/**************************************************************************** ** ** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved. ** ** This file is part of an example program for TQt. This example ** program may be used, distributed and modified without limitation. ** *****************************************************************************/ // // A TQt OpenGL widget that draws a gear. // // Portions of this code has been borrowed from Brian Paul's Mesa // distribution. // #include "gearwidget.h" #include <math.h> #if defined(Q_WS_X11) #include <X11/Xlib.h> #endif #if defined(Q_CC_MSVC) #pragma warning(disable:4305) // init: truncation from const double to float #endif /* * Draw a gear wheel. You'll probably want to call this function when * building a display list since we do a lot of trig here. * * Input: inner_radius - radius of hole at center * outer_radius - radius at center of teeth * width - width of gear * teeth - number of teeth * tooth_depth - depth of tooth */ 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/2.0; r2 = outer_radius + tooth_depth/2.0; const double pi = 3.14159264; da = 2.0*pi / teeth / 4.0; glShadeModel( GL_FLAT ); glNormal3f( 0.0, 0.0, 1.0 ); /* draw front face */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*pi / teeth; glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); } glEnd(); /* draw front sides of teeth */ glBegin( GL_QUADS ); da = 2.0*pi / teeth / 4.0; for (i=0;i<teeth;i++) { angle = i * 2.0*pi / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); } glEnd(); glNormal3f( 0.0, 0.0, -1.0 ); /* draw back face */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*pi / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); } glEnd(); /* draw back sides of teeth */ glBegin( GL_QUADS ); da = 2.0*pi / teeth / 4.0; for (i=0;i<teeth;i++) { angle = i * 2.0*pi / teeth; glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); } glEnd(); /* draw outward faces of teeth */ glBegin( GL_QUAD_STRIP ); for (i=0;i<teeth;i++) { angle = i * 2.0*pi / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); 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*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); glNormal3f( cos(angle), sin(angle), 0.0 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); 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*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glNormal3f( cos(angle), sin(angle), 0.0 ); } glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 ); glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 ); glEnd(); glShadeModel( GL_SMOOTH ); /* draw inside radius cylinder */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*pi / teeth; glNormal3f( -cos(angle), -sin(angle), 0.0 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); } glEnd(); } static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; static void draw() { angle += 2.0; view_roty += 1.0; 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( 3.1, -2.0, 0.0 ); glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef( -3.1, 2.2, -1.8 ); glRotatef( 90.0, 1.0, 0.0, 0.0 ); glRotatef( 2.0*angle-2.0, 0.0, 0.0, 1.0 ); glCallList(gear3); glPopMatrix(); glPopMatrix(); } GearWidget::GearWidget( TQWidget *parent, const char *name ) : TQGLWidget( parent, name ) { } void GearWidget::initializeGL() { static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 }; static GLfloat redgear[4] = {0.8, 0.1, 0.0, 1.0 }; static GLfloat greengear[4] = {0.0, 0.8, 0.2, 1.0 }; static GLfloat bluegear[4] = {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 ); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, redgear ); gear( 1.0, 4.0, 1.0, 20, 0.7 ); glEndList(); gear2 = glGenLists(1); glNewList(gear2, GL_COMPILE); glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, greengear ); gear( 0.5, 2.0, 2.0, 10, 0.7 ); glEndList(); gear3 = glGenLists(1); glNewList(gear3, GL_COMPILE); glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, bluegear ); gear( 1.3, 2.0, 0.5, 10, 0.7 ); glEndList(); glEnable( GL_NORMALIZE ); } void GearWidget::resizeGL( int width, int height ) { GLfloat w = (float) width / (float) height; GLfloat 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 ); } void GearWidget::paintGL() { qDebug( "GearWidget: Doing GL rendering." ); #if defined (Q_GLX) static bool doneIt = FALSE; if ( !doneIt ) { doneIt = TRUE; // Print out the Visual ID. Access to this will be made // simpler in future versions of TQt! XWindowAttributes a; XGetWindowAttributes( x11Display(), winId(), &a ); qDebug( "TQGLWidget: using Visual ID: 0x%x.", (int)XVisualIDFromVisual( a.visual ) ); } #endif draw(); }