1 /* $Id: gears.c,v 1.1 1999/08/21 06:27:37 jtaylor 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 1999/08/21 06:27:37 jtaylor
14 * *** empty log message ***
16 * Revision 1.5 1999/07/31 21:51:09 jtaylor
17 * *** empty log message ***
19 * Revision 3.2 1999/06/03 17:07:36 brianp
20 * an extra quad was being drawn in front and back faces
22 * Revision 3.1 1998/11/03 02:49:10 brianp
25 * Revision 3.0 1998/02/14 18:42:29 brianp
37 #define M_PI 3.14159265
41 static GLint Frames
= 0;
46 Draw a gear wheel. You'll probably want to call this function when
47 building a display list since we do a lot of trig here.
49 Input: inner_radius - radius of hole at center
50 outer_radius - radius at center of teeth
52 teeth - number of teeth
53 tooth_depth - depth of tooth
58 gear(GLfloat inner_radius
, GLfloat outer_radius
, GLfloat width
,
59 GLint teeth
, GLfloat tooth_depth
)
67 r1
= outer_radius
- tooth_depth
/ 2.0;
68 r2
= outer_radius
+ tooth_depth
/ 2.0;
70 da
= 2.0 * M_PI
/ teeth
/ 4.0;
72 glShadeModel(GL_FLAT
);
74 glNormal3f(0.0, 0.0, 1.0);
77 glBegin(GL_QUAD_STRIP
);
78 for (i
= 0; i
<= teeth
; i
++) {
79 angle
= i
* 2.0 * M_PI
/ teeth
;
80 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
81 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
83 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
84 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
89 /* draw front sides of teeth */
91 da
= 2.0 * M_PI
/ teeth
/ 4.0;
92 for (i
= 0; i
< teeth
; i
++) {
93 angle
= i
* 2.0 * M_PI
/ teeth
;
95 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
96 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), width
* 0.5);
97 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), width
* 0.5);
98 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
102 glNormal3f(0.0, 0.0, -1.0);
105 glBegin(GL_QUAD_STRIP
);
106 for (i
= 0; i
<= teeth
; i
++) {
107 angle
= i
* 2.0 * M_PI
/ teeth
;
108 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
109 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
111 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
112 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
117 /* draw back sides of teeth */
119 da
= 2.0 * M_PI
/ teeth
/ 4.0;
120 for (i
= 0; i
< teeth
; i
++) {
121 angle
= i
* 2.0 * M_PI
/ teeth
;
123 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
124 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), -width
* 0.5);
125 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), -width
* 0.5);
126 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
130 /* draw outward faces of teeth */
131 glBegin(GL_QUAD_STRIP
);
132 for (i
= 0; i
< teeth
; i
++) {
133 angle
= i
* 2.0 * M_PI
/ teeth
;
135 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), width
* 0.5);
136 glVertex3f(r1
* cos(angle
), r1
* sin(angle
), -width
* 0.5);
137 u
= r2
* cos(angle
+ da
) - r1
* cos(angle
);
138 v
= r2
* sin(angle
+ da
) - r1
* sin(angle
);
139 len
= sqrt(u
* u
+ v
* v
);
142 glNormal3f(v
, -u
, 0.0);
143 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), width
* 0.5);
144 glVertex3f(r2
* cos(angle
+ da
), r2
* sin(angle
+ da
), -width
* 0.5);
145 glNormal3f(cos(angle
), sin(angle
), 0.0);
146 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), width
* 0.5);
147 glVertex3f(r2
* cos(angle
+ 2 * da
), r2
* sin(angle
+ 2 * da
), -width
* 0.5);
148 u
= r1
* cos(angle
+ 3 * da
) - r2
* cos(angle
+ 2 * da
);
