/* -*- Mode: C; tab-width: 4 -*- */
/* gears --- 3D gear wheels */
-#if !defined( lint ) && !defined( SABER )
+#if 0
static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore";
-
#endif
/*-
* other special, indirect and consequential damages.
*
* Revision History:
+ * 09-Feb-01: "Planetary" gear system added by jwz@jwz.org.
* 10-May-97: Compatible with xscreensaver
* 22-Mar-97: Added support for -mono mode, and monochrome X servers.
* Ed Mackey, emackey@netaxs.com
* been fixed in MesaGL 2.2 and later releases.
*/
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
- */
-
-#include <X11/Intrinsic.h>
-
#ifdef STANDALONE
# define PROGCLASS "Gears"
# define HACK_INIT init_gears
# define HACK_DRAW draw_gears
+# define HACK_RESHAPE reshape_gears
+# define HACK_HANDLE_EVENT gears_handle_event
+# define EVENT_MASK PointerMotionMask
# define gears_opts xlockmore_opts
# define DEFAULTS "*count: 1 \n" \
"*cycles: 2 \n" \
- "*delay: 100 \n" \
+ "*delay: 20000 \n" \
+ "*showFPS: False \n" \
"*wireframe: False \n"
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
#ifdef USE_GL
-ModeSpecOpt gears_opts =
-{0, NULL, 0, NULL, NULL};
+#include "rotator.h"
+#include "gltrackball.h"
+
+#undef countof
+#define countof(x) (sizeof((x))/sizeof((*x)))
+
+#define DEF_PLANETARY "False"
+#define DEF_SPIN "True"
+
+static int planetary;
+static int spin;
+
+static XrmOptionDescRec opts[] = {
+ {"-planetary", ".gears.planetary", XrmoptionNoArg, "true" },
+ {"+planetary", ".gears.planetary", XrmoptionNoArg, "false" },
+ {"-spin", ".gears.spin", XrmoptionNoArg, "true" },
+ {"+spin", ".gears.spin", XrmoptionNoArg, "false" },
+};
+
+static argtype vars[] = {
+ {&planetary, "planetary", "Planetary", DEF_PLANETARY, t_Bool},
+ {&spin, "spin", "Spin", DEF_SPIN, t_Bool},
+};
+
+ModeSpecOpt gears_opts = {countof(opts), opts, countof(vars), vars, NULL};
#ifdef USE_MODULES
ModStruct gears_description =
#endif
-typedef struct {
- GLfloat view_rotx, view_roty, view_rotz;
- GLuint gear1, gear2, gear3;
- GLfloat angle;
- GLXContext *glx_context;
- Window window;
-#if 0
- Window win;
+#define SMOOTH_TUBE /* whether to have smooth or faceted tubes */
+
+#ifdef SMOOTH_TUBE
+# define TUBE_FACES 20 /* how densely to render tubes */
+#else
+# define TUBE_FACES 6
#endif
+
+
+typedef struct {
+ GLuint gear1, gear2, gear3;
+ GLuint gear_inner, gear_outer;
+ GLuint armature;
+ GLfloat angle;
+ GLXContext *glx_context;
+ Window window;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
} gearsstruct;
static gearsstruct *gears = NULL;
*/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
- GLint teeth, GLfloat tooth_depth, Bool wire)
+ GLint teeth, GLfloat tooth_depth, Bool wire, Bool invert)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
- r0 = inner_radius;
- r1 = outer_radius - tooth_depth / 2.0;
- r2 = outer_radius + tooth_depth / 2.0;
+ if (!invert)
+ {
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth / 2.0;
+ r2 = outer_radius + tooth_depth / 2.0;
+ glFrontFace(GL_CCW);
+ }
+ else
+ {
+ r0 = outer_radius;
+ r2 = inner_radius + tooth_depth / 2.0;
+ r1 = outer_radius - tooth_depth / 2.0;
+ glFrontFace(GL_CW);
+ }
da = 2.0 * M_PI / teeth / 4.0;
