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| #include "windows.h"
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <math.h>
#include <stdlib.h>
#ifndef M_PI
#define M_PI 3.14159265F
#endif
static float cosF(double v) {
return((float) cos(v)) ;
}
static float sinF(double v) {
return((float) sin(v)) ;
}
static void gear(GLfloat inner_radius,GLfloat outer_radius,GLfloat width,GLint teeth,GLfloat tooth_depth ) {
GLint i;
GLfloat r0,r1,r2;
GLfloat angle,da;
GLfloat u,v,len;
r0 = inner_radius;
r1 = outer_radius-tooth_depth/2.0F;
r2 = outer_radius+tooth_depth/2.0F;
da = 2.0F*M_PI/teeth/4.0F;
glShadeModel(GL_FLAT);
glNormal3f(0.0,0.0,1.0);
glBegin(GL_QUAD_STRIP);
for ( i = 0 ; i <= teeth ; i++ ) {
angle = i * 2.0F*M_PI / teeth;
glVertex3f(r0*cosF(angle),r0*sinF(angle),width*0.5F);
glVertex3f(r1*cosF(angle),r1*sinF(angle),width*0.5F);
glVertex3f(r0*cosF(angle),r0*sinF(angle),width*0.5F);
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),width*0.5F); }
glEnd();
glBegin(GL_QUADS);
da = 2.0F*M_PI/teeth/4.0F;
for ( i = 0 ; i < teeth ; i++ ) {
angle = i * 2.0F*M_PI / teeth;
glVertex3f(r1*cosF(angle),r1*sinF(angle),width*0.5F);
glVertex3f(r2*cosF(angle+da),r2*sinF(angle+da),width*0.5F);
glVertex3f(r2*cosF(angle+2*da),r2*sinF(angle+2*da),width*0.5F);
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),width*0.5F); }
glEnd();
glNormal3f(0.0,0.0,-1.0);
glBegin(GL_QUAD_STRIP);
for ( i = 0 ; i <= teeth ; i++ ) {
angle = i * 2.0F*M_PI / teeth;
glVertex3f(r1*cosF(angle),r1*sinF(angle),-width*0.5F);
glVertex3f(r0*cosF(angle),r0*sinF(angle),-width*0.5F);
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),-width*0.5F);
glVertex3f(r0*cosF(angle),r0*sinF(angle),-width*0.5F); }
glEnd();
glBegin(GL_QUADS);
da = 2.0F*M_PI/teeth/4.0F;
for (i=0;i<teeth;i++) {
angle = i * 2.0F*M_PI / teeth;
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),-width*0.5F);
glVertex3f(r2*cosF(angle+2*da),r2*sinF(angle+2*da),-width*0.5F);
glVertex3f(r2*cosF(angle+da),r2*sinF(angle+da),-width*0.5F);
glVertex3f(r1*cosF(angle),r1*sinF(angle),-width*0.5F); }
glEnd();
glBegin(GL_QUAD_STRIP);
for ( i = 0 ; i < teeth ; i++ ) {
angle = i * 2.0F*M_PI / teeth;
glVertex3f(r1*cosF(angle),r1*sinF(angle),width*0.5F );
glVertex3f(r1*cosF(angle),r1*sinF(angle),-width*0.5F );
u = r2*cosF(angle+da) - r1*cosF(angle);
v = r2*sinF(angle+da) - r1*sinF(angle);
len =(float) sqrt(u*u + v*v);
u /= len;
v /= len;
glNormal3f(v,-u,0.0);
glVertex3f(r2*cosF(angle+da),r2*sinF(angle+da),width*0.5F);
glVertex3f(r2*cosF(angle+da),r2*sinF(angle+da),-width*0.5F);
glNormal3f(cosF(angle),sinF(angle),0.0 );
glVertex3f(r2*cosF(angle+2*da),r2*sinF(angle+2*da),width*0.5F);
glVertex3f( r2*cosF(angle+2*da),r2*sinF(angle+2*da),-width*0.5F);
u = r1*cosF(angle+3*da) - r2*cosF(angle+2*da);
v = r1*sinF(angle+3*da) - r2*sinF(angle+2*da);
glNormal3f(v,-u,0.0);
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),width*0.5F);
glVertex3f(r1*cosF(angle+3*da),r1*sinF(angle+3*da),-width*0.5F);
