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authorSimon Rettberg2018-10-16 10:08:48 +0200
committerSimon Rettberg2018-10-16 10:08:48 +0200
commitd3a98cf6cbc3bd0b9efc570f58e8812c03931c18 (patch)
treecbddf8e50f35a9c6e878a5bfe3c6d625d99e12ba /hacks/glx/geodesicgears.c
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+/* geodesicgears, Copyright (c) 2014-2015 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.
+ *
+ * Inspired by http://bugman123.com/Gears/
+ * and by http://kennethsnelson.net/PortraitOfAnAtom.pdf
+ */
+
+#define DEFAULTS "*delay: 30000 \n" \
+ "*count: 4 \n" \
+ "*wireframe: False \n" \
+ "*showFPS: False \n" \
+ "*texFontCacheSize: 100 \n" \
+ "*suppressRotationAnimation: True\n" \
+ "*font: -*-helvetica-medium-r-normal-*-*-160-*-*-*-*-*-*\n" \
+
+# define release_geodesic 0
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#include "xlockmore.h"
+#include "involute.h"
+#include "colors.h"
+#include "normals.h"
+#include "rotator.h"
+#include "gltrackball.h"
+#include <ctype.h>
+#include "texfont.h"
+
+
+#ifdef USE_GL /* whole file */
+
+#include "gllist.h"
+
+#define DEF_SPIN "True"
+#define DEF_WANDER "True"
+#define DEF_SPEED "1.0"
+#define DEF_LABELS "False"
+#define DEF_NUMBERS "False"
+#define DEF_TIMEOUT "20"
+
+typedef struct { double a, o; } LL; /* latitude + longitude */
+
+/* 10:6 is a mismesh. */
+
+static const struct {
+ enum { PRISM, OCTO, DECA, G14, G18, G32, G92, G182 } type;
+ const GLfloat args[5];
+} gear_templates[] = {
+ { PRISM },
+ { OCTO },
+ { DECA },
+ { G14 },
+ { G18 },
+ { G32, { 15, 6, 0.4535 }}, /* teeth1, teeth2, radius1 */
+ { G32, { 15, 12, 0.3560 }},
+ { G32, { 20, 6, 0.4850 }},
+ { G32, { 20, 12, 0.3995 }}, /* double of 10:6 */
+ { G32, { 20, 18, 0.3375 }},
+ { G32, { 25, 6, 0.5065 }},
+ { G32, { 25, 12, 0.4300 }},
+ { G32, { 25, 18, 0.3725 }},
+ { G32, { 25, 24, 0.3270 }},
+ { G32, { 30, 12, 0.4535 }}, /* double of 15:6 */
+ { G32, { 30, 18, 0.3995 }},
+ { G32, { 30, 24, 0.3560 }}, /* double of 15:12 */
+ { G32, { 30, 30, 0.3205 }},
+ { G32, { 35, 12, 0.4710 }},
+ { G32, { 35, 18, 0.4208 }},
+ { G32, { 35, 24, 0.3800 }},
+ { G32, { 35, 30, 0.3450 }},
+ { G32, { 35, 36, 0.3160 }},
+ { G32, { 40, 12, 0.4850 }}, /* double of 20:6 */
+ { G32, { 40, 24, 0.3995 }}, /* double of 10:6, 20:12 */
+/*{ G32, { 40, 36, 0.3375 }},*/ /* double of 20:18 */
+ { G32, { 50, 12, 0.5065 }}, /* double of 25:6 */
+ { G32, { 50, 24, 0.4300 }}, /* double of 25:12 */
+
+ /* These all have phase errors and don't always mesh properly.
+ Maybe we should just omit them? */
+
+ { G92, { 35, 36, 16, 0.2660, 0.366 }}, /* teeth1, 2, 3, r1, pitch3 */
+ { G92, { 25, 36, 11, 0.2270, 0.315 }},
+/*{ G92, { 15, 15, 8, 0.2650, 0.356 }},*/
+/*{ G92, { 20, 21, 8, 0.2760, 0.355 }},*/
+ { G92, { 25, 27, 16, 0.2320, 0.359 }},
+ { G92, { 20, 36, 11, 0.1875, 0.283 }},
+ { G92, { 30, 30, 16, 0.2585, 0.374 }}, /* double of 15:15:8 */
+ { G92, { 20, 33, 11, 0.1970, 0.293 }},
+/*{ G92, { 10, 12, 8, 0.2030, 0.345 }},*/
+ { G92, { 30, 33, 16, 0.2455, 0.354 }},
+/*{ G92, { 25, 24, 8, 0.3050, 0.375 }},*/
+ { G92, { 20, 24, 16, 0.2030, 0.346 }},
+};
+
+
+typedef struct sphere_gear sphere_gear;
+struct sphere_gear {
+ int id; /* name, for debugging */
+ XYZ axis; /* the vector on which this gear's axis lies */
+ int direction; /* rotation, +1 or -1 */
+ GLfloat offset; /* rotational degrees from parent gear */
+ sphere_gear *parent; /* gear driving this one, or 0 for root */
+ sphere_gear **children; /* gears driven by this one (no loops) */
+ sphere_gear **neighbors; /* gears touching this one (circular!) */
+ int nchildren, children_size;
+ int nneighbors, neighbors_size;
+ const gear *g; /* shape of this gear (shared) */
+};
+
+
+typedef struct {
+ GLXContext *glx_context;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
+ int ncolors;
+ XColor *colors;
+ GLfloat color1[4], color2[4];
+ texture_font_data *font;
+
+ int nshapes, shapes_size; /* how many 'gear' objects there are */
+ int ngears, gears_size; /* how many 'sphere_gear' objects there are */
+ gear *shapes;
+ sphere_gear *gears;
+
+ int which;
+ int mode; /* 0 = normal, 1 = out, 2 = in */
+ int mode_tick;
+ int next; /* 0 = random, -1 = back, 1 = forward */
+ time_t draw_time;
+ int draw_tick;
+ char *desc;
+
+ GLfloat th; /* rotation of the root sphere_gear in degrees. */
+
+} geodesic_configuration;
+
+static geodesic_configuration *bps = NULL;
+
+static int timeout;
+static Bool do_spin;
+static GLfloat speed;
+static Bool do_wander;
+static Bool do_labels;
+static Bool do_numbers;
+
+static XrmOptionDescRec opts[] = {
+ { "-spin", ".spin", XrmoptionNoArg, "True" },
+ { "+spin", ".spin", XrmoptionNoArg, "False" },
+ { "-speed", ".speed", XrmoptionSepArg, 0 },
+ { "-wander", ".wander", XrmoptionNoArg, "True" },
+ { "+wander", ".wander", XrmoptionNoArg, "False" },
+ { "-labels", ".labels", XrmoptionNoArg, "True" },
+ { "+labels", ".labels", XrmoptionNoArg, "False" },
+ { "-numbers", ".numbers",XrmoptionNoArg, "True" },
+ { "+numbers", ".numbers",XrmoptionNoArg, "False" },
+ { "-timeout", ".timeout",XrmoptionSepArg, 0 },
+};
+
+static argtype vars[] = {
+ {&do_spin, "spin", "Spin", DEF_SPIN, t_Bool},
+ {&do_wander, "wander", "Wander", DEF_WANDER, t_Bool},
+ {&speed, "speed", "Speed", DEF_SPEED, t_Float},
