/* involute, Copyright (c) 2004-2014 Jamie Zawinski <jwz@jwz.org>
*
* 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.
*
* Utilities for rendering OpenGL gears with involute teeth.
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif /* HAVE_CONFIG_H */
#include "screenhackI.h"
#ifndef HAVE_JWXYZ
# include <GL/glx.h>
# include <GL/glu.h>
#endif
#ifdef HAVE_ANDROID
# include <GLES/gl.h>
#endif
#ifdef HAVE_JWZGLES
# include "jwzgles.h"
#endif /* HAVE_JWZGLES */
#include "involute.h"
#include "normals.h"
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
/* For debugging: if true then in wireframe, do not abbreviate. */
static Bool wire_all_p = False;
static Bool show_normals_p = False;
/* Draws an uncapped tube of the given radius extending from top to bottom,
with faces pointing either in or out.
*/
static int
draw_ring (int segments,
GLfloat r, GLfloat top, GLfloat bottom, GLfloat slope,
Bool in_p, Bool wire_p)
{
int i;
int polys = 0;
GLfloat width = M_PI * 2 / segments;
GLfloat s1 = 1 + ((bottom-top) * slope / 2);
GLfloat s2 = 1 - ((bottom-top) * slope / 2);
if (top != bottom)
{
glFrontFace (in_p ? GL_CCW : GL_CW);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < segments + (wire_p ? 0 : 1); i++)
{
GLfloat th = i * width;
GLfloat cth = cos(th);
GLfloat sth = sin(th);
if (in_p)
glNormal3f (-cth, -sth, 0);
else
glNormal3f (cth, sth, 0);
glVertex3f (s1 * cth * r, s1 * sth * r, top);
glVertex3f (s2 * cth * r, s2 * sth * r, bottom);
}
polys += segments;
glEnd();
}
if (wire_p)
{
glBegin (GL_LINE_LOOP);
for (i = 0; i < segments; i++)
{
GLfloat th = i * width;
glVertex3f (cos(th) * r, sin(th) * r, top);
}
glEnd();
glBegin (GL_LINE_LOOP);
for (i = 0; i < segments; i++)
{
GLfloat th = i * width;
glVertex3f (cos(th) * r, sin(th) * r, bottom);
}
glEnd();
}
return polys;
}
/* Draws a donut-shaped disc between the given radii,
with faces pointing either up or down.
The first radius may be 0, in which case, a filled disc is drawn.
*/
static int
draw_disc (int segments,
GLfloat ra, GLfloat rb, GLfloat z,
Bool up_p, Bool wire_p)
{
int i;
int polys = 0;
GLfloat width = M_PI * 2 / segments;
if (ra < 0) abort();
if (rb <= 0) abort();
if (ra == 0)
glFrontFace (up_p ? GL_CW : GL_CCW);
else
glFrontFace (up_p ? GL_CCW : GL_CW);
if (ra == 0)
glBegin (wire_p ? GL_LINES : GL_TRIANGLE_FAN);
else
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
glNormal3f (0, 0, (up_p ? -1 : 1));
if (ra == 0 && !wire_p)
glVertex3f (0, 0, z);
for (i = 0; i < segments + (wire_p ? 0 : 1); i++)
{
GLfloat th = i * width;
GLfloat cth = cos(th);
GLfloat sth = sin(th);
if (wire_p || ra != 0)
glVertex3f (cth * ra, sth * ra, z);
glVertex3f (cth * rb, sth * rb, z);
}
polys += segments;
glEnd();
return polys;
}
/* Draws N thick radial lines between the given radii,
with faces pointing either up or down.