glNormal3f(cosF(angle),sinF(angle),0.0); }
glVertex3f(r1*cosF(0),r1*sinF(0),width*0.5F);
glVertex3f(r1*cosF(0),r1*sinF(0),-width*0.5F);
glEnd();
glShadeModel(GL_SMOOTH);
glBegin(GL_QUAD_STRIP);
for ( i = 0 ; i <= teeth ; i++ ) {
angle = i * 2.0F*M_PI / teeth;
glNormal3f(-cosF(angle),-sinF(angle),0.0);
glVertex3f(r0*cosF(angle),r0*sinF(angle),-width*0.5F);
glVertex3f(r0*cosF(angle),r0*sinF(angle),width*0.5F); }
glEnd();
}
static GLfloat view_rotx=20.0 ;
static GLfloat view_roty=30.0 ;
static GLfloat view_rotz=0.0;
static GLint gear1 ;
static GLint gear2;
static GLint gear3;
static GLfloat angle = 0.0;
static GLfloat da = 2.0;
static GLuint limit;
static void CALLBACK draw(void) {
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);
glPushMatrix();
glTranslatef(-3.0,-2.0,0.0);
glRotatef(angle,0.0,0.0,1.0);
glCallList(gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1F,-2.0F,0.0F);
glRotatef(-2.0F*angle-9.0F,0.0F,0.0F,1.0F);
glCallList(gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1F,4.2F,0.0F);
glRotatef(-2.0F*angle-25.0F,0.0F,0.0F,1.0F);
glCallList(gear3);
glPopMatrix();
glPopMatrix();
auxSwapBuffers();
}
static void CALLBACK idle(void) {
angle += da;
draw();
}
static void CALLBACK reshape(int width,int height) {
GLfloat h = (GLfloat) height/(GLfloat) width;
glViewport(0,0,(GLint)width,(GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0,1.0,-h,h,5.0,60.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0F,0.0F,-40.0F);
}
static void init(void) {
static GLfloat pos[4] = {5.0F,5.0F,10.0F,0.0F };
static GLfloat red[4] = {0.8F,0.1F,0.0F,1.0F };
static GLfloat green[4] = {0.0F,0.8F,0.2F,1.0F };
static GLfloat blue[4] = {0.2F,0.2F,1.0F,1.0F };
glLightfv(GL_LIGHT0,GL_POSITION,pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
gear1 = glGenLists(1);
glNewList(gear1,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,red);
gear(1.0F,4.0F,1.0F,20,0.7F);
glEndList();
gear2 = glGenLists(1);
glNewList(gear2,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,green);
gear(0.5F,2.0F,2.0F,10,0.7F);
glEndList();
gear3 = glGenLists(1);
glNewList(gear3,GL_COMPILE);
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,blue);
gear(1.3F,2.0F,0.5F,10,0.7F);
glEndList();
glEnable(GL_NORMALIZE);
}
void CALLBACK up(void) {
view_rotx++ ;
}
void CALLBACK down(void) {
view_rotx-- ;
}
void CALLBACK left(void) {
view_roty++ ;
}
void CALLBACK right(void) {
view_roty-- ;
}
void CALLBACK keyz(void) {
view_rotz++ ;
}
void CALLBACK keyZ(void) {
view_rotz-- ;
}
void CALLBACK space(void) {
da *= -1 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH);
auxInitPosition(0,0,300,300);
auxInitWindow("Gears");
init();
auxKeyFunc(AUX_UP,up) ;
auxKeyFunc(AUX_DOWN,down) ;
auxKeyFunc(AUX_LEFT,left) ;
auxKeyFunc(AUX_RIGHT,right) ;
auxKeyFunc(AUX_z,keyz) ;
auxKeyFunc(AUX_Z,keyZ) ;
auxKeyFunc(AUX_SPACE,space) ;
auxIdleFunc(idle);
auxReshapeFunc(reshape);
auxMainLoop(draw);
} |
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