+ {&do_labels, "labels", "Labels", DEF_LABELS, t_Bool},
+ {&do_numbers,"numbers","Numbers",DEF_NUMBERS,t_Bool},
+ {&timeout, "timeout","Seconds",DEF_TIMEOUT,t_Int},
+};
+
+ENTRYPOINT ModeSpecOpt geodesic_opts = {
+ countof(opts), opts, countof(vars), vars, NULL};
+
+
+#undef BELLRAND
+#define BELLRAND(n) ((frand((n)) + frand((n)) + frand((n))) / 3)
+
+
+
+static XYZ
+cross_product (XYZ a, XYZ b)
+{
+ XYZ c;
+ c.x = (a.y * b.z) - (a.z * b.y);
+ c.y = (a.z * b.x) - (a.x * b.z);
+ c.z = (a.x * b.y) - (a.y * b.x);
+ return c;
+}
+
+
+static GLfloat
+dot_product (XYZ a, XYZ b)
+{
+ return (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
+}
+
+
+static XYZ
+normalize (XYZ v)
+{
+ GLfloat d = sqrt ((v.x * v.x) + (v.y * v.y) + (v.z * v.z));
+ if (d == 0)
+ v.x = v.y = v.z = 0;
+ else
+ {
+ v.x /= d;
+ v.y /= d;
+ v.z /= d;
+ }
+ return v;
+}
+
+
+static XYZ
+polar_to_cartesian (LL v)
+{
+ XYZ p;
+ p.x = cos (v.a) * cos (v.o);
+ p.y = cos (v.a) * sin (v.o);
+ p.z = sin (v.a);
+ return p;
+}
+
+
+
+
+static gear *
+add_gear_shape (ModeInfo *mi, GLfloat radius, int teeth)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ int wire = MI_IS_WIREFRAME(mi);
+ gear *g;
+ int i;
+
+ if (bp->nshapes >= bp->shapes_size - 1)
+ {
+ bp->shapes_size = bp->shapes_size * 1.2 + 4;
+ bp->shapes = (gear *)
+ realloc (bp->shapes, bp->shapes_size * sizeof(*bp->shapes));
+ }
+ g = &bp->shapes[bp->nshapes++];
+
+ memset (g, 0, sizeof(*g));
+
+ g->r = radius;
+ g->nteeth = teeth;
+ g->ratio = 1;
+
+ g->tooth_h = g->r / (teeth * 0.4);
+
+ if (g->tooth_h > 0.06) /* stubbier teeth when small tooth count. */
+ g->tooth_h *= 0.6;
+
+ g->thickness = 0.05 + BELLRAND(0.15);
+ g->thickness2 = g->thickness / 4;
+ g->thickness3 = g->thickness;
+ g->size = wire ? INVOLUTE_SMALL : INVOLUTE_LARGE;
+
+ /* Move the disc's origin inward to make the edge of the disc be tangent
+ to the unit sphere. */
+ g->z = 1 - sqrt (1 - (g->r * g->r));
+
+ /* #### This isn't quite right */
+ g->tooth_slope = 1 + ((g->z * 2) / g->r);
+
+
+ /* Decide on shape of gear interior:
+ - just a ring with teeth;
+ - that, plus a thinner in-set "plate" in the middle;
+ - that, plus a thin raised "lip" on the inner plate;
+ - or, a wide lip (really, a thicker third inner plate.)
+ */
+ if (wire)
+ ;
+ else if ((random() % 10) == 0)
+ {
+ /* inner_r can go all the way in; there's no inset disc. */
+ g->inner_r = (g->r * 0.3) + frand((g->r - g->tooth_h/2) * 0.6);
+ g->inner_r2 = 0;
+ g->inner_r3 = 0;
+ }
+ else
+ {
+ /* inner_r doesn't go in very far; inner_r2 is an inset disc. */
+ g->inner_r = (g->r * 0.5) + frand((g->r - g->tooth_h) * 0.4);
+ g->inner_r2 = (g->r * 0.1) + frand(g->inner_r * 0.5);
+ g->inner_r3 = 0;
+
+ if (g->inner_r2 > (g->r * 0.2))
+ {
+ int nn = (random() % 10);
+ if (nn <= 2)
+ g->inner_r3 = (g->r * 0.1) + frand(g->inner_r2 * 0.2);
+ else if (nn <= 7 && g->inner_r2 >= 0.1)
+ g->inner_r3 = g->inner_r2 - 0.01;
+ }
+ }
+
+ /* If we have three discs, sometimes make the middle disc be spokes.
+ */
+ if (g->inner_r3 && ((random() % 5) == 0))
+ {
+ g->spokes = 2 + BELLRAND (5);
+ g->spoke_thickness = 1 + frand(7.0);
+ if (g->spokes == 2 && g->spoke_thickness < 2)
+ g->spoke_thickness += 1;
+ }
+
+ /* Sometimes add little nubbly bits, if there is room.
+ */
+ if (!wire && g->nteeth > 5)
+ {
+ double size = 0;
+ involute_biggest_ring (g, 0, &size, 0);
+ if (size > g->r * 0.2 && (random() % 5) == 0)
+ {
+ g->nubs = 1 + (random() % 16);
+ if (g->nubs > 8) g->nubs = 1;
+ }
+ }
+
+ /* Decide how complex the polygon model should be.
+ */
+ {
+ double pix = g->tooth_h * MI_HEIGHT(mi); /* approx. tooth size in pixels */
+ if (pix <= 4) g->size = INVOLUTE_SMALL;
+ else if (pix <= 8) g->size = INVOLUTE_MEDIUM;
+ else if (pix <= 30) g->size = INVOLUTE_LARGE;
+ else g->size = INVOLUTE_HUGE;
+ }
+
+ if (g->inner_r3 > g->inner_r2) abort();
+ if (g->inner_r2 > g->inner_r) abort();
+ if (g->inner_r > g->r) abort();
+
+ i = random() % bp->ncolors;
+ g->color[0] = bp->colors[i].red / 65536.0;
+ g->color[1] = bp->colors[i].green / 65536.0;
+ g->color[2] = bp->colors[i].blue / 65536.0;
+ g->color[3] = 1;
+
+ i = (i + bp->ncolors / 2) % bp->ncolors;
+ g->color2[0] = bp->colors[i].red / 65536.0;
+ g->color2[1] = bp->colors[i].green / 65536.0;
+ g->color2[2] = bp->colors[i].blue / 65536.0;
+ g->color2[3] = 1;
+
+ g->dlist = glGenLists (1);
+ glNewList (g->dlist, GL_COMPILE);
+
+#if 1
+ {
+ gear G, *g2 = &G;
+ *g2 = *g;
+
+ /* Move the gear inward so that its outer edge is on the disc, instead
+ of its midpoint. */
+ g2->z += g2->thickness/2;
+
+ /* 'radius' is at the surface but 'g->r' is at the center, so we need
+ to reverse the slope computation that involute.c does. */
+ g2->r /= (1 + (g2->thickness * g2->tooth_slope / 2));
+
+ glPushMatrix();
+ glTranslatef(g2->x, g2->y, -g2->z);
+
+ /* Line up the center of the point of tooth 0 with "up". */
+ glRotatef (90, 0, 0, 1);
+ glRotatef (180, 0, 1, 0);
+ glRotatef (-360.0 / g2->nteeth / 4, 0, 0, 1);
+
+ g->polygons = draw_involute_gear (g2, wire);
+ glPopMatrix();
+ }
+# else /* draw discs */
+ {
+ glPushMatrix();
+ glTranslatef(g->x, g->y, -g->z);
+ glLineWidth (2);
+ glFrontFace (GL_CCW);
+ glNormal3f(0, 0, 1);
+ glColor3f(0, 0, 0);
+ glDisable (GL_LIGHTING);
+
+ glBegin(GL_LINES);
+ glVertex3f (0, 0, 0);
+ glVertex3f (0, radius, 0);
+ glEnd();