*/
static int
draw_spokes (int n, GLfloat thickness, int segments,
GLfloat ra, GLfloat rb, GLfloat z1, GLfloat z2, GLfloat slope,
Bool wire_p)
{
int i;
int polys = 0;
GLfloat width;
int segments2 = 0;
int insegs, outsegs;
int tick;
int state;
GLfloat s1 = 1 + ((z2-z1) * slope / 2);
GLfloat s2 = 1 - ((z2-z1) * slope / 2);
if (ra <= 0 || rb <= 0) abort();
segments *= 3;
while (segments2 < segments) /* need a multiple of N >= segments */
segments2 += n; /* (yes, this is a moronic way to find that) */
insegs = ((float) (segments2 / n) + 0.5) / thickness;
outsegs = (segments2 / n) - insegs;
if (insegs <= 0) insegs = 1;
if (outsegs <= 0) outsegs = 1;
segments2 = (insegs + outsegs) * n;
width = M_PI * 2 / segments2;
tick = 0;
state = 0;
for (i = 0; i < segments2; i++, tick++)
{
GLfloat th1 = i * width;
GLfloat th2 = th1 + width;
GLfloat cth1 = cos(th1);
GLfloat sth1 = sin(th1);
GLfloat cth2 = cos(th2);
GLfloat sth2 = sin(th2);
GLfloat orb = rb;
int changed = (i == 0);
if (state == 0 && tick == insegs)
tick = 0, state = 1, changed = 1;
else if (state == 1 && tick == outsegs)
tick = 0, state = 0, changed = 1;
if ((state == 1 || /* in */
(state == 0 && changed)) &&
(!wire_p || wire_all_p))
{
/* top */
glFrontFace (GL_CCW);
glBegin (wire_p ? GL_LINES : GL_QUADS);
glNormal3f (0, 0, -1);
glVertex3f (s1 * cth1 * ra, s1 * sth1 * ra, z1);
glVertex3f (s1 * cth1 * rb, s1 * sth1 * rb, z1);
glVertex3f (s1 * cth2 * rb, s1 * sth2 * rb, z1);
glVertex3f (s1 * cth2 * ra, s1 * sth2 * ra, z1);
polys++;
glEnd();
/* bottom */
glFrontFace (GL_CW);
glBegin (wire_p ? GL_LINES : GL_QUADS);
glNormal3f (0, 0, 1);
glVertex3f (s2 * cth1 * ra, s2 * sth1 * ra, z2);
glVertex3f (s2 * cth1 * rb, s2 * sth1 * rb, z2);
glVertex3f (s2 * cth2 * rb, s2 * sth2 * rb, z2);
glVertex3f (s2 * cth2 * ra, s2 * sth2 * ra, z2);
polys++;
glEnd();
}
if (state == 1 && changed) /* entering "in" state */
{
/* left */
glFrontFace (GL_CW);
glBegin (wire_p ? GL_LINES : GL_QUADS);
do_normal (s1 * cth1 * rb, s1 * sth1 * rb, z1,
s1 * cth1 * ra, s1 * sth1 * ra, z1,
s2 * cth1 * rb, s2 * sth1 * rb, z2);
glVertex3f (s1 * cth1 * ra, s1 * sth1 * ra, z1);
glVertex3f (s1 * cth1 * rb, s1 * sth1 * rb, z1);
glVertex3f (s2 * cth1 * rb, s2 * sth1 * rb, z2);
glVertex3f (s2 * cth1 * ra, s2 * sth1 * ra, z2);
polys++;
glEnd();
}
if (state == 0 && changed) /* entering "out" state */
{
/* right */
glFrontFace (GL_CCW);
glBegin (wire_p ? GL_LINES : GL_QUADS);
do_normal (s1 * cth2 * ra, s1 * sth2 * ra, z1,
s1 * cth2 * rb, s1 * sth2 * rb, z1,
s2 * cth2 * rb, s2 * sth2 * rb, z2);
glVertex3f (s1 * cth2 * ra, s1 * sth2 * ra, z1);
glVertex3f (s1 * cth2 * rb, s1 * sth2 * rb, z1);
glVertex3f (s2 * cth2 * rb, s2 * sth2 * rb, z2);
glVertex3f (s2 * cth2 * ra, s2 * sth2 * ra, z2);
polys++;
glEnd();
}
rb = orb;
}
return polys;
}
/* Draws some bumps (embedded cylinders) on the gear.