/* draw outward faces of teeth */
if (!wire)
glBegin(GL_QUAD_STRIP);
- for (i = 0; i < teeth; i++) {
+ for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
- if (wire)
- glBegin(GL_LINES);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
- u = r2 * cos(angle + da) - r1 * cos(angle);
- v = r2 * sin(angle + da) - r1 * sin(angle);
+ if(!invert) {
+ u = r2 * cos(angle + da) - r1 * cos(angle);
+ v = r2 * sin(angle + da) - r1 * sin(angle);
+ } else {
+ u = r2 * cos(angle + da + M_PI/2) - r1 * cos(angle + M_PI/2);
+ v = r2 * sin(angle + da + M_PI/2) - r1 * sin(angle + M_PI/2);
+ }
+
len = sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
+
+ if (wire)
+ glBegin(GL_LINES);
+ glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+ glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
- glNormal3f(cos(angle), sin(angle), 0.0);
+
+ if(!invert)
+ glNormal3f(cos(angle), sin(angle), 0.0);
+ else
+ glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 0.0);
+
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
- u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
- v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
+
+ if(!invert) {
+ u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
+ v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
+ } else {
+ u = r1 * cos(angle + 3 * da + M_PI/2) - r2 * cos(angle + 2 * da + M_PI/2);
+ v = r1 * sin(angle + 3 * da + M_PI/2) - r2 * sin(angle + 2 * da + M_PI/2);
+ }
+
glNormal3f(v, -u, 0.0);
+
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
- glNormal3f(cos(angle), sin(angle), 0.0);
+
+ if (!invert)
+ glNormal3f(cos(angle), sin(angle), 0.0);
+ else
+ glNormal3f(cos(angle + M_PI/2), sin(angle + M_PI/2), 0.0);
+
if (wire)
glEnd();
}
angle = i * 2.0 * M_PI / teeth;
if (wire)
glBegin(GL_LINES);
- glNormal3f(-cos(angle), -sin(angle), 0.0);
+
+ if (!invert)
+ glNormal3f(-cos(angle), -sin(angle), 0.0);
+ else
+ glNormal3f(cos(angle), sin(angle), 0.0);
+
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
if (wire) {
}
+
+static void
+unit_tube (Bool wire)
+{
+ int i;
+ int faces = TUBE_FACES;
+ GLfloat step = M_PI * 2 / faces;
+ GLfloat th;
+ int z = 0;
+
+ /* side walls
+ */
+ glFrontFace(GL_CCW);
+
+# ifdef SMOOTH_TUBE
+ glBegin(wire ? GL_LINES : GL_QUAD_STRIP);
+# else
+ glBegin(wire ? GL_LINES : GL_QUADS);
+# endif
+
+ for (i = 0, th = 0; i <= faces; i++)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glNormal3f(x, 0, y);
+ glVertex3f(x, 0.0, y);
+ glVertex3f(x, 1.0, y);
+ th += step;
+
+# ifndef SMOOTH_TUBE
+ x = cos (th);
+ y = sin (th);
+ glVertex3f(x, 1.0, y);
+ glVertex3f(x, 0.0, y);
+# endif
+ }
+ glEnd();
+
+ /* End caps
+ */
+ for (z = 0; z <= 1; z++)
+ {
+ glFrontFace(z == 0 ? GL_CCW : GL_CW);
+ glNormal3f(0, (z == 0 ? -1 : 1), 0);
+ glBegin(wire ? GL_LINE_LOOP : GL_TRIANGLE_FAN);
+ if (! wire) glVertex3f(0, z, 0);
+ for (i = 0, th = 0; i <= faces; i++)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+ glVertex3f(x, z, y);
+ th += step;
+ }
+ glEnd();
+ }
+}
+
+
+static void
+tube (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat diameter, GLfloat cap_size,
+ Bool wire)
+{
+ GLfloat length, angle, a, b, c;
