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272 lines
7.2 KiB
272 lines
7.2 KiB
/****************************************************************************
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of an example program for Qt. This example
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** program may be used, distributed and modified without limitation.
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**
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*****************************************************************************/
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//
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// Draws a gear.
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//
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// Portions of this code have been borrowed from Brian Paul's Mesa
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// distribution.
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//
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#include "glgear.h"
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#include <math.h>
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#if defined(Q_CC_MSVC)
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#pragma warning(disable:4305) // init: truncation from const double to float
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#endif
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/*
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth )
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth/2.0;
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r2 = outer_radius + tooth_depth/2.0;
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const double pi = 3.14159264;
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da = 2.0*pi / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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/* draw front face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*pi / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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glNormal3f( 0.0, 0.0, -1.0 );
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/* draw back face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*pi / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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u = r2*cos(angle+da) - r1*cos(angle);
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v = r2*sin(angle+da) - r1*sin(angle);
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len = sqrt( u*u + v*v );
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u /= len;
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v /= len;
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
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v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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}
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glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 );
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glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 );
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glEnd();
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glShadeModel( GL_SMOOTH );
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/* draw inside radius cylinder */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*pi / teeth;
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glNormal3f( -cos(angle), -sin(angle), 0.0 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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}
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glEnd();
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}
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void GLGear::draw()
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{
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glPushMatrix();
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glRotatef( view_rotx, 1.0, 0.0, 0.0 );
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glRotatef( view_roty, 0.0, 1.0, 0.0 );
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glRotatef( view_rotz, 0.0, 0.0, 1.0 );
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glPushMatrix();
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glTranslatef( -3.0, -2.0, 0.0 );
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glRotatef( angle, 0.0, 0.0, 1.0 );
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 3.1, -2.0, 0.0 );
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glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( -3.1, 2.2, -1.8 );
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glRotatef( 90.0, 1.0, 0.0, 0.0 );
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glRotatef( 2.0*angle-2.0, 0.0, 0.0, 1.0 );
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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}
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GLGear::GLGear( QWidget *parent, const char *name, WFlags f )
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: GLControlWidget( parent, name, 0, f )
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{
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scale = 1.0;
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setAnimationDelay( 15 );
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view_rotx = 20.0;
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view_roty = 30.0;
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view_rotz = 0.0;
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angle = 0.0;
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}
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void GLGear::initializeGL()
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{
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static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
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static GLfloat ared[4] = {0.8, 0.1, 0.0, 1.0 };
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static GLfloat agreen[4] = {0.0, 0.8, 0.2, 1.0 };
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static GLfloat ablue[4] = {0.2, 0.2, 1.0, 1.0 };
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_DEPTH_TEST );
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared );
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gear( 1.0, 4.0, 1.0, 20, 0.7 );
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen );
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gear( 0.5, 2.0, 2.0, 10, 0.7 );
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue );
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gear( 1.3, 2.0, 0.5, 10, 0.7 );
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glEndList();
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glEnable( GL_NORMALIZE );
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}
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void GLGear::resizeGL( int width, int height )
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{
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GLfloat w = (float) width / (float) height;
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GLfloat h = 1.0;
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glViewport( 0, 0, width, height );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum( -w, w, -h, h, 5.0, 60.0 );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -40.0 );
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}
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void GLGear::paintGL()
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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transform();
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draw();
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drawText();
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glPushAttrib( GL_LIGHTING_BIT | GL_TEXTURE_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_TEXTURE_2D );
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qglColor( green );
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glLineWidth( 1.0 );
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glBegin( GL_LINES );
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{
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glVertex3f( 0.0, 0.0, 0.0 );
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glVertex3f( 2.98, 2.98, 2.98 );
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}
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glEnd();
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renderText( 3.0, 3.0, 3.0, "Gears", QFont( "helvetica", 12, QFont::Bold, TRUE ) );
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glPopMatrix();
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glPopAttrib();
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}
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void GLGear::animate()
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{
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angle += 2.0;
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view_roty += 1.0;
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updateGL();
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}
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