*/
static int
draw_gear_nubs (gear *g, Bool wire_p)
{
int polys = 0;
int i;
int steps = (g->size < INVOLUTE_LARGE ? 5 : 20);
double r, size, height;
GLfloat *cc;
int which;
GLfloat width, off;
if (! g->nubs) return 0;
which = involute_biggest_ring (g, &r, &size, &height);
size /= 5;
height *= 0.7;
cc = (which == 1 ? g->color : g->color2);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cc);
if (g->inverted_p)
r = g->r + size + g->tooth_h;
width = M_PI * 2 / g->nubs;
off = M_PI / (g->nteeth * 2); /* align first nub with a tooth */
for (i = 0; i < g->nubs; i++)
{
GLfloat th = (i * width) + off;
glPushMatrix();
glRotatef (th * 180 / M_PI, 0, 0, 1);
glTranslatef (r, 0, 0);
if (g->inverted_p) /* nubs go on the outside rim */
{
size = g->thickness / 3;
height = (g->r - g->inner_r)/2;
glTranslatef (height, 0, 0);
glRotatef (90, 0, 1, 0);
}
if (wire_p && !wire_all_p)
polys += draw_ring ((g->size >= INVOLUTE_LARGE ? steps/2 : steps),
size, 0, 0, 0, False, wire_p);
else
{
polys += draw_disc (steps, 0, size, -height, True, wire_p);
polys += draw_disc (steps, 0, size, height, False, wire_p);
polys += draw_ring (steps, size, -height, height, 0, False, wire_p);
}
glPopMatrix();
}
return polys;
}
/* Draws a much simpler representation of a gear.
Returns the number of polygons.
*/
int
draw_involute_schematic (gear *g, Bool wire_p)
{
int polys = 0;
int i;
GLfloat width = M_PI * 2 / g->nteeth;
if (!wire_p) glDisable(GL_LIGHTING);
glColor3f (g->color[0] * 0.6, g->color[1] * 0.6, g->color[2] * 0.6);
glBegin (GL_LINES);
for (i = 0; i < g->nteeth; i++)
{
GLfloat th = (i * width) + (width/4);
glVertex3f (0, 0, -g->thickness/2);
glVertex3f (cos(th) * g->r, sin(th) * g->r, -g->thickness/2);
}
polys += g->nteeth;
glEnd();
glBegin (GL_LINE_LOOP);
for (i = 0; i < g->nteeth; i++)
{
GLfloat th = (i * width) + (width/4);
glVertex3f (cos(th) * g->r, sin(th) * g->r, -g->thickness/2);
}
polys += g->nteeth;
glEnd();
if (!wire_p) glEnable(GL_LIGHTING);
return polys;
}
/* Renders all the interior (non-toothy) parts of a gear:
the discs, axles, etc.
*/
static int
draw_gear_interior (gear *g, Bool wire_p)
{
int polys = 0;
int steps = g->nteeth * 2;
if (steps < 10) steps = 10;
if ((wire_p && !wire_all_p) || g->size < INVOLUTE_LARGE) steps /= 2;
if (g->size < INVOLUTE_LARGE && steps > 16) steps = 16;
/* ring 1 (facing in) is done in draw_gear_teeth */
/* ring 2 (facing in) and disc 2
*/
if (g->inner_r2)
{
GLfloat ra = g->inner_r * 1.04; /* slightly larger than inner_r */
GLfloat rb = g->inner_r2; /* since the points don't line up */
GLfloat za = -g->thickness2/2;
GLfloat zb = g->thickness2/2;
GLfloat s1 = 1 + (g->thickness2 * g->tooth_slope / 2);
GLfloat s2 = 1 - (g->thickness2 * g->tooth_slope / 2);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->color2);
if ((g->coax_p != 1 && !g->inner_r3) ||
(wire_p && wire_all_p))
polys += /* ring facing in */
draw_ring (steps, rb, za, zb, g->tooth_slope, True, wire_p);
if (wire_p && wire_all_p)
polys += /* ring facing in */
draw_ring (steps, ra, za, zb, g->tooth_slope, True, wire_p);
if (g->spokes)
polys += draw_spokes (g->spokes, g->spoke_thickness,
steps, ra, rb, za, zb, g->tooth_slope, wire_p);
else if (!wire_p || wire_all_p)
{
polys += /* top plate */
draw_disc (steps, s1*ra, s1*rb, za, True, wire_p);
polys += /* bottom plate */
draw_disc (steps, s2*ra, s2*rb, zb, False, wire_p);
}
}
/* ring 3 (facing in and out) and disc 3
*/
if (g->inner_r3)
