boom_wd = e->boom_d*3;
if (e->boom_wd > 0.7) e->boom_wd = 0.7;
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
polys += rod(e, x, y, 0, e->boom_d, e->boom_wd);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
return polys;
}
static int display(ModeInfo *mi)
{
Engine *e = &engine[MI_SCREEN(mi)];
int polys = 0;
GLfloat zb, yb;
float rightSide;
int half;
int sides;
int j, b;
glEnable(GL_LIGHTING);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(e->viewer[0], e->viewer[1], e->viewer[2],
e->lookat[0], e->lookat[1], e->lookat[2],
0.0, 1.0, 0.0);
glPushMatrix();
# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
{
GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi);
int o = (int) current_device_rotation();
if (o != 0 && o != 180 && o != -180)
glScalef (1/h, 1/h, 1/h);
}
# endif
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_sp);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_sp);
if (move) {
double x, y, z;
get_position (e->rot, &x, &y, &z, !e->button_down_p);
glTranslatef(x*16-9, y*14-7, z*16-10);
}
if (spin) {
double x, y, z;
gltrackball_rotate (e->trackball);
get_rotation(e->rot, &x, &y, &z, !e->button_down_p);
glRotatef(x*ONEREV, 1.0, 0.0, 0.0);
glRotatef(y*ONEREV, 0.0, 1.0, 0.0);
glRotatef(x*ONEREV, 0.0, 0.0, 1.0);
}
/* So the rotation appears around the centre of the engine */
glTranslatef(-5, 0, 0);
/* crankshaft */
glPushMatrix();
glRotatef(e->display_a, 1, 0, 0);
glCallList(e->shaft_list);
polys += e->shaft_polys;
glPopMatrix();
/* init the ln[] matrix for speed */
if (e->ln_init == 0) {
for (e->ln_init = 0 ; e->ln_init < countof(e->sin_table) ; e->ln_init++) {
zb = e->sin_table[e->ln_init];
yb = e->cos_table[e->ln_init];
/* y ordinate of piston */
e->yp[e->ln_init] = yb + sqrt(25 - (zb*zb));
/* length of rod */
e->ln[e->ln_init] = sqrt(zb*zb + (yb-e->yp[e->ln_init])*(yb-e->yp[e->ln_init]));
/* angle of connecting rod */
e->ang[e->ln_init] = asin(zb/5)*57;
e->ang[e->ln_init] *= -1;
}
}
glPushMatrix();
sides = (ENG.includedAngle == 0) ? 1 : 2;
for (half = 0; half < sides; half++, glRotatef(ENG.includedAngle,1,0,0))
{
/* pistons */
/* glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white); */
for (j = 0; j < ENG.cylinders; j += sides)
{
b = (e->display_a + ENG.pistonAngle[j+half]) % ONEREV;
glPushMatrix();
glTranslatef(e->crankWidth/2 + e->crankOffset*(j+half), e->yp[b]-0.3, 0);
glCallList(e->piston_list);
polys += e->piston_polys;
glPopMatrix();
}
/* spark plugs */
glPushMatrix();
glRotatef(90, 0, 0, 1);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
for (j = 0; j < ENG.cylinders; j += sides)
{
polys += cylinder(e, 8.5, -e->crankWidth/2-e->crankOffset*(j+half), 0,
0.5, 0.4, 0.3, 1, 0, ONEREV);
}
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (j = 0; j < ENG.cylinders; j += sides)
{
polys += rod(e, 8, -e->crankWidth/2-e->crankOffset*(j+half), 0, 0.5, 0.2);
polys += rod(e, 9, -e->crankWidth/2-e->crankOffset*(j+half), 0, 1, 0.15);
}
/* rod */
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
for (j = 0; j < ENG.cylinders; j += sides)
{
b = (e->display_a+HALFREV+ENG.pistonAngle[j+half]) % TWOREV;
glPushMatrix();
glRotatef(e->ang[b], 0, 1, 0);
polys += rod(e,
-e->cos_table[b],
-e->crankWidth/2-e->crankOffset*(j+half),
-e->sin_table[b],
e->ln[b], 0.2);
glPopMatrix();
}
glPopMatrix();
/* engine block */
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow_t);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
rightSide = (sides > 1) ? 0 : 1.6;
/* left plate */
polys += Rect(-e->crankWidth/2, -0.5, 1, 0.2, 9, 2);
/* right plate */
