--- /dev/null
+/* $Id: geartrain.c,v 1.1 2000/03/06 23:34:42 brianp Exp $ */
+
+/*
+ * Geartrain simulation
+ *
+ * Contributed by Shobhan Kumar Dutta <skdutta@del3.vsnl.net.in>
+ */
+
+
+#include <math.h>
+#include <stdlib.h>
+#include <GL/glut.h>
+#include <string.h>
+#include <stdio.h>
+
+#define min(x, y) ( x < y ? x : y )
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif /* */
+typedef GLfloat TDA[3];
+
+TDA background;
+
+
+struct AXLE
+ {
+ char name[20];
+ GLint id;
+ GLfloat radius;
+ GLint axis;
+ TDA color;
+ TDA position;
+ GLfloat length;
+ GLint motored;
+ GLfloat angular_velocity;
+ GLint direction;
+ };
+
+
+struct GEAR
+ {
+ char name[20];
+ char type[7];
+ GLint face;
+ GLint id;
+ GLfloat radius;
+ GLfloat width;
+ GLint teeth;
+ GLfloat tooth_depth;
+ GLfloat angle;
+ GLfloat angular_velocity;
+ TDA color;
+ GLint relative_position;
+ TDA position;
+ char axle_name[20];
+ GLint axis;
+ GLint direction;
+ GLint motored;
+ };
+
+
+struct BELT
+ {
+ char name[20];
+ GLint id;
+ char gear1_name[20];
+ char gear2_name[20];
+ };
+
+
+FILE * mainfile;
+struct GEAR g[10];
+struct AXLE a[10];
+struct BELT b[10];
+int number_of_gears;
+int number_of_axles;
+int number_of_belts;
+
+
+char Buf1[256], Buf2[256], Buf3[256], Buf4[256], Buf5[256];
+
+
+void
+strset (char buf[], char ch)
+{
+ int i;
+ for (i = 0; i < strlen (buf); i++)
+ buf[i] = ch;
+}
+
+
+void
+Clear_Buffers ()
+{
+ strset (Buf1, 0);
+ strset (Buf2, 0);
+ strset (Buf3, 0);
+ strset (Buf4, 0);
+ strset (Buf5, 0);
+}
+
+
+void
+LoadTriplet (TDA A)
+{
+ Clear_Buffers ();
+ fscanf (mainfile, "%s %s %s %s", Buf1, Buf2, Buf3, Buf4);
+ A[0] = atof (Buf2);
+ A[1] = atof (Buf3);
+ A[2] = atof (Buf4);
+}
+
+
+void
+LoadReal (float *a)
+{
+ Clear_Buffers ();
+ fscanf (mainfile, "%s %s", Buf1, Buf2);
+ *a = atof (Buf2);
+}
+
+
+void
+LoadInteger (int *a)
+{
+ Clear_Buffers ();
+ fscanf (mainfile, "%s %s", Buf1, Buf2);
+ *a = atoi (Buf2);
+}
+
+
+void
+LoadText (char *a)
+{
+ Clear_Buffers ();
+ fscanf (mainfile, "%s %s", Buf1, Buf2);
+ strcpy (a, Buf2);
+}
+
+
+void
+getdata (char filename[])
+{
+ int gear_count = 0, axle_count = 0, belt_count = 0, i;
+
+ mainfile = fopen (filename, "r");
+ do
+ {
+ Clear_Buffers ();
+ fscanf (mainfile, "%s", Buf1);
+ if (ferror (mainfile))
+ {
+ printf ("\nError opening file !\n");
+ exit (1);
+ }
+
+ if (!(strcmp (Buf1, "BACKGROUND")))
+ LoadTriplet (background);
+
+ if (!(strcmp (Buf1, "ANAME")))
+ {
+ LoadText (a[axle_count].name);
+ axle_count++;
+ }
+
+ if (!(strcmp (Buf1, "ARADIUS")))
+ LoadReal (&a[axle_count - 1].radius);
+
+ if (!(strcmp (Buf1, "AAXIS")))
+ LoadInteger (&a[axle_count - 1].axis);
+
+ if (!(strcmp (Buf1, "ACOLOR")))
+ LoadTriplet (a[axle_count - 1].color);
+
+ if (!(strcmp (Buf1, "APOSITION")))
+ LoadTriplet (a[axle_count - 1].position);
+
+ if (!(strcmp (Buf1, "ALENGTH")))
+ LoadReal (&a[axle_count - 1].length);
+
+ if (!(strcmp (Buf1, "AMOTORED")))
+ LoadInteger (&a[axle_count - 1].motored);
+
+ if (!(strcmp (Buf1, "AANGULARVELOCITY")))
+ LoadReal (&a[axle_count - 1].angular_velocity);
+
+ if (!(strcmp (Buf1, "ADIRECTION")))
