diff options
-rw-r--r-- | progs/demos/geartrain.c | 1036 | ||||
-rw-r--r-- | progs/demos/geartrain.dat | 119 |
2 files changed, 1155 insertions, 0 deletions
diff --git a/progs/demos/geartrain.c b/progs/demos/geartrain.c new file mode 100644 index 00000000000..7e2fea2f1c3 --- /dev/null +++ b/progs/demos/geartrain.c @@ -0,0 +1,1036 @@ +/* $Id: geartrain.c,v 1.1 2000/03/06 23:34:42 brianp Exp $ */ + +/* + * Geartrain simulation + * + * Contributed by Shobhan Kumar Dutta <[email protected]> + */ + + +#include <math.h> +#include <stdlib.h> +#include <GL/glut.h> +#include <string.h> +#include <stdio.h> + +#define min(x, y) ( x < y ? x : y ) + +#ifndef M_PI +#define M_PI 3.14159265 +#endif /* */ +typedef GLfloat TDA[3]; + +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]; + + +void +strset (char buf[], char ch) +{ + int i; + for (i = 0; i < strlen (buf); i++) + buf[i] = ch; +} + + +void +Clear_Buffers () +{ + strset (Buf1, 0); + strset (Buf2, 0); + strset (Buf3, 0); + strset (Buf4, 0); + strset (Buf5, 0); +} + + +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); +} + + +void +LoadReal (float *a) +{ + Clear_Buffers (); + fscanf (mainfile, "%s %s", Buf1, Buf2); + *a = atof (Buf2); +} + + +void +LoadInteger (int *a) +{ + Clear_Buffers (); + fscanf (mainfile, "%s %s", Buf1, Buf2); + *a = atoi (Buf2); +} + + +void +LoadText (char *a) +{ + Clear_Buffers (); + fscanf (mainfile, "%s %s", Buf1, Buf2); + strcpy (a, Buf2); +} + + +void +getdata (char filename[]) +{ + int gear_count = 0, axle_count = 0, belt_count = 0, i; + + mainfile = fopen (filename, "r"); + 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; + GLint indexes[3] = + { + 0, 0, 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; + GLint indexes[3] = + { + 0, 0, 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 (); +} + + +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; +} + + +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; +} + + +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 (); +} + + + + +static void +idle (void) +{ + int i; + for (i = 0; i < number_of_gears; i++) + g[i].angle += g[i].angular_velocity; + 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]; + + 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; +} + diff --git a/progs/demos/geartrain.dat b/progs/demos/geartrain.dat new file mode 100644 index 00000000000..6b46745a2b5 --- /dev/null +++ b/progs/demos/geartrain.dat @@ -0,0 +1,119 @@ +BACKGROUND = 0.000 0.500 0.700
+
+ANAME = AXLE1
+ARADIUS = 1.000
+AAXIS = 2
+APOSITION = -7.000 0.000 0.000
+ACOLOR = 0.800 0.500 0.200
+ALENGTH = 6.000
+AMOTORED = 1
+AANGULARVELOCITY = 2.000
+ADIRECTION = 1
+
+ANAME = AXLE2
+ARADIUS = 1.000
+AAXIS = 2
+APOSITION = -3.000 0.000 0.000
+ACOLOR = 0.800 0.500 0.200
+ALENGTH = 12.000
+AMOTORED = 0
+
+ANAME = AXLE3
+ARADIUS = 1.000
+AAXIS = 2
+APOSITION = 1.000 0.000 0.000
+ACOLOR = 0.800 0.500 0.200
+ALENGTH = 6.000
+AMOTORED = 0
+
+ANAME = AXLE4
+ARADIUS = 1.000
+AAXIS = 2
+APOSITION = 8.000 0.000 0.000
+ACOLOR = 0.800 0.500 0.200
+ALENGTH = 18.000
+AMOTORED = 0
+
+ANAME = AXLE5
+ARADIUS = 1.000
+AAXIS = 1
+APOSITION = 8.000 -8.200 -7.400
+ACOLOR = 0.800 0.500 0.200
+ALENGTH = 12.000
+AMOTORED = 0
+
+GNAME = GEAR1
+GTYPE = NORMAL
+GRADIUS = 2.200
+GWIDTH = 3.000
+GTEETH = 40
+GTOOTHDEPTH = 0.500
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE1
+GPOSITION = 0.000
+
+GNAME = GEAR2
+GTYPE = NORMAL
+GRADIUS = 2.200
+GWIDTH = 3.000
+GTEETH = 30
+GTOOTHDEPTH = 0.500
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE2
+GPOSITION = 0.000
+
+GNAME = GEAR3
+GTYPE = NORMAL
+GRADIUS = 2.200
+GWIDTH = 3.000
+GTEETH = 20
+GTOOTHDEPTH = 0.500
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE3
+GPOSITION = 0.000
+
+GNAME = GEAR4
+GTYPE = NORMAL
+GRADIUS = 1.700
+GWIDTH = 1.000
+GTEETH = 20
+GTOOTHDEPTH = 0.500
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE2
+GPOSITION = 5.000
+
+GNAME = GEAR5
+GTYPE = NORMAL
+GRADIUS = 3.000
+GWIDTH = 1.000
+GTEETH = 20
+GTOOTHDEPTH = 0.500
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE4
+GPOSITION = 5.000
+
+GNAME = GEAR6
+GTYPE = BEVEL
+GFACE = 0
+GRADIUS = 4.000
+GWIDTH = 1.000
+GTEETH = 20
+GTOOTHDEPTH = 1.700
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE4
+GPOSITION = -4.000
+
+GNAME = GEAR7
+GTYPE = BEVEL
+GFACE = 0
+GRADIUS = 4.000
+GWIDTH = 1.000
+GTEETH = 20
+GTOOTHDEPTH = 1.700
+GCOLOR = 0.500 0.500 0.500
+GAXLE = AXLE5
+GPOSITION = 5.000
+
+BELTNAME = BELT1
+GEAR1NAME = GEAR5
+GEAR2NAME = GEAR4
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