149 v
= r1
* sin(angle
+ 3 * da
) - r2
* sin(angle
+ 2 * da
);
150 glNormal3f(v
, -u
, 0.0);
151 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), width
* 0.5);
152 glVertex3f(r1
* cos(angle
+ 3 * da
), r1
* sin(angle
+ 3 * da
), -width
* 0.5);
153 glNormal3f(cos(angle
), sin(angle
), 0.0);
156 glVertex3f(r1
* cos(0), r1
* sin(0), width
* 0.5);
157 glVertex3f(r1
* cos(0), r1
* sin(0), -width
* 0.5);
161 glShadeModel(GL_SMOOTH
);
163 /* draw inside radius cylinder */
164 glBegin(GL_QUAD_STRIP
);
165 for (i
= 0; i
<= teeth
; i
++) {
166 angle
= i
* 2.0 * M_PI
/ teeth
;
167 glNormal3f(-cos(angle
), -sin(angle
), 0.0);
168 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), -width
* 0.5);
169 glVertex3f(r0
* cos(angle
), r0
* sin(angle
), width
* 0.5);
175 static GLfloat view_rotx
= 20.0, view_roty
= 30.0, view_rotz
= 0.0;
176 static GLint gear1
, gear2
, gear3
;
177 static GLfloat angle
= 0.0;
182 glClear(GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT
);
185 glRotatef(view_rotx
, 1.0, 0.0, 0.0);
186 glRotatef(view_roty
, 0.0, 1.0, 0.0);
187 glRotatef(view_rotz
, 0.0, 0.0, 1.0);
190 glTranslatef(-3.0, -2.0, 0.0);
191 glRotatef(angle
, 0.0, 0.0, 1.0);
196 glTranslatef(3.1, -2.0, 0.0);
197 glRotatef(-2.0 * angle
- 9.0, 0.0, 0.0, 1.0);
202 glTranslatef(-3.1, 4.2, 0.0);
203 glRotatef(-2.0 * angle
- 25.0, 0.0, 0.0, 1.0);
213 GLint t
= glutGet(GLUT_ELAPSED_TIME
);
214 if (t
- T0
>= 5000) {
215 GLfloat seconds
= (t
- T0
) / 1000.0;
216 GLfloat fps
= Frames
/ seconds
;
217 printf("%d frames in %g seconds = %g FPS\n", Frames
, seconds
, fps
);
232 /* change view angle, exit upon ESC */
235 key(unsigned char k
, int x
, int y
)
244 case 27: /* Escape */
253 /* change view angle */
256 special(int k
, int x
, int y
)
277 /* new window size or exposure */
279 reshape(int width
, int height
)
281 GLfloat h
= (GLfloat
) height
/ (GLfloat
) width
;
283 glViewport(0, 0, (GLint
) width
, (GLint
) height
);
284 glMatrixMode(GL_PROJECTION
);
286 glFrustum(-1.0, 1.0, -h
, h
, 5.0, 60.0);
287 glMatrixMode(GL_MODELVIEW
);
289 glTranslatef(0.0, 0.0, -40.0);
295 static GLfloat pos
[4] =
296 {5.0, 5.0, 10.0, 0.0};
297 static GLfloat red
[4] =
298 {0.8, 0.1, 0.0, 1.0};
299 static GLfloat green
[4] =
300 {0.0, 0.8, 0.2, 1.0};
301 static GLfloat blue
[4] =
302 {0.2, 0.2, 1.0, 1.0};
304 glLightfv(GL_LIGHT0
, GL_POSITION
, pos
);
305 glEnable(GL_CULL_FACE
);
306 glEnable(GL_LIGHTING
);
308 glEnable(GL_DEPTH_TEST
);
311 gear1
= glGenLists(1);
312 glNewList(gear1
, GL_COMPILE
);
313 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, red
);
314 gear(1.0, 4.0, 1.0, 20, 0.7);
317 gear2
= glGenLists(1);
318 glNewList(gear2
, GL_COMPILE
);
319 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, green
);
320 gear(0.5, 2.0, 2.0, 10, 0.7);
323 gear3
= glGenLists(1);
324 glNewList(gear3
, GL_COMPILE
);
325 glMaterialfv(GL_FRONT
, GL_AMBIENT_AND_DIFFUSE
, blue
);
326 gear(1.3, 2.0, 0.5, 10, 0.7);
329 glEnable(GL_NORMALIZE
);
335 if (vis
== GLUT_VISIBLE
)
341 int main(int argc
, char *argv
[])
343 glutInit(&argc
, argv
);
344 glutInitDisplayMode(GLUT_RGB
| GLUT_DEPTH
| GLUT_DOUBLE
);
346 glutInitWindowPosition(0, 0);
347 glutInitWindowSize(300, 300);
348 glutCreateWindow("Gears");
351 glutDisplayFunc(draw
);
352 glutReshapeFunc(reshape
);
353 glutKeyboardFunc(key
);
354 glutSpecialFunc(special
);
355 glutVisibilityFunc(visible
);
358 return 0; /* ANSI C requires main to return int. */