+ LoadInteger (&a[axle_count - 1].direction);
+
+ if (!(strcmp (Buf1, "GNAME")))
+ {
+ LoadText (g[gear_count].name);
+ gear_count++;
+ }
+
+ if (!(strcmp (Buf1, "GTYPE")))
+ LoadText (g[gear_count - 1].type);
+
+ if (!(strcmp (Buf1, "GFACE")))
+ LoadInteger (&g[gear_count - 1].face);
+
+ if (!(strcmp (Buf1, "GRADIUS")))
+ LoadReal (&g[gear_count - 1].radius);
+
+ if (!(strcmp (Buf1, "GWIDTH")))
+ LoadReal (&g[gear_count - 1].width);
+
+ if (!(strcmp (Buf1, "GTEETH")))
+ LoadInteger (&g[gear_count - 1].teeth);
+
+ if (!(strcmp (Buf1, "GTOOTHDEPTH")))
+ LoadReal (&g[gear_count - 1].tooth_depth);
+
+ if (!(strcmp (Buf1, "GCOLOR")))
+ LoadTriplet (g[gear_count - 1].color);
+
+ if (!(strcmp (Buf1, "GAXLE")))
+ LoadText (g[gear_count - 1].axle_name);
+
+ if (!(strcmp (Buf1, "GPOSITION")))
+ LoadInteger (&g[gear_count - 1].relative_position);
+
+ if (!(strcmp (Buf1, "BELTNAME")))
+ {
+ LoadText (b[belt_count].name);
+ belt_count++;
+ }
+
+ if (!(strcmp (Buf1, "GEAR1NAME")))
+ LoadText (b[belt_count - 1].gear1_name);
+
+ if (!(strcmp (Buf1, "GEAR2NAME")))
+ LoadText (b[belt_count - 1].gear2_name);
+ }
+
+ while (Buf1[0] != 0);
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ g[i].axis = -1;
+ g[i].direction = 0;
+ g[i].angular_velocity = 0.0;
+ }
+
+ number_of_gears = gear_count;
+ number_of_axles = axle_count;
+ number_of_belts = belt_count;
+ fclose (mainfile);
+}
+
+
+static void
+axle (GLint j, GLfloat radius, GLfloat length)
+{
+ GLfloat angle, rad, incr = 10.0 * M_PI / 180.0;
+ GLint indexes[3] =
+ {
+ 0, 0, 0
+ };
+
+ /* draw main cylinder */
+ glBegin (GL_QUADS);
+ for (angle = 0.0; angle < 360.0; angle += 5.0)
+ {
+ rad = angle * M_PI / 180.0;
+ glNormal3f (cos (rad), sin (rad), 0.0);
+ glVertex3f (radius * cos (rad), radius * sin (rad), length / 2);
+ glVertex3f (radius * cos (rad), radius * sin (rad), -length / 2);
+ glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), -length / 2);
+ glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), length / 2);
+ }
+ glEnd ();
+
+ /* draw front face */
+ glNormal3f (0.0, 0.0, 1.0);
+ glBegin (GL_TRIANGLES);
+ for (angle = 0.0; angle < 360.0; angle += 5.0)
+ {
+ rad = angle * M_PI / 180.0;
+ glVertex3f (0.0, 0.0, length / 2);
+ glVertex3f (radius * cos (rad), radius * sin (rad), length / 2);
+ glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), length / 2);
+ glVertex3f (0.0, 0.0, length / 2);
+ }
+ glEnd ();
+
+ /* draw back face */
+ glNormal3f (0.0, 0.0, -1.0);
+ glBegin (GL_TRIANGLES);
+ for (angle = 0.0; angle <= 360.0; angle += 5.0)
+ {
+ rad = angle * M_PI / 180.0;
+ glVertex3f (0.0, 0.0, -length / 2);
+ glVertex3f (radius * cos (rad), radius * sin (rad), -length / 2);
+ glVertex3f (radius * cos (rad + incr), radius * sin (rad + incr), -length / 2);
+ glVertex3f (0.0, 0.0, -length / 2);
+ }
+ glEnd ();
+}
+
+
+
+static void
+gear (GLint j, char type[], GLfloat radius, GLfloat width,
+ GLint teeth, GLfloat tooth_depth)
+{
+ GLint i;
+ GLfloat r1, r2;
+ GLfloat angle, da;
+ GLfloat u, v, len, fraction = 0.5;
+ GLfloat n = 1.0;
+ GLint indexes[3] =
+ {
+ 0, 0, 0
+ };
+
+ r1 = radius - tooth_depth;
+ r2 = radius;
+
