# 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" \
#ifdef USE_GL
+#include "rotator.h"
+#include "gltrackball.h"
+
#undef countof
#define countof(x) (sizeof((x))/sizeof((*x)))
typedef struct {
-
- 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;
+ rotator *rot;
+ trackball_state *trackball;
+ Bool button_down_p;
} gearsstruct;
static gearsstruct *gears = NULL;
glPushMatrix();
+ gltrackball_rotate (gp->trackball);
+
{
- 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);
+ 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) {
}
-/* 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)
+Bool
+gears_handle_event (ModeInfo *mi, XEvent *event)
{
- 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);
+ gearsstruct *gp = &gears[MI_SCREEN(mi)];
- /* accelerate */
- *v += *dv;
-
- /* clamp velocity */
- if (*v > max_v || *v < -max_v)
+ if (event->xany.type == ButtonPress &&
+ event->xbutton.button & Button1)
{
- *dv = -*dv;
+ gp->button_down_p = True;
+ gltrackball_start (gp->trackball,
+ event->xbutton.x, event->xbutton.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
}
- /* If it stops, start it going in the other direction. */
- else if (*v < 0)
+ else if (event->xany.type == ButtonRelease &&
+ event->xbutton.button & Button1)
{
- 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;
- }
+ gp->button_down_p = False;
+ return True;
}
-
- /* Alter direction of rotational acceleration randomly. */
- if (! (random() % 120))
- *dv = -*dv;
-
- /* Change acceleration very occasionally. */
- if (! (random() % 200))
+ else if (event->xany.type == MotionNotify &&
+ gp->button_down_p)
{
- if (*dv == 0)
- *dv = 0.00001;
- else if (random() & 1)
- *dv *= 1.2;
- else
- *dv *= 0.8;
+ gltrackball_track (gp->trackball,
+ event->xmotion.x, event->xmotion.y,
+ MI_WIDTH (mi), MI_HEIGHT (mi));
+ return True;
}
+
+ return False;
}
gp->window = MI_WINDOW(mi);
- 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->rot = make_rotator (1, 1, 1, 1, 0, True);
+ gp->trackball = gltrackball_init ();
if ((gp->glx_context = init_GL(mi)) != NULL) {
reshape_gears(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
/* let's do something so we don't get bored */
gp->angle = (int) (gp->angle + angle_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);