mesa/progs/demos/geartrain.c

1076 lines
30 KiB
C

/*
* GearTrain Simulator * Version: 1.00
*
* Copyright (C) 1999 Shobhan Kumar Dutta All Rights Reserved.
* <skdutta@del3.vsnl.net.in>
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* SHOBHAN KUMAR DUTTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT
* OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <math.h>
#include <stdlib.h>
#include <GL/glut.h>
#include <string.h>
#include <stdio.h>
#ifndef min
#define min(x, y) ( x < y ? x : y )
#endif
#ifndef M_PI
#define M_PI 3.14159265
#endif /* */
typedef GLfloat TDA[4];
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];
static GLint T0 = 0;
static GLint Frames = 0;
#ifndef _WIN32
static void
strset (char buf[], char ch)
{
int i;
for (i = 0; i < strlen (buf); i++)
buf[i] = ch;
}
#endif
static void
Clear_Buffers ()
{
strset (Buf1, 0);
strset (Buf2, 0);
strset (Buf3, 0);
strset (Buf4, 0);
strset (Buf5, 0);
}
static 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);
}
static void
LoadReal (float *a)
{
Clear_Buffers ();
fscanf (mainfile, "%s %s", Buf1, Buf2);
*a = atof (Buf2);
}
static void
LoadInteger (int *a)
{
Clear_Buffers ();
fscanf (mainfile, "%s %s", Buf1, Buf2);
*a = atoi (Buf2);
}
static void
LoadText (char *a)
{
Clear_Buffers ();
fscanf (mainfile, "%s %s", Buf1, Buf2);
strcpy (a, Buf2);
}
static void
getdata (char filename[])
{
int gear_count = 0, axle_count = 0, belt_count = 0, i;
mainfile = fopen (filename, "r");
if (!mainfile) {
printf("Error: couldn't open %s\n", filename);
exit(-1);
}
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;
/* 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;
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 ();
}
static 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;
}
static 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;
}
static 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 ();
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
Frames++;
if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
fflush(stdout);
T0 = t;
Frames = 0;
}
}
}
static void
idle (void)
{
int i;
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
for (i = 0; i < number_of_gears; i++)
g[i].angle += g[i].angular_velocity * dt;
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];
glutInit(&argc, argv);
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;
}