+ da = 2.0 * M_PI / teeth / 4.0;
+ if (!g[j].face)
+ {
+ fraction = -0.5;
+ n = -1.0;
+ }
+ if (!(strcmp (type, "NORMAL")))
+ {
+ fraction = 0.5;
+ n = 1.0;
+ }
+
+ /* draw front face */
+ if (!(strcmp (type, "NORMAL")))
+ {
+ glNormal3f (0.0, 0.0, 1.0 * n);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (0.0, 0.0, width * fraction);
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
+ glVertex3f (0.0, 0.0, width * fraction);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
+ }
+ glEnd ();
+ }
+ else
+ {
+ glNormal3f (0.0, 0.0, 1.0 * n);
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (0.0, 0.0, width * fraction);
+ glVertex3f ((r2 - width) * cos (angle), (r2 - width) * sin (angle), width * fraction);
+ glVertex3f (0.0, 0.0, width * fraction);
+ glVertex3f ((r2 - width) * cos (angle + 3 * da), (r2 - width) * sin (angle + 3 * da), width * fraction);
+ }
+ glEnd ();
+ }
+
+ /* draw front sides of teeth */
+ if (!(strcmp (type, "NORMAL")))
+ {
+ glNormal3f (0.0, 0.0, 1.0 * n);
+ glBegin (GL_QUADS);
+ da = 2.0 * M_PI / teeth / 4.0;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
+ glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), width * fraction);
+ glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), width * fraction);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
+ }
+ glEnd ();
+ }
+
+ glNormal3f (0.0, 0.0, -1.0 * n);
+
+ /* draw back face */
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i <= teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
+ glVertex3f (0.0, 0.0, -width * fraction);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
+ glVertex3f (0.0, 0.0, -width * fraction);
+ }
+ glEnd ();
+
+ /* draw back sides of teeth */
+ glNormal3f (0.0, 0.0, -1.0 * n);
+ glBegin (GL_QUADS);
+ da = 2.0 * M_PI / teeth / 4.0;
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
+ glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
+ glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
+ }
+ glEnd ();
+
+
+ /* draw outward faces of teeth */
+ if (!(strcmp (type, "NORMAL")))
+ {
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
+ u = r2 * cos (angle + da) - r1 * cos (angle);
+ v = r2 * sin (angle + da) - r1 * sin (angle);
+ len = sqrt (u * u + v * v);
+ u /= len;
+ v /= len;
+ glNormal3f (v, -u, 0.0);
+ glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), width * fraction);
+ glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
+ glNormal3f (cos (angle), sin (angle), 0.0);
+ glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), width * fraction);
+ glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
+ u = r1 * cos (angle + 3 * da) - r2 * cos (angle + 2 * da);
+ v = r1 * sin (angle + 3 * da) - r2 * sin (angle + 2 * da);
+ glNormal3f (v, -u, 0.0);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
+ glNormal3f (cos (angle), sin (angle), 0.0);
+ }
+ }
+ else
+ {
+ glBegin (GL_QUAD_STRIP);
+ for (i = 0; i < teeth; i++)
+ {
+ angle = i * 2.0 * M_PI / teeth;
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
+ glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
+ u = r2 * cos (angle + da) - r1 * cos (angle);
