#else
#include <GL/glut.h>
#endif
-#include "gear.h"
-
-bool init();
-void cleanup();
-void display();
-void draw_gears();
-void reshape(int x, int y);
-void keyb(unsigned char key, int x, int y);
-void mouse(int bn, int st, int x, int y);
-void motion(int x, int y);
-
-static float cam_dist = 2;
+#include "app.h"
+#include "machine.h"
+
+static bool init();
+static void cleanup();
+static void display();
+static void idle();
+static void draw_gears();
+static void reshape(int x, int y);
+static void keyb(unsigned char key, int x, int y);
+static void mouse(int bn, int st, int x, int y);
+static void motion(int x, int y);
+static void passive_motion(int x, int y);
+static Gear *pick_gear(int x, int y);
+
+static int win_width, win_height;
+
+static float cam_dist = 0.5;
static float cam_theta, cam_phi;
static int prev_mx, prev_my;
static bool bnstate[8];
-static Gear *test_gear;
+static unsigned int start_time, prev_msec;
+static Machine *machine;
+static Gear *hover_gear, *sel_gear;
+static HitPoint pick_hit;
+static Vec3 sel_hit_pos;
int main(int argc, char **argv)
{
- glutInit(&argc, argv);
glutInitWindowSize(1024, 768);
- glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+ glutInit(&argc, argv);
+ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
glutCreateWindow("Antikythera");
glutDisplayFunc(display);
+ glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyb);
glutMouseFunc(mouse);
glutMotionFunc(motion);
+ glutPassiveMotionFunc(passive_motion);
if(!init()) {
return 1;
return 0;
}
-bool init()
+static bool init()
{
glewInit();
+ glEnable(GL_MULTISAMPLE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
Mesh::use_custom_sdr_attr = false;
- test_gear = new Gear;
- test_gear->gen_mesh();
+ machine = new Machine;
+
+ const float pitch = 10.0f;
+
+ Gear *gear1 = new Gear;
+ gear1->pos = Vec3(-50, 0, 0);
+ gear1->set_teeth(16, pitch);
+ gear1->gen_mesh();
+ machine->add_gear(gear1);
+ Gear *gear2 = new Gear;
+ gear2->set_teeth(32, pitch);
+ gear2->pos = gear1->pos + Vec3(gear1->radius + gear2->radius - gear1->teeth_length * 0.75, 0, 0);
+ gear2->thickness = 5;
+ gear2->gen_mesh();
+ machine->add_gear(gear2);
+
+ Gear *gear3 = new Gear;
+ gear3->set_teeth(8, pitch);
+ gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
+ gear3->gen_mesh();
+ machine->add_gear(gear3);
+
+ machine->add_motor(0, 1.0);
+
+ start_time = glutGet(GLUT_ELAPSED_TIME);
return true;
}
-void cleanup()
+static void cleanup()
{
- delete test_gear;
+ delete machine;
}
-void display()
+static void update(float dt)
{
+ machine->update(dt);
+
+ if(sel_gear) {
+ }
+
+ hover_gear = pick_gear(prev_mx, prev_my);
+}
+
+static void display()
+{
+ unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
+ float dt = (float)(msec - prev_msec) / 1000.0f;
+ prev_msec = msec;
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glRotatef(cam_phi, 1, 0, 0);
glRotatef(cam_theta, 0, 1, 0);
+ update(dt);
+
draw_gears();
glutSwapBuffers();
assert(glGetError() == GL_NO_ERROR);
}
-void draw_gears()
+static void idle()
+{
+ glutPostRedisplay();
+}
+
+static void draw_gears()
{
- /* world scale is in meters, gears are in millimeters, sclae by 1/1000 */
+ /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
glPushMatrix();
glScalef(0.001, 0.001, 0.001);
- test_gear->draw();
+ if(sel_gear || hover_gear) {
+ glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
+
+ glDisable(GL_LIGHTING);
+ glFrontFace(GL_CW);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glLineWidth(3.0);
+
+ if(sel_gear) {
+ glColor3f(0.2, 1.0, 0.3);
+ sel_gear->draw();
+ } else {
+ glColor3f(1.0, 0.75, 0.2);
+ hover_gear->draw();
+ }
+
+ glPopAttrib();
+ }
+
+ machine->draw();
glPopMatrix();
}
-void reshape(int x, int y)
+static void reshape(int x, int y)
{
+ win_width = x;
+ win_height = y;
+
glViewport(0, 0, x, y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- gluPerspective(50.0, (float)x / (float)y, 0.05, 100.0);
+ gluPerspective(50.0, (float)x / (float)y, 0.01, 100.0);
}
-void keyb(unsigned char key, int x, int y)
+static void keyb(unsigned char key, int x, int y)
{
switch(key) {
case 27:
exit(0);
+
+ case 'w':
+ opt_gear_wireframe = !opt_gear_wireframe;
+ glutPostRedisplay();
+ break;
}
}
-void mouse(int bn, int st, int x, int y)
+static void mouse(int bn, int st, int x, int y)
{
+ int bidx = bn - GLUT_LEFT_BUTTON;
+ bool down = st == GLUT_DOWN;
+
prev_mx = x;
prev_my = y;
- bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
+ bnstate[bidx] = down;
+
+ if(bidx == 0) {
+ if(down) {
+ sel_gear = pick_gear(x, y);
+ sel_hit_pos = pick_hit.pos;
+ } else {
+ sel_gear = 0;
+ }
+ }
}
-void motion(int x, int y)
+static void motion(int x, int y)
{
int dx = x - prev_mx;
int dy = y - prev_my;
if(!dx && !dy) return;
- if(bnstate[0]) {
- cam_theta += dx * 0.5;
- cam_phi += dy * 0.5;
+ if(sel_gear) {
+ float speed = 0.5;
+ Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
+ offs = sel_gear->get_dir_matrix() * offs;
- if(cam_phi < -90) cam_phi = -90;
- if(cam_phi > 90) cam_phi = 90;
- glutPostRedisplay();
- }
- if(bnstate[2]) {
- cam_dist += dy * 0.05;
- if(cam_dist < 0.0) cam_dist = 0.0;
- glutPostRedisplay();
+ sel_gear->set_position(sel_gear->get_position() + offs);
+ machine->invalidate_meshing();
+
+ } else {
+ if(bnstate[0]) {
+ cam_theta += dx * 0.5;
+ cam_phi += dy * 0.5;
+
+ if(cam_phi < -90) cam_phi = -90;
+ if(cam_phi > 90) cam_phi = 90;
+ glutPostRedisplay();
+ }
+ if(bnstate[2]) {
+ cam_dist += dy * 0.01;
+ if(cam_dist < 0.0) cam_dist = 0.0;
+ glutPostRedisplay();
+ }
}
}
+
+static void passive_motion(int x, int y)
+{
+ prev_mx = x;
+ prev_my = y;
+}
+
+static Gear *pick_gear(int x, int y)
+{
+ double pt[3];
+ double viewmat[16], projmat[16];
+ int vp[4];
+ Ray ray;
+
+ y = win_height - y;
+
+ glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
+ glGetDoublev(GL_PROJECTION_MATRIX, projmat);
+ glGetIntegerv(GL_VIEWPORT, vp);
+
+ gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+ ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
+
+ gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+ ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
+
+ return machine->intersect_gear(ray, &pick_hit);
+}