+
+ if (diameter <= 0) abort();
+
+ a = (x2 - x1);
+ b = (y2 - y1);
+ c = (z2 - z1);
+
+ length = sqrt (a*a + b*b + c*c);
+ angle = acos (a / length);
+
+ glPushMatrix();
+ glTranslatef(x1, y1, z1);
+ glScalef (length, length, length);
+
+ if (c == 0 && b == 0)
+ glRotatef (angle / (M_PI / 180), 0, 1, 0);
+ else
+ glRotatef (angle / (M_PI / 180), 0, -c, b);
+
+ glRotatef (-90, 0, 0, 1);
+ glScalef (diameter/length, 1, diameter/length);
+
+ /* extend the endpoints of the tube by the cap size in both directions */
+ if (cap_size != 0)
+ {
+ GLfloat c = cap_size/length;
+ glTranslatef (0, -c, 0);
+ glScalef (1, 1+c+c, 1);
+ }
+
+ unit_tube (wire);
+ glPopMatrix();
+}
+
+
+static void
+ctube (GLfloat diameter, GLfloat width, Bool wire)
+{
+ tube (0, 0, width/2,
+ 0, 0, -width/2,
+ diameter, 0, wire);
+}
+
+static void
+arm(GLfloat length,
+ GLfloat width1, GLfloat height1,
+ GLfloat width2, GLfloat height2,
+ Bool wire)
+{
+ glShadeModel(GL_FLAT);
+
+#if 0 /* don't need these - they're embedded in other objects */
+ /* draw end 1 */
+ glFrontFace(GL_CW);
+ glNormal3f(-1, 0, 0);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(-length/2, -width1/2, -height1/2);
+ glVertex3f(-length/2, width1/2, -height1/2);
+ glVertex3f(-length/2, width1/2, height1/2);
+ glVertex3f(-length/2, -width1/2, height1/2);
+ glEnd();
+
+ /* draw end 2 */
+ glFrontFace(GL_CCW);
+ glNormal3f(1, 0, 0);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(length/2, -width2/2, -height2/2);
+ glVertex3f(length/2, width2/2, -height2/2);
+ glVertex3f(length/2, width2/2, height2/2);
+ glVertex3f(length/2, -width2/2, height2/2);
+ glEnd();
+#endif
+
+ /* draw top */
+ glFrontFace(GL_CCW);
+ glNormal3f(0, 0, -1);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(-length/2, -width1/2, -height1/2);
+ glVertex3f(-length/2, width1/2, -height1/2);
+ glVertex3f( length/2, width2/2, -height2/2);
+ glVertex3f( length/2, -width2/2, -height2/2);
+ glEnd();
+
+ /* draw bottom */
+ glFrontFace(GL_CW);
+ glNormal3f(0, 0, 1);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(-length/2, -width1/2, height1/2);
+ glVertex3f(-length/2, width1/2, height1/2);
+ glVertex3f( length/2, width2/2, height2/2);
+ glVertex3f( length/2, -width2/2, height2/2);
+ glEnd();
+
+ /* draw left */
+ glFrontFace(GL_CW);
+ glNormal3f(0, -1, 0);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(-length/2, -width1/2, -height1/2);
+ glVertex3f(-length/2, -width1/2, height1/2);
+ glVertex3f( length/2, -width2/2, height2/2);
+ glVertex3f( length/2, -width2/2, -height2/2);
+ glEnd();
+
+ /* draw right */
+ glFrontFace(GL_CCW);
+ glNormal3f(0, 1, 0);
+ glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
+ glVertex3f(-length/2, width1/2, -height1/2);
+ glVertex3f(-length/2, width1/2, height1/2);
+ glVertex3f( length/2, width2/2, height2/2);
+ glVertex3f( length/2, width2/2, -height2/2);
+ glEnd();
+
+ glFrontFace(GL_CCW);
+}
+
+
static void
draw(ModeInfo * mi)
{
}
glPushMatrix();
- glRotatef(gp->view_rotx, 1.0, 0.0, 0.0);
- glRotatef(gp->view_roty, 0.0, 1.0, 0.0);
- glRotatef(gp->view_rotz, 0.0, 0.0, 1.0);
- glPushMatrix();
- glTranslatef(-3.0, -2.0, 0.0);