{
GLfloat ra = g->inner_r2;
GLfloat rb = g->inner_r3;
GLfloat za = -g->thickness3/2;
GLfloat zb = g->thickness3/2;
GLfloat s1 = 1 + (g->thickness3 * g->tooth_slope / 2);
GLfloat s2 = 1 - (g->thickness3 * g->tooth_slope / 2);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->color);
polys += /* ring facing out */
draw_ring (steps, ra, za, zb, g->tooth_slope, False, wire_p);
if (g->coax_p != 1 || (wire_p && wire_all_p))
polys += /* ring facing in */
draw_ring (steps, rb, za, zb, g->tooth_slope, True, wire_p);
if (!wire_p || wire_all_p)
{
polys += /* top plate */
draw_disc (steps, s1*ra, s1*rb, za, True, wire_p);
polys += /* bottom plate */
draw_disc (steps, s2*ra, s2*rb, zb, False, wire_p);
}
}
/* axle tube
*/
if (g->coax_p == 1)
{
GLfloat cap_height = g->coax_thickness/3;
GLfloat ra = (g->inner_r3 ? g->inner_r3 :
g->inner_r2 ? g->inner_r2 :
g->inner_r);
GLfloat za = -(g->thickness/2 + cap_height);
GLfloat zb = g->coax_thickness/2 + g->coax_displacement + cap_height;
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->color);
if (wire_p && !wire_all_p) steps /= 2;
polys +=
draw_ring (steps, ra, za, zb, g->tooth_slope, False, wire_p);
if (!wire_p || wire_all_p)
{
polys +=
draw_disc (steps, 0, ra, za, True, wire_p); /* top plate */
polys +=
draw_disc (steps, 0, ra, zb, False, wire_p); /* bottom plate */
}
}
return polys;
}
/* gear_teeth_geometry computes the vertices and normals of the teeth
of a gear. This is the heavy lifting: there are a ton of polygons
around the perimiter of a gear, and the normals are difficult (not
radial or right angles.)
It would be nice if we could cache this, but the numbers are
different for essentially every gear:
- Every gear has a different inner_r, so the vertices of the
inner ring (and thus, the triangle fans on the top and bottom
faces) are different in a non-scalable way.
- If the ratio between tooth_w and tooth_h changes, the normals
on the outside edges of the teeth are invalid (this can happen
every time we start a new train.)
So instead, we rely on OpenGL display lists to do the cacheing for
us -- we only compute all these normals once per gear, instead of
once per gear per frame.
*/
typedef struct {
int npoints;
XYZ *points;
XYZ *fnormals; /* face normals */
XYZ *pnormals; /* point normals */
} tooth_face;
static void
tooth_normals (tooth_face *f, GLfloat tooth_slope)
{
int i;
/* Compute the face normals for each facet. */
for (i = 0; i < f->npoints; i++)
{
XYZ p1, p2, p3;
int a = i;
int b = (i == f->npoints-1 ? 0 : i+1);
p1 = f->points[a];
p2 = f->points[b];
p3 = p1;
p3.x -= (p3.x * tooth_slope);
p3.y -= (p3.y * tooth_slope);
p3.z++;
f->fnormals[i] = calc_normal (p1, p2, p3);
}
/* From the face normals, compute the vertex normals
(by averaging the normals of adjascent faces.)
*/
for (i = 0; i < f->npoints; i++)
{
int a = (i == 0 ? f->npoints-1 : i-1);
int b = i;
XYZ n1 = f->fnormals[a]; /* normal of [i-1 - i] face */
XYZ n2 = f->fnormals[b]; /* normal of [i - i+1] face */
f->pnormals[i].x = (n1.x + n2.x) / 2;
f->pnormals[i].y = (n1.y + n2.y) / 2;
f->pnormals[i].z = (n1.z + n2.z) / 2;
}
}
static void
gear_teeth_geometry (gear *g,
tooth_face *orim, /* outer rim (the teeth) */
tooth_face *irim) /* inner rim (the hole) */
{
int i;
int ppt = 20; /* max points per tooth */
GLfloat width = M_PI * 2 / g->nteeth;
GLfloat rh = g->tooth_h;
GLfloat tw = width;
/* Approximate shape of an "involute" gear tooth.