polys += Rect(0.3+e->crankOffset*ENG.cylinders-rightSide, -0.5, 1, 0.2, 9, 2);
/* head plate */
polys += Rect(-e->crankWidth/2+0.2, 8.3, 1,
e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 2);
/* front rail */
polys += Rect(-e->crankWidth/2+0.2, 3, 1,
e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2);
/* back rail */
polys += Rect(-e->crankWidth/2+0.2, 3, -1+0.2,
e->crankWidth/2+0.1+e->crankOffset*ENG.cylinders-rightSide, 0.2, 0.2);
/* plates between cylinders */
for (j=0; j < ENG.cylinders - (sides == 1); j += sides)
polys += Rect(0.4+e->crankWidth+e->crankOffset*(j-half), 3, 1, 1, 5.3, 2);
glDepthMask(GL_TRUE);
}
glPopMatrix();
/* see which of our plugs should fire now, if any */
for (j = 0; j < ENG.cylinders; j++)
{
if (0 == ((e->display_a + ENG.pistonAngle[j]) % TWOREV))
{
glPushMatrix();
if (j & 1)
glRotatef(ENG.includedAngle,1,0,0);
glRotatef(90, 0, 0, 1);
polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*j, 1);
e->lastPlug = j;
glPopMatrix();
}
}
if (e->lastPlug != j)
{
/* this code causes the last plug explosion to dim gradually */
if (e->lastPlug & 1)
glRotatef(ENG.includedAngle, 1, 0, 0);
glRotatef(90, 0, 0, 1);
polys += boom(e, 8, -e->crankWidth/2-e->crankOffset*e->lastPlug, 0);
}
glDisable(GL_BLEND);
e->display_a += ENG.speed;
if (e->display_a >= TWOREV)
e->display_a = 0;
glPopMatrix();
glFlush();
return polys;
}
static int makeshaft (Engine *e)
{
int polys = 0;
int j;
float crankThick = 0.2;
float crankDiam = 0.3;
/* if (e->shaft_list) glDeleteLists(1, e->shaft_list); */
if (! e->shaft_list) e->shaft_list = glGenLists(1);
glNewList(e->shaft_list, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
/* draw the flywheel */
polys += cylinder(e, -2.5, 0, 0, 1, 3, 2.5, 0, 0, ONEREV);
polys += Rect(-2, -0.3, 2.8, 0.5, 0.6, 5.6);
polys += Rect(-2, -2.8, 0.3, 0.5, 5.6, 0.6);
/* now make each of the shaft bits between the cranks,
* starting from the flywheel end which is at X-coord 0.
* the first cranskhaft bit is always 2 units long
*/
polys += rod(e, -2, 0, 0, 2, crankDiam);
/* Each crank is crankWidth units wide and the total width of a
* cylinder assembly is 3.3 units. For inline engines, there is just
* a single crank per cylinder width. For other engine
* configurations, there is a crank between each pair of adjacent
* cylinders on one side of the engine, so the crankOffset length is
* halved.
*/
e->crankOffset = 3.3;
if (ENG.includedAngle != 0)
e->crankOffset /= 2;
for (j = 0; j < ENG.cylinders - 1; j++)
polys += rod(e,
e->crankWidth - crankThick + e->crankOffset*j, 0, 0,
e->crankOffset - e->crankWidth + 2 * crankThick, crankDiam);
/* the last bit connects to the engine wall on the non-flywheel end */
polys += rod(e, e->crankWidth - crankThick + e->crankOffset*j, 0, 0, 0.9, crankDiam);
for (j = 0; j < ENG.cylinders; j++)
{
glPushMatrix();
if (j & 1)
glRotatef(HALFREV+ENG.pistonAngle[j]+ENG.includedAngle,1,0,0);
else
glRotatef(HALFREV+ENG.pistonAngle[j],1,0,0);
/* draw wrist pin */
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
polys += rod(e, e->crankOffset*j, -1.0, 0.0, e->crankWidth, crankDiam);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
/* draw right part of crank */
polys += CrankBit(e, e->crankOffset*j);
/* draw left part of crank */
polys += CrankBit(e, e->crankWidth-crankThick+e->crankOffset*j);
glPopMatrix();
}
glEndList();
return polys;
}
ENTRYPOINT void reshape_engine(ModeInfo *mi, int width, int height)
{
Engine *e = &engine[MI_SCREEN(mi)];
double h = (GLfloat) height / (GLfloat) width;
int y = 0;