+ v = r2 * sin (angle + da) - r1 * sin (angle);
+ len = sqrt (u * u + v * v);
+ u /= len;
+ v /= len;
+ glNormal3f (v, -u, 0.0);
+ glVertex3f ((r2 - width) * cos (angle + da), (r2 - width) * sin (angle + da), width * fraction);
+ glVertex3f (r2 * cos (angle + da), r2 * sin (angle + da), -width * fraction);
+ glNormal3f (cos (angle), sin (angle), n);
+ glVertex3f ((r2 - width) * cos (angle + 2 * da), (r2 - width) * sin (angle + 2 * da), width * fraction);
+ glVertex3f (r2 * cos (angle + 2 * da), r2 * sin (angle + 2 * da), -width * fraction);
+ u = r1 * cos (angle + 3 * da) - r2 * cos (angle + 2 * da);
+ v = r1 * sin (angle + 3 * da) - r2 * sin (angle + 2 * da);
+ glNormal3f (v, -u, 0.0);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
+ glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
+ glNormal3f (cos (angle), sin (angle), n);
+ }
+ }
+
+ glVertex3f (r1 * cos (0), r1 * sin (0), width * fraction);
+ glVertex3f (r1 * cos (0), r1 * sin (0), -width * fraction);
+ glEnd ();
+}
+
+
+static void
+belt (struct GEAR g1, struct GEAR g2)
+{
+ GLfloat D, alpha, phi, angle, incr, width;
+ GLint indexes[3] =
+ {
+ 0, 0, 0
+ };
+
+ GLfloat col[3] =
+ {
+ 0.0, 0.0, 0.0
+ };
+
+ width = min (g1.width, g2.width);
+ D = sqrt (pow (g1.position[0] - g2.position[0], 2) + pow (g1.position[1] - g2.position[1], 2) + pow (g1.position[2] - g2.position[2], 2));
+ alpha = acos ((g2.position[0] - g1.position[0]) / D);
+ phi = acos ((g1.radius - g2.radius) / D);
+ glBegin (GL_QUADS);
+ glColor3fv (col);
+ glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
+ incr = 1.2 * 360.0 / g1.teeth * M_PI / 180.00;
+ for (angle = alpha + phi; angle <= 2 * M_PI - phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.00)
+ {
+ glNormal3f (cos (angle), sin (angle), 0.0);
+ glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), width * 0.5);
+ glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), -width * 0.5);
+ glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), -width * 0.5);
+ glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), width * 0.5);
+ }
+ glEnd ();
+ glBegin (GL_QUADS);
+ glColor3fv (col);
+ glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
+ incr = 1.2 * 360.0 / g2.teeth * M_PI / 180.00;
+ for (angle = -phi + alpha; angle <= phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.0)
+ {
+ glNormal3f (cos (angle), sin (angle), 0.0);
+ glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * 0.5);
+ glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * -0.5);
+ glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * -0.5);
+ glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * 0.5);
+ }
+ glEnd ();
+
+ glBegin (GL_QUADS);
+ glColor3fv (col);
+ glMaterialiv (GL_FRONT, GL_COLOR_INDEXES, indexes);
+ glVertex3f (g1.radius * cos (alpha + phi), g1.radius * sin (alpha + phi), width * 0.5);
+ glVertex3f (g1.radius * cos (alpha + phi), g1.radius * sin (alpha + phi), width * -0.5);
+ glVertex3f (g2.radius * cos (alpha + phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha + phi) + g2.position[1] - g1.position[1], width * -0.5);