+
+ glColor3f(0.5, 0.5, 0.5);
+ glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ {
+ GLfloat th;
+ GLfloat step = M_PI * 2 / 128;
+ /* radius *= 1.005; */
+ glVertex3f (0, 0, 0);
+ for (th = 0; th < M_PI * 2 + step; th += step)
+ {
+ GLfloat x = cos(th) * radius;
+ GLfloat y = sin(th) * radius;
+ glVertex3f (x, y, 0);
+ }
+ }
+ glEnd();
+ if (!wire) glEnable(GL_LIGHTING);
+ glPopMatrix();
+ }
+# endif /* 0 */
+
+ glEndList ();
+
+ return g;
+}
+
+
+static void
+add_sphere_gear (ModeInfo *mi, gear *g, XYZ axis)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ sphere_gear *gg;
+ int i;
+
+ axis = normalize (axis);
+
+ /* If there's already a gear on this axis, don't duplicate it. */
+ for (i = 0; i < bp->ngears; i++)
+ {
+ XYZ o = bp->gears[i].axis;
+ if (o.x == axis.x && o.y == axis.y && o.z == axis.z)
+ return;
+ }
+
+ if (bp->ngears >= bp->gears_size - 1)
+ {
+ bp->gears_size = bp->gears_size * 1.2 + 10;
+ bp->gears = (sphere_gear *)
+ realloc (bp->gears, bp->gears_size * sizeof(*bp->gears));
+ }
+
+ gg = &bp->gears[bp->ngears];
+ memset (gg, 0, sizeof(*gg));
+ gg->id = bp->ngears;
+ gg->axis = axis;
+ gg->direction = 0;
+ gg->g = g;
+ bp->ngears++;
+}
+
+
+static void
+free_sphere_gears (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ int i;
+ for (i = 0; i < bp->nshapes; i++)
+ {
+ if (bp->shapes[i].dlist)
+ glDeleteLists (bp->shapes[i].dlist, 1);
+ }
+ free (bp->shapes);
+ bp->nshapes = 0;
+ bp->shapes_size = 0;
+ bp->shapes = 0;
+
+ for (i = 0; i < bp->ngears; i++)
+ {
+ sphere_gear *g = &bp->gears[i];
+ if (g->children)
+ free (g->children);
+ if (g->neighbors)
+ free (g->neighbors);
+ }
+ free (bp->gears);
+ bp->ngears = 0;
+ bp->gears_size = 0;
+ bp->gears = 0;
+}
+
+
+
+/* Is the gear a member of the list?
+ */
+static Bool
+gear_list_member (sphere_gear *g, sphere_gear **list, int count)
+{
+ int i;
+ for (i = 0; i < count; i++)
+ if (list[i] == g) return True;
+ return False;
+}
+
+
+/* Add the gear to the list, resizing it as needed.
+ */
+static void
+gear_list_push (sphere_gear *g,
+ sphere_gear ***listP,
+ int *countP, int *sizeP)
+{
+ if (*countP >= (*sizeP) - 1)
+ {
+ *sizeP = (*sizeP) * 1.2 + 4;
+ *listP = (sphere_gear **) realloc (*listP, (*sizeP) * sizeof(**listP));
+ }
+ (*listP)[*countP] = g;
+ (*countP)++;
+}
+
+
+/* Mark child and parent as being mutual neighbors.
+ */
+static void
+link_neighbors (sphere_gear *parent, sphere_gear *child)
+{
+ if (child == parent) abort();
+
+ /* Add child to parent's list of neighbors */
+ if (! gear_list_member (child, parent->neighbors, parent->nneighbors))
+ {
+ gear_list_push (child,
+ &parent->neighbors,
+ &parent->nneighbors,
+ &parent->neighbors_size);
+ /* fprintf(stderr, "neighbor %2d -> %2d (%d)\n", parent->id, child->id,
+ parent->nneighbors); */
+ }
+
+ /* Add parent to child's list of neighbors */
+ if (! gear_list_member (parent, child->neighbors, child->nneighbors))
+ {
+ gear_list_push (parent,
+ &child->neighbors,
+ &child->nneighbors,
+ &child->neighbors_size);
+ /* fprintf(stderr, "neighbor %2d <- %2d\n", parent->id, child->id); */
+ }
+}
+
+/* Mark child as having parent, and vice versa.
+ */
+static void
+link_child (sphere_gear *parent, sphere_gear *child)
+{
+ if (child == parent) abort();
+ if (child->parent) return;
+
+ gear_list_push (child,
+ &parent->children,
+ &parent->nchildren,
+ &parent->children_size);
+ child->parent = parent;
+ /* fprintf(stderr, "child %2d -> %2d (%d)\n", parent->id, child->id,
+ parent->nchildren); */
+}
+
+
+
+static void link_children (sphere_gear *);
+
+static void
+link_children (sphere_gear *parent)
+{
+ int i;
+# if 1 /* depth first */
+ for (i = 0; i < parent->nneighbors; i++)
+ {
+ sphere_gear *child = parent->neighbors[i];
+ if (! child->parent)
+ {
+ link_child (parent, child);
+ link_children (child);
+ }
+ }
+# else /* breadth first */
+ for (i = 0; i < parent->nneighbors; i++)
+ {
+ sphere_gear *child = parent->neighbors[i];
+ if (! child->parent)
+ link_child (parent, child);
+ }
+ for (i = 0; i < parent->nchildren; i++)
+ {
+ sphere_gear *child = parent->children[i];
+ link_children (child);
+ }
+# endif
+}
+
+
+
+/* Whether the two gears touch.
+ */
+static Bool
+gears_touch_p (ModeInfo *mi, sphere_gear *a, sphere_gear *b)
+{
+ /* We need to know if the two discs on the surface overlap.
+
+ Find the angle between the axis of each disc, and a point on its edge:
+ the axis between the hypotenuse and adjacent of a right triangle between
+ the disc's radius and the origin.
+
+ R
+ _____
+ |_| /
+ | /
+ 1 | /
+ |t/ t = asin(R)
+ |/
+
+ Find the angle between the axes of the two discs.
+
+ |
+ | / angle = acos (v1 dot v2)
+ 1 | / axis = v1 cross v2
+ | / 1
+ | /
+ |/
+
+ If the sum of the first two angles is less than the third angle,
+ they touch.
+ */
+ XYZ p1 = a->axis;
+ XYZ p2 = b->axis;
+ double t1 = asin (a->g->r);
+ double t2 = asin (b->g->r);
+ double th = acos (dot_product (p1, p2));
+
+ return (t1 + t2 >= th);
+}
+
+
+/* Set the rotation direction for the gear and its kids.
+ */
+static void
+orient_gears (ModeInfo *mi, sphere_gear *g)
+{
+ int i;
+ if (g->parent)
+ g->direction = -g->parent->direction;
+ for (i = 0; i < g->nchildren; i++)
+ orient_gears (mi, g->children[i]);
+}
+
+
+/* Returns the global model coordinates of the given tooth of a gear.