- glRotatef(gp->angle, 0.0, 0.0, 1.0);
+ gltrackball_rotate (gp->trackball);
+
+ if (spin)
+ {
+ double x, y, z;
+ get_rotation (gp->rot, &x, &y, &z, !gp->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);
+ }
+
+ if (!planetary) {
+ glPushMatrix();
+ glTranslatef(-3.0, -2.0, 0.0);
+ glRotatef(gp->angle, 0.0, 0.0, 1.0);
/* PURIFY 4.0.1 reports an unitialized memory read on the next line when using
* MesaGL 2.2 and -mono. This has been fixed in MesaGL 2.3 and later. */
- glCallList(gp->gear1);
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(3.1, -2.0, 0.0);
- glRotatef(-2.0 * gp->angle - 9.0, 0.0, 0.0, 1.0);
- glCallList(gp->gear2);
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(-3.1, 4.2, 0.0);
- glRotatef(-2.0 * gp->angle - 25.0, 0.0, 0.0, 1.0);
- glCallList(gp->gear3);
- glPopMatrix();
+ glCallList(gp->gear1);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(3.1, -2.0, 0.0);
+ glRotatef(-2.0 * gp->angle - 9.0, 0.0, 0.0, 1.0);
+ glCallList(gp->gear2);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(-3.1, 4.2, 0.0);
+ glRotatef(-2.0 * gp->angle - 25.0, 0.0, 0.0, 1.0);
+ glCallList(gp->gear3);
+ glPopMatrix();
+
+ } else { /* planetary */
+
+ glScalef(0.8, 0.8, 0.8);
+
+ glPushMatrix();
+ glTranslatef(0.0, 4.2, 0.0);
+ glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
+ glCallList(gp->gear1);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(120, 0.0, 0.0, 1.0);
+ glTranslatef(0.0, 4.2, 0.0);
+ glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
+ glCallList(gp->gear2);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(240, 0.0, 0.0, 1.0);
+ glTranslatef(0.0, 4.2, 0.0);
+ glRotatef(gp->angle - 7.0, 0.0, 0.0, 1.0);
+ glCallList(gp->gear3);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, 0.0);
+ glRotatef(-gp->angle, 0.0, 0.0, 1.0);
+ glCallList(gp->gear_inner);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, 0.0);
+ glRotatef((gp->angle / 3.0) - 7.5, 0.0, 0.0, 1.0);
+ glCallList(gp->gear_outer);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, 0.0);
+ glCallList(gp->armature);
+ glPopMatrix();
+ }
glPopMatrix();
}
/* new window size or exposure */
-static void
-reshape(int width, int height)
+void
+reshape_gears(ModeInfo *mi, int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
#endif
/* make the gears */
- gp->gear1 = glGenLists(1);
- glNewList(gp->gear1, GL_COMPILE);
- if (wire) {
+
+ if (! planetary) {
+
+ gp->gear1 = glGenLists(1);
+ glNewList(gp->gear1, GL_COMPILE);
+ if (wire) {
if (mono)
- glColor4fv(white);
+ glColor4fv(white);
else
- glColor4fv(red);
- } else {
+ glColor4fv(red);
+ } else {
if (mono)
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
- }
- gear(1.0, 4.0, 1.0, 20, 0.7, wire);
- glEndList();
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ }
+
+ gear(1.0, 4.0, 1.0, 20, 0.7, wire, False);
+ glEndList();
- gp->gear2 = glGenLists(1);
- glNewList(gp->gear2, GL_COMPILE);
- if (wire) {
+ gp->gear2 = glGenLists(1);
+ glNewList(gp->gear2, GL_COMPILE);
+ if (wire) {
if (mono)
- glColor4fv(white);
+ glColor4fv(white);
else
- glColor4fv(green);
- } else {
+ glColor4fv(green);
+ } else {
if (mono)
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