+ glVertex3f (g2.radius * cos (alpha + phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha + phi) + g2.position[1] - g1.position[1], width * 0.5);
+ glVertex3f (g1.radius * cos (alpha - phi), g1.radius * sin (alpha - phi), width * 0.5);
+ glVertex3f (g1.radius * cos (alpha - phi), g1.radius * sin (alpha - phi), width * -0.5);
+ glVertex3f (g2.radius * cos (alpha - phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha - phi) + g2.position[1] - g1.position[1], width * -0.5);
+ glVertex3f (g2.radius * cos (alpha - phi) + g2.position[0] - g1.position[0], g2.radius * sin (alpha - phi) + g2.position[1] - g1.position[1], width * 0.5);
+ glEnd ();
+}
+
+
+int
+axle_find (char axle_name[])
+{
+ int i;
+
+ for (i = 0; i < number_of_axles; i++)
+ {
+ if (!(strcmp (axle_name, a[i].name)))
+ break;
+ }
+ return i;
+}
+
+
+int
+gear_find (char gear_name[])
+{
+ int i;
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ if (!(strcmp (gear_name, g[i].name)))
+ break;
+ }
+ return i;
+}
+
+
+void
+process ()
+{
+ GLfloat x, y, z, D, dist;
+ GLint axle_index, i, j, g1, g2, k;
+ char error[80];
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ x = 0.0;
+ y = 0.0;
+ z = 0.0;
+ axle_index = axle_find (g[i].axle_name);
+ g[i].axis = a[axle_index].axis;
+ g[i].motored = a[axle_index].motored;
+ if (a[axle_index].motored)
+ {
+ g[i].direction = a[axle_index].direction;
+ g[i].angular_velocity = a[axle_index].angular_velocity;
+ }
+ if (g[i].axis == 0)
+ x = 1.0;
+ else if (g[i].axis == 1)
+ y = 1.0;
+ else
+ z = 1.0;
+
+ g[i].position[0] = a[axle_index].position[0] + x * g[i].relative_position;
+ g[i].position[1] = a[axle_index].position[1] + y * g[i].relative_position;
+ g[i].position[2] = a[axle_index].position[2] + z * g[i].relative_position;
+ }
+
+ for (k = 0; k < number_of_axles; k++)
+ {
+ for (i = 0; i < number_of_gears - 1; i++)
+ {
+ for (j = 0; j < number_of_gears; j++)
+ {
+ if (!(strcmp (g[i].type, g[j].type)) && (!(strcmp (g[i].type, "NORMAL"))) && ((strcmp (g[i].axle_name, g[j].axle_name) != 0)) && (g[i].axis == g[j].axis))
+ {
+ D = sqrt (pow (g[i].position[0] - g[j].position[0], 2) + pow (g[i].position[1] - g[j].position[1], 2) + pow (g[i].position[2] - g[j].position[2], 2));
+ if (D < 1.1 * (g[i].radius - g[i].tooth_depth + g[j].radius - g[j].tooth_depth))
+ {
+ printf (error, "Gear %s and %s are too close to each other.", g[i].name, g[j].name);
+
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ if (g[i].axis == 0)
+ {
+ dist = g[i].position[0] - g[j].position[0];
+ }
+ else if (g[i].axis == 1)
+ {
+ dist = g[i].position[1] - g[j].position[1];
+ }
+ else
+ dist = g[i].position[2] - g[j].position[2];
+
+ dist = fabs (dist);
+
+ if (dist < (g[i].width / 2 + g[j].width / 2))
+ {
+ if ((g[i].motored) && (!(g[j].motored)) && (D < 0.95 * (g[i].radius + g[j].radius)))
+ {
+ axle_index = axle_find (g[j].axle_name);
+ if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
+ {
+ printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ g[j].motored = (a[axle_index].motored = 1);
+ g[j].direction = (a[axle_index].direction = -g[i].direction);