+ */
+static XYZ
+tooth_coords (const sphere_gear *s, int tooth)
+{
+ const gear *g = s->g;
+ GLfloat off = s->offset * (M_PI / 180) * g->ratio * s->direction;
+ GLfloat th = (tooth * M_PI * 2 / g->nteeth) - off;
+ XYZ axis;
+ GLfloat angle;
+ XYZ from = { 0, 1, 0 };
+ XYZ to = s->axis;
+ XYZ p0, p1, p2;
+ GLfloat x, y, z, C, S, m[4][4];
+
+ axis = cross_product (from, to);
+ angle = acos (dot_product (from, to));
+
+ p0 = normalize (axis);
+ x = p0.x;
+ y = p0.y;
+ z = p0.z;
+ C = cos(angle);
+ S = sin(angle);
+
+ /* this is what glRotatef does */
+ m[0][0] = x*x * (1 - C) + C;
+ m[1][0] = x*y * (1 - C) - z*S;
+ m[2][0] = x*z * (1 - C) + y*S;
+ m[3][0] = 0;
+
+ m[0][1] = y*x * (1 - C) + z*S;
+ m[1][1] = y*y * (1 - C) + C;
+ m[2][1] = y*z * (1 - C) - x*S;
+ m[3][1] = 0;
+
+ m[0][2] = x*z * (1 - C) - y*S;
+ m[1][2] = y*z * (1 - C) + x*S;
+ m[2][2] = z*z * (1 - C) + C;
+ m[3][2] = 0;
+
+ m[0][3] = 0;
+ m[1][3] = 0;
+ m[2][3] = 0;
+ m[3][3] = 1;
+
+ /* The point to transform */
+ p1.x = g->r * sin (th);
+ p1.z = g->r * cos (th);
+ p1.y = 1 - g->z;
+ p1 = normalize (p1);
+
+ /* transformation result */
+ p2.x = p1.x * m[0][0] + p1.y * m[1][0] + p1.z * m[2][0] + m[3][0];
+ p2.y = p1.x * m[0][1] + p1.y * m[1][1] + p1.z * m[2][1] + m[3][1];
+ p2.z = p1.x * m[0][2] + p1.y * m[1][2] + p1.z * m[2][2] + m[3][2];
+
+ return p2;
+}
+
+
+/* Returns the number of the tooth of the first gear that is closest
+ to any tooth of its parent. Also the position of the parent tooth.
+ */
+static int
+parent_tooth (const sphere_gear *s, XYZ *parent)
+{
+ const sphere_gear *s2 = s->parent;
+ int i, j;
+ GLfloat min_dist = 99999;
+ int min_tooth = 0;
+ XYZ min_parent = { 0, 0, 0 };
+
+ if (s2)
+ for (i = 0; i < s->g->nteeth; i++)
+ {
+ XYZ p1 = tooth_coords (s, i);
+ for (j = 0; j < s2->g->nteeth; j++)
+ {
+ XYZ p2 = tooth_coords (s2, j);
+ XYZ d;
+ GLfloat dist;
+ d.x = p1.x - p2.x;
+ d.y = p1.y - p2.y;
+ d.z = p1.z - p2.z;
+
+ dist = sqrt (d.x*d.x + d.y*d.y + d.z*d.z);
+ if (dist < min_dist)
+ {
+ min_dist = dist;
+ min_parent = p2;
+ min_tooth = i;
+ }
+ }
+ }
+ *parent = min_parent;
+ return min_tooth;
+}
+
+
+/* Make all of the gear's children's teeth mesh properly.
+ */
+static void align_gear_teeth (sphere_gear *s);
+static void
+align_gear_teeth (sphere_gear *s)
+{
+ int i;
+ XYZ pc;
+
+ if (s->parent)
+ {
+ /* Iterate this gear's offset until we find a value for it that
+ minimizes the distance between this gear's parent-pointing
+ tooth, and the corresponding tooth on the parent.
+ */
+ int pt = parent_tooth (s, &pc);
+ GLfloat range = 360 / s->g->nteeth;
+ GLfloat steps = 64;
+ GLfloat min_dist = 999999;
+ GLfloat min_off = 0;
+ GLfloat off;
+
+ for (off = -range/2; off < range/2; off += range/steps)
+ {
+ XYZ tc, d;
+ GLfloat dist;
+ s->offset = off;
+ tc = tooth_coords (s, pt);
+ d.x = pc.x - tc.x;
+ d.y = pc.y - tc.y;
+ d.z = pc.z - tc.z;
+ dist = sqrt (d.x*d.x + d.y*d.y + d.z*d.z);
+ if (dist < min_dist)
+ {
+ min_dist = dist;
+ min_off = off;
+ }
+ }
+
+ s->offset = min_off;
+ }
+
+ /* Now do the children. We have to do it in parent/child order because
+ the offset we just computed for the parent affects everyone downstream.
+ */
+ for (i = 0; i < s->nchildren; i++)
+ align_gear_teeth (s->children[i]);
+}
+
+
+
+static void
+describe_gears (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ int gears_per_teeth[1000];
+ int i;
+ int lines = 0;
+ memset (gears_per_teeth, 0, sizeof(gears_per_teeth));
+ for (i = 0; i < bp->ngears; i++)
+ gears_per_teeth[bp->gears[i].g->nteeth]++;
+ if (bp->desc) free (bp->desc);
+ bp->desc = (char *) malloc (80 * bp->ngears);
+ *bp->desc = 0;
+ for (i = 0; i < countof(gears_per_teeth); i++)
+ if (gears_per_teeth[i])
+ {
+ sprintf (bp->desc + strlen(bp->desc),
+ "%s%d gears with %d teeth",
+ (lines > 0 ? ",\n" : ""),
+ gears_per_teeth[i], i);
+ lines++;
+ }
+ if (lines > 1)
+ sprintf (bp->desc + strlen(bp->desc), ",\n%d gears total", bp->ngears);
+ strcat (bp->desc, ".");
+}
+
+
+/* Takes the gears and makes an arbitrary DAG of them in order to compute
+ direction and gear ratios.
+ */
+static void
+sort_gears (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ sphere_gear *root = 0;
+ int i, j;
+
+ /* For each gear, compare it against every other gear.
+ If they touch, mark them as being each others' neighbors.
+ */
+ for (i = 0; i < bp->ngears; i++)
+ {
+ sphere_gear *a = &bp->gears[i];
+ for (j = 0; j < bp->ngears; j++)
+ {
+ sphere_gear *b = &bp->gears[j];
+ if (a == b) continue;
+ if (gears_touch_p (mi, a, b))
+ link_neighbors (a, b);
+ }
+ }
+
+ bp->gears[0].parent = &bp->gears[0]; /* don't give this one a parent */
+ link_children (&bp->gears[0]);
+ bp->gears[0].parent = 0;
+
+
+# if 0
+ for (i = 0; i < bp->ngears; i++)
+ {
+ fprintf (stderr, "%2d: p = %2d; k(%d, %d) = ",
+ i,
+ bp->gears[i].parent ? bp->gears[i].parent->id : -1,
+ bp->gears[i].nneighbors,
+ bp->gears[i].nchildren);
+ for (j = 0; j < bp->gears[i].nneighbors; j++)
+ fprintf (stderr, "%2d ", (int) bp->gears[i].neighbors[j]->id);
+ fprintf (stderr, "\t\t");
+ if (j < 5) fprintf (stderr, "\t");
+ for (j = 0; j < bp->gears[i].nchildren; j++)
+ fprintf (stderr, "%2d ", (int) bp->gears[i].children[j]->id);
+ fprintf (stderr,"\n");
+ }
+ fprintf (stderr,"\n");
+# endif /* 0 */
+
+
+ /* If there is more than one gear with no parent, we fucked up. */
+
+ root = 0;
+ for (i = 0; i < bp->ngears; i++)
+ {
+ sphere_gear *g = &bp->gears[i];
+ if (!g->parent)
+ root = g;
+ }
+
+ if (! root) abort();
+
+ root->direction = 1;
+ orient_gears (mi, root);
+
+ /* If there are any gears with no direction, they aren't reachable. */
+ for (i = 0; i < bp->ngears; i++)
+ {
+ sphere_gear *g = &bp->gears[i];
+ if (g->direction == 0)
+ fprintf(stderr,"INTERNAL ERROR: unreachable: %d\n", g->id);
+ }
+
+ align_gear_teeth (root);
+ describe_gears (mi);
+}
+
+
+/* Create 5 identical gears arranged on the faces of a uniform
+ triangular prism.