- }
- gear(0.5, 2.0, 2.0, 10, 0.7, wire);
- glEndList();
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+ }
+ gear(0.5, 2.0, 2.0, 10, 0.7, wire, False);
+ glEndList();
+
+ gp->gear3 = glGenLists(1);
+ glNewList(gp->gear3, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(blue);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ }
+ gear(1.3, 2.0, 0.5, 10, 0.7, wire, False);
+ glEndList();
+ if (!wire)
+ glEnable(GL_NORMALIZE);
+
+ } else { /* planetary */
- gp->gear3 = glGenLists(1);
- glNewList(gp->gear3, GL_COMPILE);
- if (wire) {
+ gp->gear1 = glGenLists(1);
+ glNewList(gp->gear1, GL_COMPILE);
+ if (wire) {
if (mono)
- glColor4fv(white);
+ glColor4fv(white);
else
- glColor4fv(blue);
- } else {
+ glColor4fv(red);
+ } else {
if (mono)
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
else
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
- }
- gear(1.3, 2.0, 0.5, 10, 0.7, wire);
- glEndList();
- if (!wire)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ }
+ gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
+ glEndList();
+
+ gp->gear2 = glGenLists(1);
+ glNewList(gp->gear2, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(green);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ }
+ gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
+ glEndList();
+
+ gp->gear3 = glGenLists(1);
+ glNewList(gp->gear3, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(blue);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+ }
+ gear(1.3, 2.0, 2.0, 12, 0.7, wire, False);
+ glEndList();
+ if (!wire)
+ glEnable(GL_NORMALIZE);
+
+
+ gp->gear_inner = glGenLists(1);
+ glNewList(gp->gear_inner, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(blue);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+ }
+ gear(1.0, 2.0, 2.0, 12, 0.7, wire, False);
+ glEndList();
+ if (!wire)
glEnable(GL_NORMALIZE);
+
+
+ gp->gear_outer = glGenLists(1);
+ glNewList(gp->gear_outer, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(blue);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+ }
+ gear(5.7, 7.0, 2.0, 36, 0.7, wire, True);
+
+ /* put some nubs on the outer ring, so we can tell how it's moving */
+ glPushMatrix();
+ glTranslatef(7.0, 0, 0);
+ glRotatef(90, 0, 1, 0);
+
+ ctube(0.5, 0.5, wire); /* nub 1 */
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(120, 0, 0, 1);
+ glTranslatef(7.0, 0, 0);
+ glRotatef(90, 0, 1, 0);
+ ctube(0.5, 0.5, wire); /* nub 2 */
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(240, 0, 0, 1);
+ glTranslatef(7.0, 0, 0);
+ glRotatef(90, 0, 1, 0);
+ ctube(0.5, 0.5, wire); /* nub 3 */
+ glPopMatrix();
+
+
+ glEndList();
+ if (!wire)
+ glEnable(GL_NORMALIZE);
+
+ gp->armature = glGenLists(1);
+ glNewList(gp->armature, GL_COMPILE);
+ if (wire) {
+ if (mono)
+ glColor4fv(white);
+ else
+ glColor4fv(blue);
+ } else {
+ if (mono)
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ else
+ glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
+ }
+
+ glTranslatef(0, 0, 1.5);
+ ctube(0.5, 10, wire); /* center axle */
+
+ glPushMatrix();
+ glTranslatef(0.0, 4.2, -1);
+ ctube(0.5, 3, wire); /* axle 1 */
+ glTranslatef(0, 0, 1.8);
