init_angle = 0;
xform_valid = false;
+ supergear = 0;
+
mesh = 0;
}
delete mesh;
}
+void Gear::attach(Gear *g)
+{
+ if(g->supergear) {
+ if(g->supergear == this) {
+ return;
+ }
+ g->supergear->detach(g);
+ }
+ g->supergear = this;
+ subgears.push_back(g);
+
+ // make co-axial
+ g->axis = axis;
+ g->pos.x = pos.x;
+ g->pos.y = pos.y;
+}
+
+bool Gear::detach(Gear *g)
+{
+ int nsubgears = (int)subgears.size();
+ for(int i=0; i<nsubgears; i++) {
+ if(subgears[i] == g) {
+ subgears.erase(subgears.begin() + i);
+ g->supergear = 0;
+ return true;
+ }
+ }
+ return false;
+}
+
+Gear *Gear::get_super() const
+{
+ return supergear;
+}
+
+void Gear::set_angular_offset(float offs)
+{
+ init_angle = offs;
+ xform_valid = false;
+}
+
+float Gear::get_angular_offset() const
+{
+ return init_angle;
+}
+
void Gear::set_teeth(int nt, float tooth_pitch)
{
float circ = tooth_pitch * nt;
radius = circ / (2.0 * M_PI);
nteeth = nt;
- init_angle = get_angular_pitch() * 3.0 / 8.0;
}
void Gear::set_axis(const Vec3 &axis)
xform_valid = false;
}
+const Vec3 &Gear::get_axis() const
+{
+ return axis;
+}
+
void Gear::set_position(const Vec3 &pos)
{
- this->pos = pos;
- xform_valid = false;
+ if(!supergear) {
+ this->pos = pos;
+ xform_valid = false;
+ } else {
+ if(fabs(this->pos.z - pos.z) > 1e-5) {
+ this->pos.z = pos.z;
+ xform_valid = false;
+ }
+ }
}
const Vec3 &Gear::get_position() const
Vec3 Gear::get_global_position() const
{
- return pos; // TODO
+ const Mat4 &m = get_matrix();
+ return m * Vec3(0, 0, 0);
}
void Gear::set_angle(float angle)
calc_matrix();
xform_valid = true;
}
- return xform;
+ return dir_xform;
}
float Gear::get_angular_pitch() const
abort();
}
}
- calc_matrix();
+ if(!xform_valid) {
+ calc_matrix();
+ }
glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
glPopAttrib();
}
+void Gear::draw_wire(float wire_width) const
+{
+ if(!mesh) {
+ if(!((Gear*)this)->gen_mesh()) {
+ abort();
+ }
+ }
+ if(!xform_valid) {
+ calc_matrix();
+ }
+
+ glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT);
+ glLineWidth(wire_width);
+ glDisable(GL_LIGHTING);
+
+ glPushMatrix();
+ glMultMatrixf(xform[0]);
+
+ mesh->draw_wire();
+
+ glPopMatrix();
+ glPopAttrib();
+}
+
static Vec2 rev_pos(float u, float v, void *cls)
{
Gear *gear = (Gear*)cls;
mesh->explode();
mesh->calc_face_normals();
+ float fix_tooth_up = get_angular_pitch() * 3.0 / 8.0;
+
Mat4 rot;
rot.rotation_x(M_PI / 2.0);
+ rot.rotate_z(fix_tooth_up);
mesh->apply_xform(rot, rot);
mesh->set_vis_vecsize(6.0);
xform = dir_xform;
xform.rotate_z(get_vis_rotation());
xform.translate(pos);
+
+ axel_xform = dir_xform;
+ axel_xform.translate(pos);
}