+ a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
+ g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
+ }
+
+ if ((!(g[i].motored)) && (g[j].motored) && (D < 0.95 * (g[i].radius + g[j].radius)))
+ {
+ axle_index = axle_find (g[i].axle_name);
+ if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
+ {
+ printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ g[i].motored = (a[axle_index].motored = 1);
+ g[i].direction = (a[axle_index].direction = -g[j].direction);
+ a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
+ g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
+
+ }
+ }
+ }
+
+ if (!(strcmp (g[i].type, g[j].type)) && (!(strcmp (g[i].type, "BEVEL"))) && ((strcmp (g[i].axle_name, g[j].axle_name) != 0)) && (g[i].axis != g[j].axis))
+ {
+ D = sqrt (pow (g[i].position[0] - g[j].position[0], 2) + pow (g[i].position[1] - g[j].position[1], 2) + pow (g[i].position[2] - g[j].position[2], 2));
+ if ((g[i].motored) && (!(g[j].motored)) && (D < 0.95 * sqrt (g[i].radius * g[i].radius + g[j].radius * g[j].radius)))
+ {
+ axle_index = axle_find (g[j].axle_name);
+ if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
+ {
+ printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+ g[j].motored = (a[axle_index].motored = 1);
+ g[j].direction = (a[axle_index].direction = -g[i].direction);
+ a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
+ g[j].angular_velocity = (a[axle_index].angular_velocity *= g[i].radius / g[j].radius);
+ }
+
+
+ if ((!(g[i].motored)) && (g[j].motored) && (D < 0.95 * sqrt (g[i].radius * g[i].radius + g[j].radius * g[j].radius)))
+ {
+ axle_index = axle_find (g[i].axle_name);
+ if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
+ {
+ printf (error, "Error in tooth linkage of gears %s and %s.", g[i].name, g[j].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+ g[i].motored = (a[axle_index].motored = 1);
+ g[i].direction = (a[axle_index].direction = -g[j].direction);
+ a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
+ g[i].angular_velocity = (a[axle_index].angular_velocity *= g[j].radius / g[i].radius);
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ axle_index = axle_find (g[i].axle_name);
+ g[i].motored = a[axle_index].motored;
+ if (a[axle_index].motored)
+ {
+ g[i].direction = a[axle_index].direction;
+ g[i].angular_velocity = a[axle_index].angular_velocity;
+ }
+ }
+
+ for (i = 0; i < number_of_belts; i++)
+ {
+ g1 = gear_find (b[i].gear1_name);
+ g2 = gear_find (b[i].gear2_name);
+ D = sqrt (pow (g[g1].position[0] - g[g2].position[0], 2) + pow (g[g1].position[1] - g[g2].position[1], 2) + pow (g[g1].position[2] - g[g2].position[2], 2));
+ if (!((g[g1].axis == g[g2].axis) && (!strcmp (g[g1].type, g[g2].type)) && (!strcmp (g[g1].type, "NORMAL"))))
+ {
+ printf (error, "Belt %s invalid.", b[i].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ if ((g[g1].axis == g[g2].axis) && (!strcmp (g[g1].type, g[g2].type)) && (!strcmp (g[g1].type, "NORMAL")))
+ {
+ /*
+ if((g[g1].motored)&&(g[g2].motored))
+ if(g[g2].angular_velocity!=(g[g1].angular_velocity*g[g1].radius/g[g2].radius))
+ {
+ printf(error,"Error in belt linkage of gears %s and %s".,g[g1].name,g[g2].name);
+ MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);
+ exit(1);
+ }
+ */
+ if (g[g1].axis == 0)
+ {
+ dist = g[g1].position[0] - g[g2].position[0];
+ }
+ else if (g[i].axis == 1)
+ {
+ dist = g[g1].position[1] - g[g2].position[1];
+ }
+ else
+ dist = g[g1].position[2] - g[g2].position[2];
+
+ dist = fabs (dist);
+
+ if (dist > (g[g1].width / 2 + g[g2].width / 2))
+ {
+ printf (error, "Belt %s invalid.", b[i].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ if (dist < (g[g1].width / 2 + g[g2].width / 2))
+ {
+ if (D < g[g1].radius + g[g2].radius)
+ {
+ printf (error, "Gears %s and %s too close to be linked with belts", g[g1].name, g[g2].name);
+ /*MessageBox(NULL,error,windowName,MB_ICONEXCLAMATION|MB_OK);*/
+ exit (1);
+ }
+
+ if ((g[g1].motored) && (!(g[g2].motored)))
+ {
+ axle_index = axle_find (g[g2].axle_name);
+ g[g2].motored = (a[axle_index].motored = 1);
+ g[g2].direction = (a[axle_index].direction = g[g1].direction);
+ g[g2].angular_velocity = (a[axle_index].angular_velocity = g[g1].angular_velocity * g[g1].radius / g[g2].radius);
+ }
+
+ if ((!(g[g1].motored)) && (g[g2].motored))
+ {
+ axle_index = axle_find (g[g1].axle_name);
+ g[g1].motored = (a[axle_index].motored = 1);
+ g[g1].direction = (a[axle_index].direction = g[g2].direction);
+ g[g1].angular_velocity = (a[axle_index].angular_velocity = g[g2].angular_velocity * g[g2].radius / g[g1].radius);
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ axle_index = axle_find (g[i].axle_name);
+ g[i].motored = a[axle_index].motored;
+ if (a[axle_index].motored)
+ {
+ g[i].direction = a[axle_index].direction;
+ g[i].angular_velocity = a[axle_index].angular_velocity;
+ }
+ }
+ }
+}
+
+
+
+GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 10.0;
+
+
+static void
+draw (void)
+{
+ int i;
+ GLfloat x, y, z;
+ int index;
+
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ glPushMatrix ();
+ glRotatef (view_rotx, 1.0, 0.0, 0.0);
+ glRotatef (view_roty, 0.0, 1.0, 0.0);
+ glRotatef (view_rotz, 0.0, 0.0, 1.0);
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ x = 0.0;
+ y = 0.0;
+ z = 0.0;
+ glPushMatrix ();
+/*glTranslatef( -3.0, -2.0, 0.0 );*/
+ glTranslatef (g[i].position[0], g[i].position[1], g[i].position[2]);
+ if (g[i].axis == 0)
+ y = 1.0;
+ else if (g[i].axis == 1)
+ x = 1.0;
+ else
+ z = 1.0;
+
+ if (z != 1.0)
+ glRotatef (90.0, x, y, z);
+
+ glRotatef (g[i].direction * g[i].angle, 0.0, 0.0, 1.0);
+ glCallList (g[i].id);
+ glPopMatrix ();
+ }
+
+ for (i = 0; i < number_of_axles; i++)
+ {
+ x = 0.0;
+ y = 0.0;
+ z = 0.0;
+ glPushMatrix ();
+ glTranslatef (a[i].position[0], a[i].position[1], a[i].position[2]);
+ if (a[i].axis == 0)
+ y = 1.0;
+ else if (a[i].axis == 1)
+ x = 1.0;
+ else
+ z = 1.0;
+
+ if (z != 1.0)
+ glRotatef (90.0, x, y, z);
+
+ glCallList (a[i].id);
+ glPopMatrix ();
+ }
+
+ for (i = 0; i < number_of_belts; i++)
+ {
+ x = 0.0;
+ y = 0.0;
+ z = 0.0;
+ glPushMatrix ();
+ index = gear_find (b[i].gear1_name);
+ glTranslatef (g[index].position[0], g[index].position[1], g[index].position[2]);
+ if (g[index].axis == 0)
+ y = 1.0;