+ */
+static void
+make_prism (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ gear *g;
+ XYZ a;
+ int i;
+ int teeth = 4 * (4 + (int) (BELLRAND(20)));
+ if (teeth % 4) abort(); /* must be a multiple of 4 */
+
+ g = add_gear_shape (mi, 0.7075, teeth);
+
+ a.x = 0; a.y = 0; a.z = 1;
+ add_sphere_gear (mi, g, a);
+ a.z = -1;
+ add_sphere_gear (mi, g, a);
+
+ a.z = 0;
+ for (i = 0; i < 3; i++)
+ {
+ GLfloat th = i * M_PI * 2 / 3;
+ a.x = cos (th);
+ a.y = sin (th);
+ add_sphere_gear (mi, g, a);
+ }
+
+ if (bp->ngears != 5) abort();
+}
+
+
+/* Create 8 identical gears arranged on the faces of an octohedron
+ (or alternately, arranged on the diagonals of a cube.)
+ */
+static void
+make_octo (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ static const XYZ verts[] = {{ -1, -1, -1 },
+ { -1, -1, 1 },
+ { -1, 1, 1 },
+ { -1, 1, -1 },
+ { 1, -1, 1 },
+ { 1, -1, -1 },
+ { 1, 1, -1 },
+ { 1, 1, 1 }};
+ gear *g;
+ int i;
+ int teeth = 4 * (4 + (int) (BELLRAND(20)));
+ if (teeth % 4) abort(); /* must be a multiple of 4 */
+
+ g = add_gear_shape (mi, 0.578, teeth);
+ for (i = 0; i < countof(verts); i++)
+ add_sphere_gear (mi, g, verts[i]);
+
+ if (bp->ngears != 8) abort();
+}
+
+
+/* Create 10 identical gears arranged on the faces of ... something.
+ I'm not sure what polyhedron is the basis of this.
+ */
+static void
+make_deca (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ gear *g;
+ XYZ a;
+ int i, j;
+ int teeth = 4 * (4 + (int) (BELLRAND(15)));
+ if (teeth % 4) abort(); /* must be a multiple of 4 */
+
+ g = add_gear_shape (mi, 0.5415, teeth);
+
+ a.x = 0; a.y = 0; a.z = 1;
+ add_sphere_gear (mi, g, a);
+ a.z = -1;
+ add_sphere_gear (mi, g, a);
+
+ for (j = -1; j <= 1; j += 2)
+ {
+ GLfloat off = (j < 0 ? 0 : M_PI / 4);
+ LL v;
+ v.a = j * M_PI * 0.136; /* #### Empirical. What is this? */
+ for (i = 0; i < 4; i++)
+ {
+ v.o = i * M_PI / 2 + off;
+ a = polar_to_cartesian (v);
+ add_sphere_gear (mi, g, a);
+ }
+ }
+ if (bp->ngears != 10) abort();
+}
+
+
+/* Create 14 identical gears arranged on the faces of ... something.
+ I'm not sure what polyhedron is the basis of this.
+ */
+static void
+make_14 (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ gear *g;
+ XYZ a;
+ int i;
+ GLfloat r = 0.4610;
+ int teeth = 6 * (2 + (int) (BELLRAND(4)));
+ if (teeth % 6) abort(); /* must be a multiple of 6. I think? */
+ /* mismeshes: 24 30 34 36 42 48 54 60 */
+
+ /* North, south */
+ g = add_gear_shape (mi, r, teeth);
+ a.x = 0; a.y = 0; a.z = 1;
+ add_sphere_gear (mi, g, a);
+ a.z = -1;
+ add_sphere_gear (mi, g, a);
+
+ /* Equator */
+ a.z = 0;
+ for (i = 0; i < 4; i++)
+ {
+ GLfloat th = i * M_PI * 2 / 4 + (M_PI / 4);
+ a.x = cos(th);
+ a.y = sin(th);
+ add_sphere_gear (mi, g, a);
+ }
+
+ /* The other 8 */
+ g = add_gear_shape (mi, r, teeth);
+
+ for (i = 0; i < 4; i++)
+ {
+ LL v;
+ v.a = M_PI * 0.197; /* #### Empirical. Also, wrong. What is this? */
+ v.o = i * M_PI * 2 / 4;
+ a = polar_to_cartesian (v);
+ add_sphere_gear (mi, g, a);
+ v.a = -v.a;
+ a = polar_to_cartesian (v);
+ add_sphere_gear (mi, g, a);
+ }
+
+ if (bp->ngears != 14) abort();
+}
+
+
+/* Create 18 identical gears arranged on the faces of ... something.
+ I'm not sure what polyhedron is the basis of this.
+ */
+static void
+make_18 (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ gear *g, *g2;
+ XYZ a;
+ int i;
+ GLfloat r = 0.3830;
+ int sizes[] = { 8, 12, 16, 20 }; /* 10, 14, 18, 26 and 34 don't work */
+ int teeth = sizes[random() % countof(sizes)] * (1 + (random() % 4));
+
+ /* North, south */
+ g = add_gear_shape (mi, r, teeth);
+ a.x = 0; a.y = 0; a.z = 1;
+ add_sphere_gear (mi, g, a);
+ a.z = -1;
+ add_sphere_gear (mi, g, a);
+
+ /* Equator */
+ g2 = add_gear_shape (mi, r, teeth);
+ a.z = 0;
+ for (i = 0; i < 8; i++)
+ {
+ GLfloat th = i * M_PI * 2 / 8 + (M_PI / 4);
+ a.x = cos(th);
+ a.y = sin(th);
+ add_sphere_gear (mi, (i & 1 ? g : g2), a);
+ }
+
+ /* The other 16 */
+ g = add_gear_shape (mi, r, teeth);
+
+ for (i = 0; i < 4; i++)
+ {
+ LL v;
+ v.a = M_PI * 0.25;
+ v.o = i * M_PI * 2 / 4;
+ a = polar_to_cartesian (v);
+ add_sphere_gear (mi, g, a);
+ v.a = -v.a;
+ a = polar_to_cartesian (v);
+ add_sphere_gear (mi, g, a);
+ }
+
+ if (bp->ngears != 18) abort();
+}
+
+
+/* Create 32 gears arranged along a truncated icosahedron:
+ One gear on each of the 20 faces, and one on each of the 12 vertices.