if (width > height * 5) { /* tiny window: show middle */
height = width * 9/16;
y = -height/2;
h = height / (GLfloat) width;
}
glViewport(0, y, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(40, 1/h, 1.5, 70.0);
glMatrixMode(GL_MODELVIEW);
e->win_h = height;
e->win_w = width;
}
ENTRYPOINT void init_engine(ModeInfo *mi)
{
int screen = MI_SCREEN(mi);
Engine *e;
MI_INIT(mi, engine);
e = &engine[screen];
e->window = MI_WINDOW(mi);
e->x = e->y = e->z = e->a = e->an1 = e->nx = e->ny = e->nz =
e->dx = e->dy = e->dz = e->da = 0;
if (move) {
e->dx = (float)(random() % 1000)/30000;
e->dy = (float)(random() % 1000)/30000;
e->dz = (float)(random() % 1000)/30000;
} else {
e->viewer[0] = 0; e->viewer[1] = 2; e->viewer[2] = 18;
e->lookat[0] = 0; e->lookat[1] = 0; e->lookat[2] = 0;
}
if (spin) {
e->da = (float)(random() % 1000)/125 - 4;
e->nx = (float)(random() % 100) / 100;
e->ny = (float)(random() % 100) / 100;
e->nz = (float)(random() % 100) / 100;
}
{
double spin_speed = 0.5;
double wander_speed = 0.01;
e->crankWidth = 1.5;
e->boom_red[3] = 0.9;
e->boom_lpos[3] = 1;
e->viewer[2] = 30;
e->rot = make_rotator (spin ? spin_speed : 0,
spin ? spin_speed : 0,
spin ? spin_speed : 0,
1.0,
move ? wander_speed : 0,
True);
e->trackball = gltrackball_init (True);
}
if (!e->glx_context && /* re-initting breaks print_texture_label */
(e->glx_context = init_GL(mi)) != NULL) {
reshape_engine(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
} else {
MI_CLEARWINDOW(mi);
}
glShadeModel(GL_SMOOTH);
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
make_tables(e);
e->engineType = find_engine(which_engine);
if (!e->engine_name)
e->engine_name = malloc(200);
sprintf (e->engine_name,
"%s\n%s%d%s",
engines[e->engineType].engineName,
(engines[e->engineType].includedAngle == 0 ? "" :
engines[e->engineType].includedAngle == 180 ? "Flat " : "V"),
engines[e->engineType].cylinders,
(engines[e->engineType].includedAngle == 0 ? " Cylinder" : "")
);
e->shaft_polys = makeshaft(e);
e->piston_polys = makepiston(e);
if (!e->font_data)
e->font_data = load_texture_font (mi->dpy, "titleFont");
}
ENTRYPOINT Bool
engine_handle_event (ModeInfo *mi, XEvent *event)
{
Engine *e = &engine[MI_SCREEN(mi)];
if (event->xany.type == ButtonPress &&
event->xbutton.button == Button1)
{
return True;
}
else if (event->xany.type == ButtonRelease &&
event->xbutton.button == Button1) {
e->movepaused = 0;
}
if (gltrackball_event_handler (event, e->trackball,
MI_WIDTH (mi), MI_HEIGHT (mi),
&e->button_down_p))
return True;
else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
{
which_engine = NULL; /* randomize */
init_engine(mi);
return True;
}
return False;
}
ENTRYPOINT void draw_engine(ModeInfo *mi)
{
Engine *e = &engine[MI_SCREEN(mi)];
Window w = MI_WINDOW(mi);
Display *disp = MI_DISPLAY(mi);
if (!e->glx_context)
return;
glXMakeCurrent(disp, w, *e->glx_context);
mi->polygon_count = display(mi);
glColor3f (1, 1, 0);
if (do_titles)
print_texture_label (mi->dpy, e->font_data,
mi->xgwa.width, mi->xgwa.height,
1, e->engine_name);
if(mi->fps_p) do_fps(mi);
glFinish();
glXSwapBuffers(disp, w);
}
ENTRYPOINT void free_engine(ModeInfo *mi)
{
Engine *e = &engine[MI_SCREEN(mi)];
if (!e->glx_context) return;
glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *e->glx_context);
if (e->font_data) free_texture_font (e->font_data);
free (e->engine_name);
gltrackball_free (e->trackball);
free_rotator (e->rot);
if (glIsList(e->piston_list)) glDeleteLists(e->piston_list, 1);
if (glIsList(e->shaft_list)) glDeleteLists(e->shaft_list, 1);
}
XSCREENSAVER_MODULE ("Engine", engine)
#endif