+ ctube(0.7, 0.7, wire);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(120, 0.0, 0.0, 1.0);
+ glTranslatef(0.0, 4.2, -1);
+ ctube(0.5, 3, wire); /* axle 2 */
+ glTranslatef(0, 0, 1.8);
+ ctube(0.7, 0.7, wire);
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(240, 0.0, 0.0, 1.0);
+ glTranslatef(0.0, 4.2, -1);
+ ctube(0.5, 3, wire); /* axle 3 */
+ glTranslatef(0, 0, 1.8);
+ ctube(0.7, 0.7, wire);
+ glPopMatrix();
+
+ glTranslatef(0, 0, 1.5); /* center disk */
+ ctube(1.5, 2, wire);
+
+ glPushMatrix();
+ glRotatef(270, 0, 0, 1);
+ glRotatef(-10, 0, 1, 0);
+ glTranslatef(-2.2, 0, 0);
+ arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 1 */
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(30, 0, 0, 1);
+ glRotatef(-10, 0, 1, 0);
+ glTranslatef(-2.2, 0, 0);
+ arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 2 */
+ glPopMatrix();
+
+ glPushMatrix();
+ glRotatef(150, 0, 0, 1);
+ glRotatef(-10, 0, 1, 0);
+ glTranslatef(-2.2, 0, 0);
+ arm(4.0, 1.0, 0.5, 2.0, 1.0, wire); /* arm 3 */
+ glPopMatrix();
+
+ glEndList();
+ if (!wire)
+ glEnable(GL_NORMALIZE);
+ }
}
+
+Bool
+gears_handle_event (ModeInfo *mi, XEvent *event)
+{
+ gearsstruct *gp = &gears[MI_SCREEN(mi)];
+
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button == Button1)
+ {
+ gp->button_down_p = True;
+ gltrackball_start (gp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button == Button1)
+ {
+ gp->button_down_p = False;
+ return True;
+ }
+ else if (event->xany.type == ButtonPress &&
+ (event->xbutton.button == Button4 ||
+ event->xbutton.button == Button5))
+ {
+ gltrackball_mousewheel (gp->trackball, event->xbutton.button, 10,
+ !!event->xbutton.state);
+ return True;
+ }
+ else if (event->xany.type == MotionNotify &&
+ gp->button_down_p)
+ {
+ gltrackball_track (gp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
+ }
+
+ return False;
+}
+
+
void
init_gears(ModeInfo * mi)
{
gp = &gears[screen];
gp->window = MI_WINDOW(mi);
- gp->view_rotx = NRAND(360);
- gp->view_roty = NRAND(360);
- gp->view_rotz = NRAND(360);
- gp->angle = NRAND(360);
+
+ gp->rot = make_rotator (1, 1, 1, 1, 0, True);
+ gp->trackball = gltrackball_init ();
if ((gp->glx_context = init_GL(mi)) != NULL) {
- reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
+ reshape_gears(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
pinit(mi);
} else {
MI_CLEARWINDOW(mi);
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
int angle_incr = MI_CYCLES(mi) ? MI_CYCLES(mi) : 2;
- int rot_incr = MI_COUNT(mi) ? MI_COUNT(mi) : 1;
+
+ if (planetary)
+ angle_incr *= 3;
if (!gp->glx_context)
return;
/* let's do something so we don't get bored */
gp->angle = (int) (gp->angle + angle_incr) % 360;
- gp->view_rotx = (int) (gp->view_rotx + rot_incr) % 360;
- gp->view_roty = (int) (gp->view_roty + rot_incr) % 360;
- gp->view_rotz = (int) (gp->view_rotz + rot_incr) % 360;
+ if (mi->fps_p) do_fps (mi);
glFinish();
glXSwapBuffers(display, window);
}
glDeleteLists(gp->gear2, 1);
if (glIsList(gp->gear3))
glDeleteLists(gp->gear3, 1);
+ if (glIsList(gp->gear_inner))
+ glDeleteLists(gp->gear_inner, 1);
+ if (glIsList(gp->gear_outer))
+ glDeleteLists(gp->gear_outer, 1);
}
}