+ */
+static void
+make_32 (ModeInfo *mi, const GLfloat *args)
+{
+ /* http://bugman123.com/Gears/32GearSpheres/ */
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
+ GLfloat s = M_PI / 5; /* lon division: 72 deg */
+ int i;
+
+ int teeth1 = args[0];
+ int teeth2 = args[1];
+ GLfloat r1 = args[2];
+ GLfloat ratio = teeth2 / (GLfloat) teeth1;
+ GLfloat r2 = r1 * ratio;
+
+ gear *gear1, *gear2;
+
+ if (teeth1 % 5) abort();
+ if (teeth2 % 6) abort();
+
+ gear1 = add_gear_shape (mi, r1, teeth1);
+ gear2 = add_gear_shape (mi, r2, teeth2);
+ gear2->ratio = 1 / ratio;
+
+ {
+ XYZ a = { 0, 0, 1 };
+ XYZ b = { 0, 0, -1 };
+ add_sphere_gear (mi, gear1, a);
+ add_sphere_gear (mi, gear1, b);
+ }
+
+ for (i = 0; i < 10; i++)
+ {
+ GLfloat th1 = s * i;
+ GLfloat th2 = s * (i+1);
+ GLfloat th3 = s * (i+2);
+ LL v1, v2, v3, vc;
+ XYZ p1, p2, p3, pc, pc2;
+ v1.a = th0; v1.o = th1;
+ v2.a = th0; v2.o = th3;
+ v3.a = -th0; v3.o = th2;
+ vc.a = M_PI/2; vc.o = th2;
+
+ if (! (i & 1)) /* southern hemisphere */
+ {
+ v1.a = -v1.a;
+ v2.a = -v2.a;
+ v3.a = -v3.a;
+ vc.a = -vc.a;
+ }
+
+ p1 = polar_to_cartesian (v1);
+ p2 = polar_to_cartesian (v2);
+ p3 = polar_to_cartesian (v3);
+ pc = polar_to_cartesian (vc);
+
+ /* Two faces: 123 and 12c. */
+
+ add_sphere_gear (mi, gear1, p1); /* left shared point of 2 triangles */
+
+ pc2.x = (p1.x + p2.x + p3.x) / 3; /* center of bottom triangle */
+ pc2.y = (p1.y + p2.y + p3.y) / 3;
+ pc2.z = (p1.z + p2.z + p3.z) / 3;
+ add_sphere_gear (mi, gear2, pc2);
+
+ pc2.x = (p1.x + p2.x + pc.x) / 3; /* center of top triangle */
+ pc2.y = (p1.y + p2.y + pc.y) / 3;
+ pc2.z = (p1.z + p2.z + pc.z) / 3;
+ add_sphere_gear (mi, gear2, pc2);
+ }
+
+ if (bp->ngears != 32) abort();
+}
+
+
+/* Create 92 gears arranged along a geodesic sphere: 20 + 12 + 60.
+ (frequency 3v, class-I geodesic tessellation of an icosahedron)
+ */
+static void
+make_92 (ModeInfo *mi, const GLfloat *args)
+{
+ /* http://bugman123.com/Gears/92GearSpheres/ */
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat th0 = atan (0.5); /* lat division: 26.57 deg */
+ GLfloat s = M_PI / 5; /* lon division: 72 deg */
+ int i;
+
+ int tscale = 2; /* These don't mesh properly, so let's increase the
+ number of teeth so that it's not so obvious. */
+
+ int teeth1 = args[0] * tscale;
+ int teeth2 = args[1] * tscale;
+ int teeth3 = args[2] * tscale;
+ GLfloat r1 = args[3];
+ GLfloat ratio2 = teeth2 / (GLfloat) teeth1;
+ GLfloat ratio3 = teeth3 / (GLfloat) teeth2;
+ GLfloat r2 = r1 * ratio2;
+ GLfloat r3 = r2 * ratio3;
+
+ GLfloat r4 = args[4]; /* #### Empirical. Not sure what its basis is. */
+ GLfloat r5 = 1 - r4;
+
+ gear *gear1, *gear2, *gear3;
+
+ gear1 = add_gear_shape (mi, r1, teeth1);
+ gear2 = add_gear_shape (mi, r2, teeth2);
+ gear3 = add_gear_shape (mi, r3, teeth3);
+ gear2->ratio = 1 / ratio2;
+ gear3->ratio = 1 / ratio3;
+
+ {
+ XYZ a = { 0, 0, 1 };
+ XYZ b = { 0, 0, -1 };
+ add_sphere_gear (mi, gear1, a);
+ add_sphere_gear (mi, gear1, b);
+ }
+
+ for (i = 0; i < 10; i++)
+ {
+ GLfloat th1 = s * i;
+ GLfloat th2 = s * (i+1);
+ GLfloat th3 = s * (i+2);
+ LL v1, v2, v3, vc;
+ XYZ p1, p2, p3, pc, pc2;
+ v1.a = th0; v1.o = th1;
+ v2.a = th0; v2.o = th3;
+ v3.a = -th0; v3.o = th2;
+ vc.a = M_PI/2; vc.o = th2;
+
+ if (! (i & 1)) /* southern hemisphere */
+ {
+ v1.a = -v1.a;
+ v2.a = -v2.a;
+ v3.a = -v3.a;
+ vc.a = -vc.a;
+ }
+
+ p1 = polar_to_cartesian (v1);
+ p2 = polar_to_cartesian (v2);
+ p3 = polar_to_cartesian (v3);
+ pc = polar_to_cartesian (vc);
+
+ /* Two faces: 123 and 12c. */
+
+ add_sphere_gear (mi, gear1, p1); /* left shared point of 2 triangles */
+
+ pc2.x = (p1.x + p2.x + p3.x) / 3; /* center of bottom triangle */
+ pc2.y = (p1.y + p2.y + p3.y) / 3;
+ pc2.z = (p1.z + p2.z + p3.z) / 3;
+ add_sphere_gear (mi, gear2, pc2);
+
+ pc2.x = (p1.x + p2.x + pc.x) / 3; /* center of top triangle */
+ pc2.y = (p1.y + p2.y + pc.y) / 3;
+ pc2.z = (p1.z + p2.z + pc.z) / 3;
+ add_sphere_gear (mi, gear2, pc2);
+
+ /* left edge of bottom triangle, 1/3 in */
+ pc2.x = p1.x + (p3.x - p1.x) * r4;
+ pc2.y = p1.y + (p3.y - p1.y) * r4;
+ pc2.z = p1.z + (p3.z - p1.z) * r4;
+ add_sphere_gear (mi, gear3, pc2);
+
+ /* left edge of bottom triangle, 2/3 in */
+ pc2.x = p1.x + (p3.x - p1.x) * r5;
+ pc2.y = p1.y + (p3.y - p1.y) * r5;
+ pc2.z = p1.z + (p3.z - p1.z) * r5;
+ add_sphere_gear (mi, gear3, pc2);
+
+ /* left edge of top triangle, 1/3 in */
+ pc2.x = p1.x + (pc.x - p1.x) * r4;
+ pc2.y = p1.y + (pc.y - p1.y) * r4;
+ pc2.z = p1.z + (pc.z - p1.z) * r4;
+ add_sphere_gear (mi, gear3, pc2);
+
+ /* left edge of top triangle, 2/3 in */
+ pc2.x = p1.x + (pc.x - p1.x) * r5;
+ pc2.y = p1.y + (pc.y - p1.y) * r5;
+ pc2.z = p1.z + (pc.z - p1.z) * r5;
+ add_sphere_gear (mi, gear3, pc2);
+
+ /* center of shared edge, 1/3 in */
+ pc2.x = p1.x + (p2.x - p1.x) * r4;
+ pc2.y = p1.y + (p2.y - p1.y) * r4;
+ pc2.z = p1.z + (p2.z - p1.z) * r4;
+ add_sphere_gear (mi, gear3, pc2);
+
+ /* center of shared edge, 2/3 in */
+ pc2.x = p1.x + (p2.x - p1.x) * r5;
+ pc2.y = p1.y + (p2.y - p1.y) * r5;
+ pc2.z = p1.z + (p2.z - p1.z) * r5;
+ add_sphere_gear (mi, gear3, pc2);
+ }
+
+ if (bp->ngears != 92) abort();
+}
+
+static void
+make_182 (ModeInfo *mi, const GLfloat *args)
+{
+ /* #### TODO: http://bugman123.com/Gears/182GearSpheres/ */