+ else if (g[index].axis == 1)
+ x = 1.0;
+ else
+ z = 1.0;
+
+ if (z != 1.0)
+ glRotatef (90.0, x, y, z);
+
+ glCallList (b[i].id);
+ glPopMatrix ();
+ }
+
+ glPopMatrix ();
+ glutSwapBuffers ();
+}
+
+
+
+
+static void
+idle (void)
+{
+ int i;
+ for (i = 0; i < number_of_gears; i++)
+ g[i].angle += g[i].angular_velocity;
+ glutPostRedisplay();
+}
+
+
+
+
+/* change view angle, exit upon ESC */
+static void
+key (unsigned char k, int x, int y)
+{
+ switch (k)
+ {
+ case 'x':
+ view_rotx += 5.0;
+ break;
+ case 'X':
+ view_rotx -= 5.0;
+ break;
+ case 'y':
+ view_roty += 5.0;
+ break;
+ case 'Y':
+ view_roty -= 5.0;
+ break;
+ case 'z':
+ view_rotz += 5.0;
+ break;
+ case 'Z':
+ view_rotz -= 5.0;
+ break;
+ case 0x1B:
+ exit(0);
+ }
+}
+
+
+
+
+/* new window size or exposure */
+static void
+reshape (int width, int height)
+{
+ glViewport (0, 0, (GLint) width, (GLint) height);
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+ if (width > height)
+ {
+ GLfloat w = (GLfloat) width / (GLfloat) height;
+ glFrustum (-w, w, -1.0, 1.0, 5.0, 60.0);
+ }
+ else
+ {
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ glFrustum (-1.0, 1.0, -h, h, 5.0, 60.0);
+ }
+
+ glMatrixMode (GL_MODELVIEW);
+ glLoadIdentity ();
+ glTranslatef (0.0, 0.0, -40.0);
+ glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+}
+
+
+
+static void
+init (void)
+{
+ GLfloat matShine = 20.00F;
+ GLfloat light0Pos[4] =
+ {
+ 0.70F, 0.70F, 1.25F, 0.50F
+ };
+ int i;
+
+ glClearColor (background[0], background[1], background[2], 1.0F);
+ glClearIndex ((GLfloat) 0.0);
+
+ glMaterialf (GL_FRONT_AND_BACK, GL_SHININESS, matShine);
+ glLightfv (GL_LIGHT0, GL_POSITION, light0Pos);
+ glEnable (GL_LIGHT0);
+
+ glEnable (GL_LIGHTING);
+ glEnable (GL_DEPTH_TEST);
+ for (i = 0; i < number_of_gears; i++)
+ g[i].angle = 0.0;
+
+ for (i = 0; i < number_of_gears; i++)
+ {
+ g[i].id = glGenLists (1);
+ glNewList (g[i].id, GL_COMPILE);
+ glColor3fv (g[i].color);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, g[i].color);
+ gear (i, g[i].type, g[i].radius, g[i].width, g[i].teeth, g[i].tooth_depth);
+ glEndList ();
+ }
+
+ for (i = 0; i < number_of_axles; i++)
+ {
+ a[i].id = glGenLists (1);
+ glNewList (a[i].id, GL_COMPILE);
+ glColor3fv (a[i].color);
+ glMaterialfv (GL_FRONT, GL_SPECULAR, a[i].color);
+ axle (i, a[i].radius, a[i].length);
+ glEndList ();
+ }
+
+ for (i = 0; i < number_of_belts; i++)
+ {
+ b[i].id = glGenLists (1);
+ glNewList (b[i].id, GL_COMPILE);
+ belt (g[gear_find (b[i].gear1_name)], g[gear_find (b[i].gear2_name)]);
+ glEndList ();
+ }
+
+ glEnable (GL_COLOR_MATERIAL);
+}
+
+
+
+int
+main (int argc, char *argv[])
+{
+ char *file;
+
+ if (argc < 2)
+ file = "geartrain.dat";
+ else
+ file = argv[1];
+
+ glutInitWindowPosition (0, 0);
+ glutInitWindowSize(640,480);
+ glutInitDisplayMode (GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
+
+ if (glutCreateWindow ("Gear Train Simulation") == GL_FALSE)
+ exit (1);
+
+ getdata (file);
+ process ();
+ init ();
+
+ glutDisplayFunc (draw);
+ glutReshapeFunc (reshape);
+ glutKeyboardFunc (key);
+ glutIdleFunc (idle);
+ glutMainLoop ();
+ return 0;
+}
+