GEARS.C
上传用户:tengyuc
上传日期:2007-08-14
资源大小:722k
文件大小:7k
- #include <math.h>
#include <stdlib.h>
#include <GL/glut.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
// 绘制齿轮的函数
- // 输入:inner_radius --- 齿轮孔的内径
- // outer_radius --- 齿轮的最大外径
- // width --- 齿轮的宽度
- // teeth --- 齿轮中齿的个数
- // tooth_depth --- 齿的深度
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;
- da = 2.0 * M_PI / teeth / 4.0;
- glShadeModel(GL_FLAT);
- glNormal3f(0.0, 0.0, 1.0);
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++)
- {
- angle = i * 2.0 * M_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();
- 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 * 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);
- 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 * 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();
- 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 * 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();
- 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 * 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), r1 * sin(0), width * 0.5);
- glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
- glEnd();
-
- glShadeModel(GL_SMOOTH);
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++)
- {
- angle = i * 2.0 * M_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 GLuint limit;
static GLuint count = 1;
static void 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(3.1, -2.0, 0.0);
- glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
- glCallList(gear2);
- glPopMatrix();
- glPushMatrix();
- glTranslatef(-3.1, 4.2, 0.0);
- glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
- glCallList(gear3);
- glPopMatrix();
- glPopMatrix();
- glutSwapBuffers();
- count++;
- if (count == limit)
- {
- exit(0);
- }
}
static void idle(void)
{
- angle += 2.0;
- glutPostRedisplay();
}
// 键盘响应函数
static void key(unsigned char k, int x, int y)
{
- switch (k)
- {
- case 'z':
- view_rotz += 5.0;
- break;
- case 'Z':
- view_rotz -= 5.0;
- break;
- case 27: // 退出程序
- exit(0);
- break;
- default:
- return;
- }
- glutPostRedisplay();
}
// 改变视角
static void special(int k, int x, int y)
{
- switch (k)
- {
- case GLUT_KEY_UP:
- view_rotx += 5.0;
- break;
- case GLUT_KEY_DOWN:
- view_rotx -= 5.0;
- break;
- case GLUT_KEY_LEFT:
- view_roty += 5.0;
- break;
- case GLUT_KEY_RIGHT:
- view_roty -= 5.0;
- break;
- default:
- return;
- }
- glutPostRedisplay();
}
static void 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(0.0, 0.0, -40.0);
}
static void init(void)
{
- static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
- static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
- static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
- static GLfloat blue[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);
- gear1 = glGenLists(1);
- glNewList(gear1, GL_COMPILE);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
- 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, green);
- 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, blue);
- gear(1.3, 2.0, 0.5, 10, 0.7);
- glEndList();
- glEnable(GL_NORMALIZE);
}
void visible(int vis)
{
- if (vis == GLUT_VISIBLE)
- glutIdleFunc(idle);
- else
- glutIdleFunc(NULL);
}
main(int argc, char *argv[])
{
- glutInit(&argc, argv);
- if (argc > 1)
- {
- limit = atoi(argv[1]) + 1;
- }
- else
- {
- limit = 0;
- }
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
- glutCreateWindow("Gears");
- init();
- glutDisplayFunc(draw);
- glutReshapeFunc(reshape);
- glutKeyboardFunc(key);
- glutSpecialFunc(special);
- glutVisibilityFunc(visible);
- glutMainLoop();
- return 0;
}