+ abort();
+}
+
+
+/* Window management, etc
+ */
+ENTRYPOINT void
+reshape_geodesic (ModeInfo *mi, int width, int height)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ GLfloat 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;
+ }
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+ glViewport (0, y, (GLint) width, (GLint) height);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ gluPerspective (30.0, 1/h, 1.0, 100.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, 30.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+
+# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */
+ {
+ int o = (int) current_device_rotation();
+ if (o != 0 && o != 180 && o != -180)
+ glScalef (1/h, 1/h, 1/h);
+ }
+# endif
+
+ glClear(GL_COLOR_BUFFER_BIT);
+}
+
+
+static void
+pick_shape (ModeInfo *mi, time_t last)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ int count = countof (gear_templates);
+
+ if (bp->colors)
+ free (bp->colors);
+
+ bp->ncolors = 1024;
+ bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
+ make_smooth_colormap (0, 0, 0,
+ bp->colors, &bp->ncolors,
+ False, 0, False);
+
+ free_sphere_gears (mi);
+
+ if (last == 0)
+ {
+ bp->which = random() % count;
+ }
+ else if (bp->next < 0)
+ {
+ bp->which--;
+ if (bp->which < 0) bp->which = count-1;
+ bp->next = 0;
+ }
+ else if (bp->next > 0)
+ {
+ bp->which++;
+ if (bp->which >= count) bp->which = 0;
+ bp->next = 0;
+ }
+ else
+ {
+ int n = bp->which;
+ while (n == bp->which)
+ n = random() % count;
+ bp->which = n;
+ }
+
+ switch (gear_templates[bp->which].type) {
+ case PRISM: make_prism (mi); break;
+ case OCTO: make_octo (mi); break;
+ case DECA: make_deca (mi); break;
+ case G14: make_14 (mi); break;
+ case G18: make_18 (mi); break;
+ case G32: make_32 (mi, gear_templates[bp->which].args); break;
+ case G92: make_92 (mi, gear_templates[bp->which].args); break;
+ case G182: make_182(mi, gear_templates[bp->which].args); break;
+ default: abort(); break;
+ }
+
+ sort_gears (mi);
+}
+
+
+
+ENTRYPOINT void
+init_geodesic (ModeInfo *mi)
+{
+ geodesic_configuration *bp;
+ int wire = MI_IS_WIREFRAME(mi);
+
+ MI_INIT (mi, bps);
+
+ bp = &bps[MI_SCREEN(mi)];
+
+ bp->glx_context = init_GL(mi);
+
+ reshape_geodesic (mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+
+ {
+ static GLfloat cspec[4] = {1.0, 1.0, 1.0, 1.0};
+ static const GLfloat shiny = 128.0;
+
+ static GLfloat pos[4] = {1.0, 1.0, 1.0, 0.0};
+ static GLfloat amb[4] = {0.0, 0.0, 0.0, 1.0};
+ static GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
+ static GLfloat spc[4] = {0.0, 1.0, 1.0, 1.0};
+
+ glLightfv(GL_LIGHT0, GL_POSITION, pos);
+ glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
+ glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
+
+ glMaterialfv (GL_FRONT, GL_SPECULAR, cspec);
+ glMateriali (GL_FRONT, GL_SHININESS, shiny);
+ }
+
+ if (! wire)
+ {
+ glEnable (GL_DEPTH_TEST);
+ glEnable (GL_BLEND);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable (GL_LIGHTING);
+ glEnable (GL_LIGHT0);
+ }
+
+ if (! bp->rot)
+ {
+ double spin_speed = 0.25 * speed;
+ double wander_speed = 0.01 * speed;
+ double spin_accel = 0.2;
+
+ bp->rot = make_rotator (do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ do_spin ? spin_speed : 0,
+ spin_accel,
+ do_wander ? wander_speed : 0,
+ True);
+ bp->trackball = gltrackball_init (True);
+ }
+
+ bp->font = load_texture_font (MI_DISPLAY(mi), "font");
+
+ pick_shape (mi, 0);
+}
+
+
+ENTRYPOINT Bool
+geodesic_handle_event (ModeInfo *mi, XEvent *event)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+
+ if (gltrackball_event_handler (event, bp->trackball,
+ MI_WIDTH (mi), MI_HEIGHT (mi),
+ &bp->button_down_p))
+ return True;
+ else
+ {
+ if (event->xany.type == KeyPress)
+ {
+ KeySym keysym;
+ char c = 0;
+ XLookupString (&event->xkey, &c, 1, &keysym, 0);
+ if (c == '<' || c == ',' || c == '-' || c == '_' ||
+ keysym == XK_Left || keysym == XK_Up || keysym == XK_Prior)
+ {
+ bp->next = -1;
+ goto SWITCH;
+ }
+ else if (c == '>' || c == '.' || c == '=' || c == '+' ||
+ keysym == XK_Right || keysym == XK_Down ||
+ keysym == XK_Next)
+ {
+ bp->next = 1;
+ goto SWITCH;
+ }
+ }
+
+ if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event))
+ {
+ SWITCH:
+ bp->mode = 1;
+ bp->mode_tick = 4;
+ return True;
+ }
+ }
+
+ return False;
+}
+
+
+ENTRYPOINT void
+draw_geodesic (ModeInfo *mi)
+{
+ time_t now = time ((time_t *) 0);
+ int wire = MI_IS_WIREFRAME(mi);
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ Display *dpy = MI_DISPLAY(mi);
+ Window window = MI_WINDOW(mi);
+
+ if (!bp->glx_context)
+ return;
+
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+
+
+ if (bp->draw_time == 0)
+ {
+ pick_shape (mi, bp->draw_time);
+ bp->draw_time = now;
+ }
+ else if (bp->mode == 0)
+ {
+ if (bp->draw_tick++ > 10)
+ {
+ if (bp->draw_time == 0) bp->draw_time = now;
+ bp->draw_tick = 0;
+
+ if (!bp->button_down_p &&
+ bp->draw_time + timeout <= now)
+ {
+ /* randomize every -timeout seconds */
+ bp->mode = 1; /* go out */
+ bp->mode_tick = 10 / speed;
+ bp->draw_time = now;
+ }
+ }
+ }
+ else if (bp->mode == 1) /* out */
+ {
+ if (--bp->mode_tick <= 0)
+ {
+ bp->mode_tick = 10 / speed;
+ bp->mode = 2; /* go in */
+ pick_shape (mi, bp->draw_time);
+ bp->draw_time = now;
+ }
+ }
