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#!/usr/bin/env python
import sys
import math
from python_tqt.qt import *
from python_tqt.qtgl import *
from OpenGL.GL import *
def gear(inner_radius,outer_radius,width,teeth,tooth_depth):
r0 = inner_radius;
r1 = outer_radius - tooth_depth/2.0;
r2 = outer_radius + tooth_depth/2.0;
da = 2.0*math.pi/teeth/4.0;
glShadeModel(GL_FLAT)
glNormal3f(0.0,0.0,1.0)
# draw front face
glBegin(GL_QUAD_STRIP)
for i in range(teeth+1):
angle = i * 2.0*math.pi/teeth;
glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
glVertex3f(r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
glVertex3f(r0*math.cos(angle), r0*math.sin(angle), width*0.5 )
glVertex3f(r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
glEnd()
# draw front sides of teeth
da = 2.0*math.pi/teeth/4.0;
glBegin(GL_QUADS)
for i in range(teeth):
angle = i*2.0*math.pi/teeth
glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
glEnd()
glNormal3f( 0.0, 0.0, -1.0 )
# draw back face
glBegin( GL_QUAD_STRIP );
for i in range(teeth+1):
angle = i*2.0*math.pi/teeth;
glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 )
glEnd()
# draw back sides of teeth
da = 2.0*math.pi/teeth/4.0
glBegin( GL_QUADS )
for i in range(teeth):
angle = i*2.0*math.pi/teeth
glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
glEnd()
# draw outward faces of teeth
glBegin( GL_QUAD_STRIP )
for i in range(teeth):
angle = i*2.0*math.pi/teeth
glVertex3f( r1*math.cos(angle), r1*math.sin(angle), width*0.5 )
glVertex3f( r1*math.cos(angle), r1*math.sin(angle), -width*0.5 )
u = r2*math.cos(angle+da) - r1*math.cos(angle)
v = r2*math.sin(angle+da) - r1*math.sin(angle)
len = math.sqrt( u*u + v*v )
u /= len
v /= len
glNormal3f( v, -u, 0.0 )
glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), width*0.5 )
glVertex3f( r2*math.cos(angle+da), r2*math.sin(angle+da), -width*0.5 )
glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), width*0.5 )
glVertex3f( r2*math.cos(angle+2*da), r2*math.sin(angle+2*da), -width*0.5 )
u = r1*math.cos(angle+3*da) - r2*math.cos(angle+2*da)
v = r1*math.sin(angle+3*da) - r2*math.sin(angle+2*da)
glNormal3f( v, -u, 0.0 )
glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), width*0.5 )
glVertex3f( r1*math.cos(angle+3*da), r1*math.sin(angle+3*da), -width*0.5 )
glNormal3f( math.cos(angle), math.sin(angle), 0.0 )
glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), width*0.5 )
glVertex3f( r1*math.cos(0.0), r1*math.sin(0.0), -width*0.5 )
glEnd()
glShadeModel (GL_SMOOTH)
# draw inside radius cylinder
glBegin( GL_QUAD_STRIP )
for i in range(teeth+1):
angle = i * 2.0*math.pi / teeth;
glNormal3f( -math.cos(angle), -math.sin(angle), 0.0 );
glVertex3f( r0*math.cos(angle), r0*math.sin(angle), -width*0.5 );
glVertex3f( r0*math.cos(angle), r0*math.sin(angle), width*0.5 );
glEnd()
##############################################################################
class GearWidget(TQGLWidget):
def __init__(self,parent=None,name=None):
TQGLWidget.__init__(self,parent,name)
self.angle=0.0
self.view_rotx=0.0
self.view_roty=0.0
self.view_rotz=0.0
self.startTimer(10)
def timerEvent(self,event):
self.updateGL()
def paintGL(self):
self.angle = self.angle + 2.0
self.view_rotx = self.view_rotx + 1.0
self.view_roty = self.view_roty + 3.0
self.view_rotz = self.view_rotz + 2.0
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
glPushMatrix()
glRotatef( self.view_rotx, 1.0, 0.0, 0.0 )
glRotatef( self.view_roty, 0.0, 1.0, 0.0 )
glRotatef( self.view_rotz, 0.0, 0.0, 1.0 )
glPushMatrix()
glTranslatef( -3.0, -2.0, 0.0 )
glRotatef( self.angle, 0.0, 0.0, 1.0 )
glCallList(self.gear1)
glPopMatrix()
glPushMatrix()
glTranslatef( 3.1, -2.0, 0.0 )
glRotatef( -2.0*self.angle-9.0, 0.0, 0.0, 1.0 )
glCallList(self.gear2)
glPopMatrix()
glPushMatrix()
glTranslatef( -3.1, 2.2, -1.8 )
glRotatef( 90.0, 1.0, 0.0, 0.0 )
glRotatef( 2.0*self.angle-2.0, 0.0, 0.0, 1.0 )
glCallList(self.gear3)
glPopMatrix()
glPopMatrix()
def resizeGL(self,width,height):
w = width / float(height)
h = 1.0
glViewport( 0, 0, width, height )
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glFrustum( -w, w, -h, h, 5.0, 60.0 )
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glTranslatef( 0.0, 0.0, -40.0 )
def initializeGL(self):
pos=(5.0, 5.0, 10.0, 1.0 )
ared=(0.8, 0.1, 0.0, 1.0 )
agreen=(0.0, 0.8, 0.2, 1.0 )
ablue=(0.2, 0.2, 1.0, 1.0 )
glLightfv(GL_LIGHT0,GL_POSITION,pos)
glEnable(GL_CULL_FACE)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_DEPTH_TEST)
self.gear1=glGenLists(1)
glNewList(self.gear1,GL_COMPILE)
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ared)
gear(1.0,4.0,1.0,20,0.7)
glEndList()
self.gear2=glGenLists(1)
glNewList(self.gear2,GL_COMPILE)
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,agreen)
gear(0.5,2.0,2.0,10,0.7)
glEndList()
self.gear3=glGenLists(1)
glNewList(self.gear3,GL_COMPILE)
glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,ablue)
gear(1.3,2.0,0.5,10,0.7)
glEndList()
glEnable(GL_NORMALIZE)
##############################################################################
if __name__=='__main__':
TQApplication.setColorSpec(TQApplication.CustomColor)
app=TQApplication(sys.argv)
if not TQGLFormat.hasOpenGL():
raise 'No TQt OpenGL support.'
widget=GearWidget()
app.setMainWidget(widget)
widget.show()
app.exec_loop()
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