8d99a8d317fd19a853fa2de7c289ea7a68977830
1 /* $Id: gears.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
4 * 3-D gear wheels. This program is in the public domain.
9 /* Conversion to GLUT by Mark J. Kilgard */
13 * Revision 1.1 1999/08/19 00:55:40 jtg
16 * Revision 3.2 1999/06/03 17:07:36 brianp
17 * an extra quad was being drawn in front and back faces
19 * Revision 3.1 1998/11/03 02:49:10 brianp
22 * Revision 3.0 1998/02/14 18:42:29 brianp
34 #define M_PI 3.14159265
38 static GLint Frames
= 0;
43 Draw a gear wheel. You'll probably want to call this function when
44 building a display list since we do a lot of trig here.
46 Input: inner_radius - radius of hole at center
47 outer_radius - radius at center of teeth
49 teeth - number of teeth
50 tooth_depth - depth of tooth
55 gear(GLfloat inner_radius
, GLfloat outer_radius
, GLfloat width
,
56 GLint teeth
, GLfloat tooth_depth
)
64 r1
= outer_radius
- tooth_depth
/ 2.0;
65 r2
= outer_radius
+ tooth_depth
/ 2.0;
67 da
= 2.0 * M_PI
/ teeth
/ 4.0;
69 glShadeModel(GL_FLAT
);
71 glNormal3f(0.0, 0.0, 1.0);
74 glBegin(GL_QUAD_STRIP
);
75 for (i
= 0; i
<= teeth
; i
++) {
76 angle
= i
* 2.0 * M_PI
/ teeth
;
77 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
78 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
80 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
81 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
86 /* draw front sides of teeth */
88 da
= 2.0 * M_PI
/ teeth
/ 4.0;
89 for (i
= 0; i
< teeth
; i
++) {
90 angle
= i
* 2.0 * M_PI
/ teeth
;
92 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
93 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), width
* 0.5);
94 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), width
* 0.5);
95 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
99 glNormal3f(0.0, 0.0, -1.0);
102 glBegin(GL_QUAD_STRIP
);
103 for (i
= 0; i
<= teeth
; i
++) {
104 angle
= i
* 2.0 * M_PI
/ teeth
;
105 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
106 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
108 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
109 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
114 /* draw back sides of teeth */
116 da
= 2.0 * M_PI
/ teeth
/ 4.0;
117 for (i
= 0; i
< teeth
; i
++) {
118 angle
= i
* 2.0 * M_PI
/ teeth
;
120 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
121 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), -width
* 0.5);
122 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), -width
* 0.5);
123 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
127 /* draw outward faces of teeth */
128 glBegin(GL_QUAD_STRIP
);
129 for (i
= 0; i
< teeth
; i
++) {
130 angle
= i
* 2.0 * M_PI
/ teeth
;
132 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
133 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
134 u
= r2
* cos(angle
+ da
) - r1
* cos(angle
);
135 v
= r2
* sin(angle
+ da
) - r1
* sin(angle
);
136 len
= sqrt(u
* u
+ v
* v
);
139 glNormal3f(v
, -u
, 0.0);
140 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), width
* 0.5);
141 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), -width
* 0.5);
142 glNormal3f(cos(angle
), sin(angle
), 0.0);
143 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), width
* 0.5);
144 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), -width
* 0.5);
145 u
= r1
* cos(angle
+ 3 * da
) - r2