(TH)
th0 th2 th4 th6 th8 t10 t12 t14 th16 th18 th20
: : : : : : : : : : :
: : : : : : : : : : :
r0 ........:..:..:...___________...:..:..:......:......:..
: : : /: : :\ : : : : :
: : : / : : : \ : : : : :
: : :/ : : : \: : : : :
r2 ........:.....@...:....:....:...@..:..:......:......:..
: : @: : : : :@ : : : :
(R) ...........:...@.:...:....:....:...:.@..........:......:......
: :@ : : : : : @: : : :
r4 ........:..@..:...:....:....:...:..@:........:......:..
: /: : : : : : :\ : : :
:/ : : : : : : : \: : : /
r6 ......__/..:..:...:....:....:...:..:..\______________/
: : : : : : : : : : :
| : : : : : : : | : :
: : : : : : : : : : :
| : : : : : : : | : :
r8 ......__:_____________________________:________________
*/
GLfloat r[30];
GLfloat th[30];
GLfloat R = g->r;
r[0] = R + (rh * 0.50);
r[1] = R + (rh * 0.40);
r[2] = R + (rh * 0.25);
r[3] = R + (rh * 0.05);
r[4] = R - (r[2]-R);
r[5] = R - (r[1]-R);
r[6] = R - (r[0]-R);
r[7] = r[6]; /* unused */
r[8] = g->inner_r;
th[0] = -tw * (g->size == INVOLUTE_SMALL ? 0.5 :
g->size == INVOLUTE_MEDIUM ? 0.41 : 0.45);
th[1] = -tw * 0.375;
th[2] = -tw * 0.300;
th[3] = -tw * 0.230;
th[4] = -tw * (g->nteeth >= 5 ? 0.16 : 0.12);
th[5] = -tw * 0.100;
th[6] = -tw * (g->size == INVOLUTE_MEDIUM ? 0.1 : 0.04);
th[7] = -tw * 0.020;
th[8] = 0;
th[9] = -th[7];
th[10] = -th[6];
th[11] = -th[5];
th[12] = -th[4];
th[13] = -th[3];
th[14] = -th[2];
th[15] = -th[1];
th[16] = -th[0];
th[17] = width * 0.47;
th[18] = width * 0.50;
th[19] = width * 0.53;
th[20] = th[0] + width; /* unused */
if (g->inverted_p) /* put the teeth on the inside */
{
for (i = 0; i < countof(th); i++)
th[i] = -th[i];
for (i = 0; i < countof(r); i++)
r[i] = R - (r[i] - R);
}
orim->npoints = 0;
orim->points = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*orim->points));
orim->fnormals = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*orim->fnormals));
orim->pnormals = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*orim->pnormals));
irim->npoints = 0;
irim->points = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*irim->points));
irim->fnormals = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*irim->fnormals));
irim->pnormals = (XYZ *) calloc(ppt * g->nteeth+1, sizeof(*irim->pnormals));
if (!orim->points || !orim->pnormals || !orim->fnormals ||
!irim->points || !irim->pnormals || !irim->fnormals)
{
fprintf (stderr, "%s: out of memory\n", progname);
exit (1);
}
/* First, compute the coordinates of every point used for every tooth.
