X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=hacks%2Fglx%2Fgears.c;h=f97232bf4c624df34332a53ef32e3aa6a21a3890;hb=3d9140a05b5272fed0883a0af0a71e30ef44d47f;hp=11403ac73de28339d8027ace469beec4b90b6de3;hpb=de041722414a2e31c1c04caa10aaec9d6952e9b4;p=xscreensaver diff --git a/hacks/glx/gears.c b/hacks/glx/gears.c index 11403ac7..f97232bf 100644 --- a/hacks/glx/gears.c +++ b/hacks/glx/gears.c @@ -20,6 +20,7 @@ static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore"; * 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 @@ -45,10 +46,13 @@ static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore"; # define PROGCLASS "Gears" # define HACK_INIT init_gears # define HACK_DRAW draw_gears +# define HACK_RESHAPE reshape_gears # define gears_opts xlockmore_opts # define DEFAULTS "*count: 1 \n" \ "*cycles: 2 \n" \ "*delay: 20000 \n" \ + "*planetary: False \n" \ + "*showFPS: False \n" \ "*wireframe: False \n" # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ @@ -57,8 +61,23 @@ static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore"; #ifdef USE_GL -ModeSpecOpt gears_opts = -{0, NULL, 0, NULL, NULL}; +#undef countof +#define countof(x) (sizeof((x))/sizeof((*x))) + +#define DEF_PLANETARY "False" + +static int planetary; + +static XrmOptionDescRec opts[] = { + {"-planetary", ".gears.planetary", XrmoptionNoArg, (caddr_t) "true" }, + {"+planetary", ".gears.planetary", XrmoptionNoArg, (caddr_t) "false" }, +}; + +static argtype vars[] = { + {(caddr_t *) &planetary, "planetary", "Planetary", DEF_PLANETARY, t_Bool}, +}; + +ModeSpecOpt gears_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct gears_description = @@ -70,14 +89,18 @@ 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; -#endif + + GLfloat rotx, roty, rotz; /* current object rotation */ + GLfloat dx, dy, dz; /* current rotational velocity */ + GLfloat ddx, ddy, ddz; /* current rotational acceleration */ + GLfloat d_max; /* max velocity */ + + GLuint gear1, gear2, gear3; + GLuint gear_inner, gear_outer; + GLuint armature; + GLfloat angle; + GLXContext *glx_context; + Window window; } gearsstruct; static gearsstruct *gears = NULL; @@ -95,16 +118,27 @@ 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; @@ -211,30 +245,56 @@ gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, /* 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(); } @@ -254,7 +314,12 @@ gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, 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) { @@ -270,6 +335,155 @@ gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, } + + +static void +tube(GLfloat radius, GLfloat width, GLint facets, Bool wire) +{ + GLint i; + GLfloat da = 2.0 * M_PI / facets / 4.0; + + glFrontFace(GL_CCW); + + /* draw bottom of tube */ + + glShadeModel(GL_FLAT); + glNormal3f(0, 0, 1); + if (!wire) + { + glBegin(GL_TRIANGLE_FAN); + glVertex3f(0, 0, width * 0.5); + for (i = 0; i <= facets; i++) { + GLfloat angle = i * 2.0 * M_PI / facets; + glVertex3f(radius * cos(angle), radius * sin(angle), width * 0.5); + } + glEnd(); + } + + /* draw top of tube */ + + glShadeModel(GL_FLAT); + glNormal3f(0, 0, -1); + glFrontFace(GL_CW); + if (!wire) + { + glBegin(GL_TRIANGLE_FAN); + glVertex3f(0, 0, -width * 0.5); + for (i = 0; i <= facets; i++) { + GLfloat angle = i * 2.0 * M_PI / facets; + glVertex3f(radius * cos(angle), radius * sin(angle), -width * 0.5); + } + glEnd(); + } + + /* draw side of tube */ + glFrontFace(GL_CW); + glShadeModel(GL_SMOOTH); + + if (!wire) + glBegin(GL_QUAD_STRIP); + + for (i = 0; i <= facets; i++) { + GLfloat angle = i * 2.0 * M_PI / facets; + + if (wire) + glBegin(GL_LINES); + + glNormal3f(cos(angle), sin(angle), 0.0); + + glVertex3f(radius * cos(angle), radius * sin(angle), -width * 0.5); + glVertex3f(radius * cos(angle), radius * sin(angle), width * 0.5); + + if (wire) { + glVertex3f(radius * cos(angle), radius * sin(angle), -width * 0.5); + glVertex3f(radius * cos(angle + 4 * da), radius * sin(angle + 4 * da), -width * 0.5); + glVertex3f(radius * cos(angle), radius * sin(angle), width * 0.5); + glVertex3f(radius * cos(angle + 4 * da), radius * sin(angle + 4 * da), width * 0.5); + glEnd(); + } + } + + if (!wire) + glEnd(); + + glFrontFace(GL_CCW); +} + + +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) { @@ -283,29 +497,81 @@ 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); + { + GLfloat x = gp->rotx; + GLfloat y = gp->roty; + GLfloat z = gp->rotz; + if (x < 0) x = 1 - (x + 1); + if (y < 0) y = 1 - (y + 1); + if (z < 0) z = 1 - (z + 1); + 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(); } @@ -313,8 +579,8 @@ draw(ModeInfo * mi) /* 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; @@ -374,57 +640,316 @@ pinit(ModeInfo * mi) #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); - gp->gear3 = glGenLists(1); - glNewList(gp->gear3, GL_COMPILE); - if (wire) { + } else { /* planetary */ + + 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); + tube(0.5, 0.5, 10, wire); /* nub 1 */ + glPopMatrix(); + + glPushMatrix(); + glRotatef(120, 0, 0, 1); + glTranslatef(7.0, 0, 0); + glRotatef(90, 0, 1, 0); + tube(0.5, 0.5, 10, wire); /* nub 2 */ + glPopMatrix(); + + glPushMatrix(); + glRotatef(240, 0, 0, 1); + glTranslatef(7.0, 0, 0); + glRotatef(90, 0, 1, 0); + tube(0.5, 0.5, 10, 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); + + tube(0.5, 10, 15, wire); /* center axle */ + + glPushMatrix(); + glTranslatef(0.0, 4.2, -1); + tube(0.5, 3, 15, wire); /* axle 1 */ + glTranslatef(0, 0, 1.8); + tube(0.7, 0.7, 15, wire); + glPopMatrix(); + + glPushMatrix(); + glRotatef(120, 0.0, 0.0, 1.0); + glTranslatef(0.0, 4.2, -1); + tube(0.5, 3, 15, wire); /* axle 2 */ + glTranslatef(0, 0, 1.8); + tube(0.7, 0.7, 15, wire); + glPopMatrix(); + + glPushMatrix(); + glRotatef(240, 0.0, 0.0, 1.0); + glTranslatef(0.0, 4.2, -1); + tube(0.5, 3, 15, wire); /* axle 3 */ + glTranslatef(0, 0, 1.8); + tube(0.7, 0.7, 15, wire); + glPopMatrix(); + + glTranslatef(0, 0, 1.5); /* center disk */ + tube(1.5, 2, 20, 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); + } } + +/* lifted from lament.c */ +#define RAND(n) ((long) ((random() & 0x7fffffff) % ((long) (n)))) +#define RANDSIGN() ((random() & 1) ? 1 : -1) + +static void +rotate(GLfloat *pos, GLfloat *v, GLfloat *dv, GLfloat max_v) +{ + double ppos = *pos; + + /* tick position */ + if (ppos < 0) + ppos = -(ppos + *v); + else + ppos += *v; + + if (ppos > 1.0) + ppos -= 1.0; + else if (ppos < 0) + ppos += 1.0; + + if (ppos < 0) abort(); + if (ppos > 1.0) abort(); + *pos = (*pos > 0 ? ppos : -ppos); + + /* accelerate */ + *v += *dv; + + /* clamp velocity */ + if (*v > max_v || *v < -max_v) + { + *dv = -*dv; + } + /* If it stops, start it going in the other direction. */ + else if (*v < 0) + { + if (random() % 4) + { + *v = 0; + + /* keep going in the same direction */ + if (random() % 2) + *dv = 0; + else if (*dv < 0) + *dv = -*dv; + } + else + { + /* reverse gears */ + *v = -*v; + *dv = -*dv; + *pos = -*pos; + } + } + + /* Alter direction of rotational acceleration randomly. */ + if (! (random() % 120)) + *dv = -*dv; + + /* Change acceleration very occasionally. */ + if (! (random() % 200)) + { + if (*dv == 0) + *dv = 0.00001; + else if (random() & 1) + *dv *= 1.2; + else + *dv *= 0.8; + } +} + + void init_gears(ModeInfo * mi) { @@ -442,13 +967,28 @@ 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->rotx = frand(1.0) * RANDSIGN(); + gp->roty = frand(1.0) * RANDSIGN(); + gp->rotz = frand(1.0) * RANDSIGN(); + + /* bell curve from 0-1.5 degrees, avg 0.75 */ + gp->dx = (frand(1) + frand(1) + frand(1)) / (360*2); + gp->dy = (frand(1) + frand(1) + frand(1)) / (360*2); + gp->dz = (frand(1) + frand(1) + frand(1)) / (360*2); + + gp->d_max = gp->dx * 2; + + gp->ddx = 0.00006 + frand(0.00003); + gp->ddy = 0.00006 + frand(0.00003); + gp->ddz = 0.00006 + frand(0.00003); + + gp->ddx = 0.00001; + gp->ddy = 0.00001; + gp->ddz = 0.00001; 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); @@ -462,7 +1002,9 @@ draw_gears(ModeInfo * 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; @@ -474,10 +1016,12 @@ draw_gears(ModeInfo * mi) /* 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; + rotate(&gp->rotx, &gp->dx, &gp->ddx, gp->d_max); + rotate(&gp->roty, &gp->dy, &gp->ddy, gp->d_max); + rotate(&gp->rotz, &gp->dz, &gp->ddz, gp->d_max); + + if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(display, window); } @@ -501,6 +1045,10 @@ release_gears(ModeInfo * mi) 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); } }