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Diffstat (limited to 'hacks/glx/involute.c')
| -rw-r--r-- | hacks/glx/involute.c | 976 |
1 files changed, 0 insertions, 976 deletions
diff --git a/hacks/glx/involute.c b/hacks/glx/involute.c deleted file mode 100644 index bc38c71..0000000 --- a/hacks/glx/involute.c +++ /dev/null @@ -1,976 +0,0 @@ -/* 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. - */ - -#include "screenhackI.h" -#include "involute.h" -#include "normals.h" - -/* 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; -} |