*/
for (i = 0; i < g->nteeth; i++)
{
GLfloat TH = (i * width) + (width/4);
int oon = orim->npoints;
int oin = irim->npoints;
# undef PUSH
# define PUSH(OPR,IPR,PTH) \
orim->points[orim->npoints].x = cos(TH+th[(PTH)]) * r[(OPR)]; \
orim->points[orim->npoints].y = sin(TH+th[(PTH)]) * r[(OPR)]; \
orim->npoints++; \
irim->points[irim->npoints].x = cos(TH+th[(PTH)]) * r[(IPR)]; \
irim->points[irim->npoints].y = sin(TH+th[(PTH)]) * r[(IPR)]; \
irim->npoints++
switch (g->size) {
case INVOLUTE_SMALL:
PUSH(6, 8, 0); /* tooth left 1 */
PUSH(0, 8, 8); /* tooth top middle */
break;
case INVOLUTE_MEDIUM:
PUSH(6, 8, 0); /* tooth left 1 */
PUSH(0, 8, 6); /* tooth top left */
PUSH(0, 8, 10); /* tooth top right */
PUSH(6, 8, 16); /* tooth right 6 */
break;
case INVOLUTE_LARGE:
PUSH(6, 8, 0); /* tooth left 1 */
PUSH(4, 8, 2); /* tooth left 3 */
PUSH(2, 8, 4); /* tooth left 5 */
PUSH(0, 8, 6); /* tooth top left */
PUSH(0, 8, 10); /* tooth top right */
PUSH(2, 8, 12); /* tooth right 1 */
PUSH(4, 8, 14); /* tooth right 3 */
PUSH(6, 8, 16); /* tooth right 5 */
PUSH(6, 8, 18); /* gap top */
break;
case INVOLUTE_HUGE:
PUSH(6, 8, 0); /* tooth left 1 */
PUSH(5, 8, 1); /* tooth left 2 */
PUSH(4, 8, 2); /* tooth left 3 */
PUSH(3, 8, 3); /* tooth left 4 */
PUSH(2, 8, 4); /* tooth left 5 */
PUSH(1, 8, 5); /* tooth left 6 */
PUSH(0, 8, 6); /* tooth top left */
PUSH(0, 8, 8); /* tooth top left */
PUSH(0, 8, 10); /* tooth top right */
PUSH(1, 8, 11); /* tooth top right */
PUSH(2, 8, 12); /* tooth right 1 */
PUSH(3, 8, 13); /* tooth right 2 */
PUSH(4, 8, 14); /* tooth right 3 */
PUSH(5, 8, 15); /* tooth right 4 */
PUSH(6, 8, 16); /* tooth right 5 */
PUSH(6, 8, 17); /* tooth right 6 */
PUSH(6, 8, 18); /* gap top */
PUSH(6, 8, 19); /* gap top */
break;
default:
abort();
}
# undef PUSH
if (i == 0 && orim->npoints > ppt) abort(); /* go update "ppt"! */
if (g->inverted_p)
{
int start, end, j;
start = oon;
end = orim->npoints;
for (j = 0; j < (end-start)/2; j++)
{
XYZ swap = orim->points[end-j-1];
orim->points[end-j-1] = orim->points[start+j];
orim->points[start+j] = swap;
}
start = oin;
end = irim->npoints;
for (j = 0; j < (end-start)/2; j++)
{
XYZ swap = irim->points[end-j-1];
irim->points[end-j-1] = irim->points[start+j];
irim->points[start+j] = swap;
}
}
}
tooth_normals (orim, g->tooth_slope);
tooth_normals (irim, 0);
if (g->inverted_p) /* flip the normals */
{
for (i = 0; i < orim->npoints; i++)
{
orim->fnormals[i].x = -orim->fnormals[i].x;
orim->fnormals[i].y = -orim->fnormals[i].y;
orim->fnormals[i].z = -orim->fnormals[i].z;
orim->pnormals[i].x = -orim->pnormals[i].x;
orim->pnormals[i].y = -orim->pnormals[i].y;
orim->pnormals[i].z = -orim->pnormals[i].z;
}
for (i = 0; i < irim->npoints; i++)
{
irim->fnormals[i].x = -irim->fnormals[i].x;
irim->fnormals[i].y = -irim->fnormals[i].y;
irim->fnormals[i].z = -irim->fnormals[i].z;
irim->pnormals[i].x = -irim->pnormals[i].x;
irim->pnormals[i].y = -irim->pnormals[i].y;
irim->pnormals[i].z = -irim->pnormals[i].z;
}
}
}
/* Which of the gear's inside rings is the biggest?
