/* $Id: geartrain.c,v 1.2 2000/03/22 23:14:54 brianp Exp $ */ /* * Geartrain simulation * * Contributed by Shobhan Kumar Dutta */ #include #include #include #include #include #define min(x, y) ( x < y ? x : y ) #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]; 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; }