X-Git-Url: http://git.hungrycats.org/cgi-bin/gitweb.cgi?p=xscreensaver;a=blobdiff_plain;f=hacks%2Fglx%2Fgears.c;h=b9a8871ecdfff670609b2c1bba0a59a3a2ea82a9;hp=11403ac73de28339d8027ace469beec4b90b6de3;hb=ffd8c0873576a9e3065696a624dce6b766b77062;hpb=de041722414a2e31c1c04caa10aaec9d6952e9b4 diff --git a/hacks/glx/gears.c b/hacks/glx/gears.c index 11403ac7..b9a8871e 100644 --- a/hacks/glx/gears.c +++ b/hacks/glx/gears.c @@ -1,9 +1,8 @@ /* -*- 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 /*- @@ -20,6 +19,7 @@ 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 @@ -34,21 +34,19 @@ static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore"; * 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 - #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: 20000 \n" \ + "*planetary: False \n" \ + "*showFPS: False \n" \ "*wireframe: False \n" # include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ @@ -57,8 +55,26 @@ static const char sccsid[] = "@(#)gears.c 4.07 97/11/24 xlockmore"; #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" + +static int planetary; + +static XrmOptionDescRec opts[] = { + {"-planetary", ".gears.planetary", XrmoptionNoArg, "true" }, + {"+planetary", ".gears.planetary", XrmoptionNoArg, "false" }, +}; + +static argtype vars[] = { + {&planetary, "planetary", "Planetary", DEF_PLANETARY, t_Bool}, +}; + +ModeSpecOpt gears_opts = {countof(opts), opts, countof(vars), vars, NULL}; #ifdef USE_MODULES ModStruct gears_description = @@ -69,15 +85,25 @@ 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; @@ -95,16 +121,27 @@ 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 +248,56 @@ 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 +317,12 @@ 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 +338,188 @@ gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, } + +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) { @@ -283,29 +533,79 @@ 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); -/* 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(); + gltrackball_rotate (gp->trackball); - 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(); + { + 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); + } - 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(); + 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(); + + } 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 +613,8 @@ 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 +674,278 @@ 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); + } - gp->gear2 = glGenLists(1); - glNewList(gp->gear2, GL_COMPILE); - if (wire) { + gear(1.0, 4.0, 1.0, 20, 0.7, wire, False); + glEndList(); + + 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); + + 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 == 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) { @@ -442,13 +963,12 @@ 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); @@ -462,7 +982,9 @@ 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 +996,8 @@ 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; + if (mi->fps_p) do_fps (mi); glFinish(); glXSwapBuffers(display, window); } @@ -501,6 +1021,10 @@ 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); } }