*/
int
involute_biggest_ring (gear *g, double *posP, double *sizeP, double *heightP)
{
double r0 = (g->r - g->tooth_h/2);
double r1 = g->inner_r;
double r2 = g->inner_r2;
double r3 = g->inner_r3;
double w1 = (r1 ? r0 - r1 : r0);
double w2 = (r2 ? r1 - r2 : 0);
double w3 = (r3 ? r2 - r3 : 0);
double h1 = g->thickness;
double h2 = g->thickness2;
double h3 = g->thickness3;
if (g->spokes) w2 = 0;
if (w1 > w2 && w1 > w3)
{
if (posP) *posP = (r0+r1)/2;
if (sizeP) *sizeP = w1;
if (heightP) *heightP = h1;
return 0;
}
else if (w2 > w1 && w2 > w3)
{
if (posP) *posP = (r1+r2)/2;
if (sizeP) *sizeP = w2;
if (heightP) *heightP = h2;
return 1;
}
else
{
if (posP) *posP = (r2+r3)/2;
if (sizeP) *sizeP = w3;
if (heightP) *heightP = h3;
return 1;
}
}
/* Renders all teeth of a gear.
*/
static int
draw_gear_teeth (gear *g, Bool wire_p)
{
int polys = 0;
int i;
GLfloat z1 = -g->thickness/2;
GLfloat z2 = g->thickness/2;
GLfloat s1 = 1 + (g->thickness * g->tooth_slope / 2);
GLfloat s2 = 1 - (g->thickness * g->tooth_slope / 2);
tooth_face orim, irim;
gear_teeth_geometry (g, &orim, &irim);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->color);
/* Draw the outer rim (the teeth)
(In wire mode, this draws just the upright lines.)
*/
glFrontFace (g->inverted_p ? GL_CCW : GL_CW);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < orim.npoints; i++)
{
glNormal3f (orim.pnormals[i].x, orim.pnormals[i].y, orim.pnormals[i].z);
glVertex3f (s1*orim.points[i].x, s1*orim.points[i].y, z1);
glVertex3f (s2*orim.points[i].x, s2*orim.points[i].y, z2);
/* Show the face normal vectors */
if (0&&wire_p && show_normals_p)
{
XYZ n = orim.fnormals[i];
int a = i;
int b = (i == orim.npoints-1 ? 0 : i+1);
GLfloat x = (orim.points[a].x + orim.points[b].x) / 2;
GLfloat y = (orim.points[a].y + orim.points[b].y) / 2;
GLfloat z = (z1 + z2) / 2;
glVertex3f (x, y, z);
glVertex3f (x + n.x, y + n.y, z + n.z);
}
/* Show the vertex normal vectors */
if (wire_p && show_normals_p)
{
XYZ n = orim.pnormals[i];
GLfloat x = orim.points[i].x;
GLfloat y = orim.points[i].y;
GLfloat z = (z1 + z2) / 2;
glVertex3f (x, y, z);
glVertex3f (x + n.x, y + n.y, z + n.z);
}
}
if (!wire_p) /* close the quad loop */
{
glNormal3f (orim.pnormals[0].x, orim.pnormals[0].y, orim.pnormals[0].z);
glVertex3f (s1*orim.points[0].x, s1*orim.points[0].y, z1);
glVertex3f (s2*orim.points[0].x, s2*orim.points[0].y, z2);
}
polys += orim.npoints;
glEnd();
/* Draw the outer rim circles, in wire mode */
if (wire_p)
{
glBegin (GL_LINE_LOOP);
for (i = 0; i < orim.npoints; i++)
glVertex3f (s1*orim.points[i].x, s1*orim.points[i].y, z1);
glEnd();
glBegin (GL_LINE_LOOP);
for (i = 0; i < orim.npoints; i++)
glVertex3f (s2*orim.points[i].x, s2*orim.points[i].y, z2);
glEnd();
}
/* Draw the inner rim (the hole)
(In wire mode, this draws just the upright lines.)
