#include <math.h>
#include <float.h>
#include <assert.h>
+#include "opengl.h"
#include "machine.h"
static float delta_angle(float a, float b);
void Machine::add_gear(Gear *g)
{
+ if(gearidx.find(g) != gearidx.end()) {
+ return; // already have this gear
+ }
+ gearidx[g] = gears.size();
gears.push_back(g);
meshing_valid = false;
}
// we're going to need the planar position of each gear on its plane, so let's cache it
Vec3 *ppos = (Vec3*)alloca(ngears * sizeof *ppos);
for(int i=0; i<ngears; i++) {
- ppos[i] = gears[i]->get_planar_position();
+ ppos[i] = gears[i]->get_position();
}
for(int i=0; i<ngears; i++) {
for(int j=i; j<ngears; j++) {
meshing[i][j] = meshing[j][i] = false;
- if(i == j) continue;
+ if(i == j || gears[i]->get_super() == gears[j] || gears[j]->get_super() == gears[i]) {
+ // don't attempt meshing if it's the same gear, or they are attached to each other
+ continue;
+ }
if(1.0 - fabs(dot(gears[i]->axis, gears[j]->axis)) < 1e-5) {
// co-planar, just check Z range after inverse-transforming to the XY plane
// fix the initial angles so that teeth mesh as best as possible
// should work in one pass as long as the gear train is not impossible
for(int i=0; i<ngears; i++) {
- float rnd = gears[i]->angle + gears[i]->get_angular_pitch() / 2.0;
+ /*float rnd = gears[i]->angle + gears[i]->get_angular_pitch() / 2.0;
float snap = rnd - fmod(rnd, gears[i]->get_angular_pitch());
- gears[i]->set_angle(snap);
+ gears[i]->set_angle(snap);*/
gears[i]->set_angular_offset(0);
}
}
}
}
+
+ /*
+ printf("meshing graph\n");
+ for(int i=0; i<ngears; i++) {
+ putchar(' ');
+ for(int j=0; j<ngears; j++) {
+ printf("| %d ", meshing[i][j] ? 1 : 0);
+ }
+ printf("|\n");
+ }
+ */
}
void Machine::update_gear(int idx, float angle)
{
+ Gear *gear = gears[idx];
+
if(visited[idx]) {
- if(delta_angle(angle, gears[idx]->angle) > 0.25 / gears[idx]->nteeth) {
+ if(delta_angle(angle, gear->angle) > 0.25 / gear->nteeth) {
fprintf(stderr, "warning: trying to transmit different values to gear %s (%d)\n",
- gears[idx]->name.c_str(), idx);
- gears[idx]->angle = 0;
+ gear->name.c_str(), idx);
+ gear->angle = 0;
}
return;
}
- gears[idx]->set_angle(angle);
+ gear->set_angle(angle);
visited[idx] = true;
+ // propagate to meshing gears (depth-first)
int ngears = (int)gears.size();
for(int i=0; i<ngears; i++) {
if(!meshing[idx][i]) continue;
assert(idx != i);
- float ratio = -(float)gears[idx]->nteeth / (float)gears[i]->nteeth;
+ float ratio = -(float)gear->nteeth / (float)gears[i]->nteeth;
update_gear(i, angle * ratio);
}
+
+ // propagate to rigidly attached gears
+ if(gear->supergear) {
+ int supidx = gearidx[gear->supergear];
+ update_gear(supidx, angle);
+ }
+
+ int nsub = (int)gear->subgears.size();
+ for(int i=0; i<nsub; i++) {
+ int subidx = gearidx[gear->subgears[i]];
+ update_gear(subidx, angle);
+ }
}
void Machine::update(float dt)
for(size_t i=0; i<gears.size(); i++) {
gears[i]->draw();
}
+
+ float dcol[] = {0.4, 0.4, 0.4, 1.0};
+ float scol[] = {0, 0, 0, 0};
+ glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
+
+ glBegin(GL_QUADS);
+ glNormal3f(0, 1, 0);
+ glVertex3f(-300, -100, 300);
+ glVertex3f(300, -100, 300);
+ glVertex3f(300, -100, -300);
+ glVertex3f(-300, -100, -300);
+ glEnd();
}
Gear *Machine::intersect_gear(const Ray &ray, HitPoint *hitp) const