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