*/
glFrontFace (g->inverted_p ? GL_CW : GL_CCW);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < irim.npoints; i++)
{
glNormal3f(-irim.pnormals[i].x, -irim.pnormals[i].y,-irim.pnormals[i].z);
glVertex3f (s1*irim.points[i].x, s1*irim.points[i].y, z1);
glVertex3f (s2*irim.points[i].x, s2*irim.points[i].y, z2);
/* Show the face normal vectors */
if (wire_p && show_normals_p)
{
XYZ n = irim.fnormals[i];
int a = i;
int b = (i == irim.npoints-1 ? 0 : i+1);
GLfloat x = (irim.points[a].x + irim.points[b].x) / 2;
GLfloat y = (irim.points[a].y + irim.points[b].y) / 2;
GLfloat z = (z1 + z2) / 2;
glVertex3f (x, y, z);
glVertex3f (x - n.x, y - n.y, z);
}
/* Show the vertex normal vectors */
if (wire_p && show_normals_p)
{
XYZ n = irim.pnormals[i];
GLfloat x = irim.points[i].x;
GLfloat y = irim.points[i].y;
GLfloat z = (z1 + z2) / 2;
glVertex3f (x, y, z);
glVertex3f (x - n.x, y - n.y, z);
}
}
if (!wire_p) /* close the quad loop */
{
glNormal3f (-irim.pnormals[0].x,-irim.pnormals[0].y,-irim.pnormals[0].z);
glVertex3f (s1*irim.points[0].x, s1*irim.points[0].y, z1);
glVertex3f (s2*irim.points[0].x, s2*irim.points[0].y, z2);
}
polys += irim.npoints;
glEnd();
/* Draw the inner rim circles, in wire mode
*/
if (wire_p)
{
glBegin (GL_LINE_LOOP);
for (i = 0; i < irim.npoints; i++)
glVertex3f (irim.points[i].x, irim.points[i].y, z1);
glEnd();
glBegin (GL_LINE_LOOP);
for (i = 0; i < irim.npoints; i++)
glVertex3f (irim.points[i].x, irim.points[i].y, z2);
glEnd();
}
/* Draw the side (the flat bit)
*/
if (!wire_p || wire_all_p)
{
GLfloat z;
if (irim.npoints != orim.npoints) abort();
for (z = z1; z <= z2; z += z2-z1)
{
GLfloat s = (z == z1 ? s1 : s2);
glFrontFace (((z == z1) ^ g->inverted_p) ? GL_CCW : GL_CW);
glNormal3f (0, 0, z);
glBegin (wire_p ? GL_LINES : GL_QUAD_STRIP);
for (i = 0; i < orim.npoints; i++)
{
glVertex3f (s*orim.points[i].x, s*orim.points[i].y, z);
glVertex3f (s*irim.points[i].x, s*irim.points[i].y, z);
}
if (!wire_p) /* close the quad loop */
{
glVertex3f (s*orim.points[0].x, s*orim.points[0].y, z);
glVertex3f (s*irim.points[0].x, s*irim.points[0].y, z);
}
polys += orim.npoints;
glEnd();
}
}
free (irim.points);
free (irim.fnormals);
free (irim.pnormals);
free (orim.points);
free (orim.fnormals);
free (orim.pnormals);
return polys;
}
/* Render one gear, unrotated at 0,0.
Returns the number of polygons.
*/
int
draw_involute_gear (gear *g, Bool wire_p)
{
int polys = 0;
static const GLfloat spec[4] = {1.0, 1.0, 1.0, 1.0};
GLfloat shiny = 128.0;
glMaterialfv (GL_FRONT, GL_SPECULAR, spec);
glMateriali (GL_FRONT, GL_SHININESS, shiny);
glMaterialfv (GL_FRONT, GL_AMBIENT_AND_DIFFUSE, g->color);
glColor3f (g->color[0], g->color[1], g->color[2]);
if (wire_p > 1)
polys += draw_involute_schematic (g, wire_p);
else
{
glPushMatrix();
glRotatef (g->wobble, 1, 0, 0);
polys += draw_gear_teeth (g, wire_p);
polys += draw_gear_interior (g, wire_p);
polys += draw_gear_nubs (g, wire_p);
glPopMatrix();
}
return polys;
}