+ else if (bp->mode == 2) /* in */
+ {
+ if (--bp->mode_tick <= 0)
+ bp->mode = 0; /* normal */
+ }
+ else
+ abort();
+
+
+ if (! wire)
+ glShadeModel(GL_SMOOTH);
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+
+ {
+ double x, y, z;
+ get_position (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glTranslatef((x - 0.5) * 8,
+ (y - 0.5) * 8,
+ (z - 0.5) * 17);
+
+ gltrackball_rotate (bp->trackball);
+
+ get_rotation (bp->rot, &x, &y, &z, !bp->button_down_p);
+ glRotatef (x * 360, 1.0, 0.0, 0.0);
+ glRotatef (y * 360, 0.0, 1.0, 0.0);
+ glRotatef (z * 360, 0.0, 0.0, 1.0);
+ }
+
+ mi->polygon_count = 0;
+
+ glScalef (6, 6, 6);
+
+ if (bp->ngears < 14)
+ glScalef (0.8, 0.8, 0.8); /* make these a little easier to see */
+
+ if (bp->mode != 0)
+ {
+ GLfloat s = (bp->mode == 1
+ ? bp->mode_tick / (10 / speed)
+ : ((10 / speed) - bp->mode_tick + 1) / (10 / speed));
+ glScalef (s, s, s);
+ }
+
+
+ {
+ int i;
+ for (i = 0; i < bp->ngears; i++)
+ {
+ const sphere_gear *s = &bp->gears[i];
+ const gear *g = s->g;
+
+ XYZ axis;
+ XYZ from = { 0, 1, 0 };
+ XYZ to = s->axis;
+ GLfloat angle;
+ GLfloat off = s->offset;
+
+ /* If an even number of teeth, offset by 1/2 tooth width. */
+ if (s->direction > 0 && !(g->nteeth & 1))
+ off += 360 / g->nteeth / 2;
+
+ axis = cross_product (from, to);
+ angle = acos (dot_product (from, to));
+
+ glPushMatrix();
+ glTranslatef (to.x, to.y, to.z);
+ glRotatef (angle / M_PI * 180, axis.x, axis.y, axis.z);
+ glRotatef (-90, 1, 0, 0);
+ glRotatef(180, 0, 0, 1);
+ glRotatef ((bp->th - off) * g->ratio * s->direction,
+ 0, 0, 1);
+
+ glCallList (g->dlist);
+ mi->polygon_count += g->polygons;
+ glPopMatrix();
+
+#if 0
+ { /* Draw tooth vectors */
+ GLfloat r = 1 - g->z;
+ XYZ pc;
+ int pt = parent_tooth (s, &pc);
+ int t;
+ glDisable(GL_LIGHTING);
+ glLineWidth (8);
+ for (t = 0; t < g->nteeth; t++)
+ {
+ XYZ p = tooth_coords (s, t);
+ XYZ p2;
+ p2.x = (r * s->axis.x + p.x) / 2;
+ p2.y = (r * s->axis.y + p.y) / 2;
+ p2.z = (r * s->axis.z + p.z) / 2;
+
+ if (t == pt)
+ glColor3f(1,0,1);
+ else
+ glColor3f(0,1,1);
+ glBegin(GL_LINES);
+ glVertex3f (p.x, p.y, p.z);
+ glVertex3f (p2.x, p2.y, p2.z);
+ glEnd();
+ }
+ if (!wire) glEnable(GL_LIGHTING);
+ glLineWidth (1);
+ }
+#endif
+
+#if 0
+ { /* Draw the parent/child DAG */
+ GLfloat s1 = 1.1;
+ GLfloat s2 = s->parent ? s1 : 1.5;
+ GLfloat s3 = 1.0;
+ XYZ p1 = s->axis;
+ XYZ p2 = s->parent ? s->parent->axis : p1;
+ glDisable(GL_LIGHTING);
+ glColor3f(0,0,1);
+ glBegin(GL_LINES);
+ glVertex3f (s1 * p1.x, s1 * p1.y, s1 * p1.z);
+ glVertex3f (s2 * p2.x, s2 * p2.y, s2 * p2.z);
+ glVertex3f (s1 * p1.x, s1 * p1.y, s1 * p1.z);
+ glVertex3f (s3 * p1.x, s3 * p1.y, s3 * p1.z);
+ glEnd();
+ if (!wire) glEnable(GL_LIGHTING);
+ }
+#endif
+ }
+
+ /* We need to draw the fonts in a second pass in order to make
+ transparency (as a result of anti-aliasing) work properly.
+ */
+ if (do_numbers && bp->mode == 0)
+ for (i = 0; i < bp->ngears; i++)
+ {
+ const sphere_gear *s = &bp->gears[i];
+ const gear *g = s->g;
+
+ XYZ axis;
+ XYZ from = { 0, 1, 0 };
+ XYZ to = s->axis;
+ GLfloat angle;
+ GLfloat off = s->offset;
+
+ int w, h, j;
+ char buf[100];
+ XCharStruct e;
+
+ /* If an even number of teeth, offset by 1/2 tooth width. */
+ if (s->direction > 0 /* && !(g->nteeth & 1) */)
+ off += 360 / g->nteeth / 2;
+
+ axis = cross_product (from, to);
+ angle = acos (dot_product (from, to));
+
+ glPushMatrix();
+ glTranslatef(to.x, to.y, to.z);
+ glRotatef (angle / M_PI * 180, axis.x, axis.y, axis.z);
+ glRotatef (-90, 1, 0, 0);
+ glRotatef(180, 0, 0, 1);
+ glRotatef ((bp->th - off) * g->ratio * s->direction,
+ 0, 0, 1);
+
+ glDisable (GL_LIGHTING);
+ glColor3f(1, 1, 0);
+ glPushMatrix();
+ glScalef(0.005, 0.005, 0.005);
+ sprintf (buf, "%d", i);
+ texture_string_metrics (bp->font, buf, &e, 0, 0);
+ w = e.width;
+ h = e.ascent + e.descent;
+ glTranslatef (-w/2, -h/2, 0);
+ print_texture_string (bp->font, buf);
+ glPopMatrix();
+
+# if 1
+ for (j = 0; j < g->nteeth; j++) /* Number the teeth */
+ {
+ GLfloat ss = 0.08 * g->r / g->nteeth;
+ GLfloat r = g->r * 0.88;
+ GLfloat th = M_PI - (j * M_PI * 2 / g->nteeth + M_PI/2);
+
+
+ glPushMatrix();
+ glTranslatef (r * cos(th), r * sin(th), -g->z + 0.01);
+ glScalef(ss, ss, ss);
+ sprintf (buf, "%d", j + 1);
+ texture_string_metrics (bp->font, buf, &e, 0, 0);
+ w = e.width;
+ h = e.ascent + e.descent;
+ glTranslatef (-w/2, -h/2, 0);
+ print_texture_string (bp->font, buf);
+ glPopMatrix();
+ }
+# endif
+ glPopMatrix();
+ if (!wire) glEnable(GL_LIGHTING);
+ }
+
+ bp->th += 0.7 * speed; /* Don't mod this to 360 - causes glitches. */
+ }
+
+ if (do_labels && bp->mode == 0)
+ {
+ glColor3f (1, 1, 0);
+ print_texture_label (mi->dpy, bp->font,
+ mi->xgwa.width, mi->xgwa.height,
+ 1, bp->desc);
+ }
+
+ glPopMatrix ();
+
+ if (mi->fps_p) do_fps (mi);
+ glFinish();
+
+ glXSwapBuffers(dpy, window);
+}
+
+ENTRYPOINT void
+free_geodesic (ModeInfo *mi)
+{
+ geodesic_configuration *bp = &bps[MI_SCREEN(mi)];
+ if (!bp->glx_context)
+ return;
+ glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
+ free_texture_font (bp->font);
+ free (bp->colors);
+ free_sphere_gears (mi);
+ if (bp->desc) free (bp->desc);
+}
+
+
+XSCREENSAVER_MODULE_2 ("GeodesicGears", geodesicgears, geodesic)
+
+#endif /* USE_GL */