* cos(angle
+ 2 * da
);
146 v
= r1
* sin(angle
+ 3 * da
) - r2
* sin(angle
+ 2 * da
);
147 glNormal3f(v
, -u
, 0.0);
148 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
149 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
150 glNormal3f(cos(angle
), sin(angle
), 0.0);
153 glVertex3f(r1
* cos(0), r1
* sin(0), width
* 0.5);
154 glVertex3f(r1
* cos(0), r1
* sin(0), -width
* 0.5);
158 glShadeModel(GL_SMOOTH
);
160 /* draw inside radius cylinder */
161 glBegin(GL_QUAD_STRIP
);
162 for (i
= 0; i
<= teeth
; i
++) {
163 angle
= i
* 2.0 * M_PI
/ teeth
;
164 glNormal3f(-cos(angle
), -sin(angle
), 0.0);
165 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
166 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
172 static GLfloat view_rotx
= 20.0, view_roty
= 30.0, view_rotz
= 0.0;
173 static GLint gear1
, gear2
, gear3
;
174 static GLfloat angle
= 0.0;
179 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
182 glRotatef(view_rotx
, 1.0, 0.0, 0.0);
183 glRotatef(view_roty
, 0.0, 1.0, 0.0);
184 glRotatef(view_rotz
, 0.0, 0.0, 1.0);
187 glTranslatef(-3.0, -2.0, 0.0);
188 glRotatef(angle
, 0.0, 0.0, 1.0);
193 glTranslatef(3.1, -2.0, 0.0);
194 glRotatef(-2.0 * angle
- 9.0, 0.0, 0.0, 1.0);
199 glTranslatef(-3.1, 4.2, 0.0);
200 glRotatef(-2.0 * angle
- 25.0, 0.0, 0.0, 1.0);
210 GLint t
= glutGet(GLUT_ELAPSED_TIME
);
211 if (t
- T0
>= 5000) {
212 GLfloat seconds
= (t
- T0
) / 1000.0;
213 GLfloat fps
= Frames
/ seconds
;
214 printf("%d frames in %g seconds = %g FPS\n", Frames
, seconds
, fps
);
229 /* change view angle, exit upon ESC */
232 key(unsigned char k
, int x
, int y
)
241 case 27: /* Escape */
250 /* change view angle */
253 special(int k
, int x
, int y
)
274 /* new window size or exposure */
276 reshape(int width
, int height
)
278 GLfloat h
= (GLfloat
) height
/ (GLfloat
) width
;
280 glViewport(0, 0, (GLint
) width
, (GLint
) height
);
281 glMatrixMode(GL_PROJECTION
);
283 glFrustum(-1.0, 1.0, -h
, h
, 5.0, 60.0);
284 glMatrixMode(GL_MODELVIEW
);
286 glTranslatef(0.0, 0.0, -40.0);
292 static GLfloat pos
[4] =
293 {5.0, 5.0, 10.0, 0.0};
294 static GLfloat red
[4] =
295 {0.8, 0.1, 0.0, 1.0};
296 static GLfloat green
[4] =
297 {0.0, 0.8, 0.2, 1.0};
298 static GLfloat blue
[4] =
299 {0.2, 0.2, 1.0, 1.0};
301 glLightfv(GL_LIGHT0
, GL_POSITION
, pos
);
302 glEnable(GL_CULL_FACE
);
303 glEnable(GL_LIGHTING
);
305 glEnable(GL_DEPTH_TEST
);
308 gear1
= glGenLists(1);
309 glNewList(gear1
, GL_COMPILE
);
310 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, red
);
311 gear(1.0, 4.0, 1.0, 20, 0.7);
314 gear2
= glGenLists(1);
315 glNewList(gear2
, GL_COMPILE
);
316 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, green
);
317 gear(0.5, 2.0, 2.0, 10, 0.7);
320 gear3
= glGenLists(1);
321 glNewList(gear3
, GL_COMPILE
);
322 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, blue
);
323 gear(1.3, 2.0, 0.5, 10, 0.7);
326 glEnable(GL_NORMALIZE
);
332 if (vis
== GLUT_VISIBLE
)
338 int main(int argc
, char *argv
[])
340 glutInit(&argc
, argv
);
341 glutInitDisplayMode(GLUT_RGB
| GLUT_DEPTH
| GLUT_DOUBLE
);
343 glutInitWindowPosition(0, 0);
344 glutInitWindowSize(300, 300);
345 glutCreateWindow("Gears");
348 glutDisplayFunc(draw
);
349 glutReshapeFunc(reshape
);
350 glutKeyboardFunc(key
);
351 glutSpecialFunc(special
);
352 glutVisibilityFunc(visible
);
355 return 0; /* ANSI C requires main to return int. */