build on macos
[antikythera] / src / gear.cc
index 865679c..e6a5491 100644 (file)
@@ -1,6 +1,8 @@
+#include <stdlib.h>
 #include <GL/glew.h>
 #include "gear.h"
 #include "meshgen.h"
+#include "app.h"
 
 Gear::Gear()
        : axis(0, 0, 1)
@@ -13,8 +15,15 @@ Gear::Gear()
        thickness = 5;
        bevel = 1.5;
        init_angle = 0;
+       xform_valid = false;
+
+       supergear = 0;
 
        mesh = 0;
+
+       color = Vec3(0.6, 0.6, 0.6);
+       roughness = 1.0;
+       metallic = false;
 }
 
 Gear::~Gear()
@@ -22,19 +31,132 @@ Gear::~Gear()
        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;
 }
 
-float Gear::get_rotation() const
+void Gear::set_axis(const Vec3 &axis)
+{
+       this->axis = normalize(axis);
+       xform_valid = false;
+}
+
+const Vec3 &Gear::get_axis() const
+{
+       return axis;
+}
+
+void Gear::set_position(const Vec3 &pos)
+{
+       if(!supergear) {
+               this->pos = pos;
+       } else {
+               this->pos = supergear->pos;
+               this->pos.z = pos.z;
+       }
+       xform_valid = false;
+
+       for(int i=0; i<(int)subgears.size(); i++) {
+               Vec3 subpos = this->pos;
+               subpos.z = subgears[i]->pos.z;
+               subgears[i]->set_position(subpos);
+       }
+}
+
+const Vec3 &Gear::get_position() const
+{
+       return pos;
+}
+
+Vec3 Gear::get_global_position() const
+{
+       const Mat4 &m = get_matrix();
+       return m * Vec3(0, 0, 0);
+}
+
+void Gear::set_angle(float angle)
+{
+       this->angle = angle;
+       xform_valid = false;
+}
+
+float Gear::get_angle() const
+{
+       return angle;
+}
+
+float Gear::get_vis_rotation() const
 {
        return fmod(init_angle + angle, M_PI * 2.0);
 }
 
+const Mat4 &Gear::get_matrix() const
+{
+       if(!xform_valid) {
+               calc_matrix();
+               xform_valid = true;
+       }
+       return xform;
+}
+
+const Mat4 &Gear::get_dir_matrix() const
+{
+       if(!xform_valid) {
+               calc_matrix();
+               xform_valid = true;
+       }
+       return dir_xform;
+}
+
 float Gear::get_angular_pitch() const
 {
        return 2.0 * M_PI / (float)nteeth;
@@ -47,25 +169,64 @@ void Gear::draw() const
                        abort();
                }
        }
-       calc_matrix();
+       if(!xform_valid) {
+               calc_matrix();
+       }
+
+       glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_LIGHTING_BIT);
 
        glPushMatrix();
        glMultMatrixf(xform[0]);
 
+       if(opt_gear_wireframe) {
+               glPolygonOffset(1, 1);
+               glEnable(GL_POLYGON_OFFSET_FILL);
+       }
+
+       Vec3 diffuse = metallic ? Vec3(0, 0, 0) : color;
+       float col[] = {diffuse.x, diffuse.y, diffuse.z, 1.0};
+       glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, col);
+
+       Vec3 specular = (metallic ? color : Vec3(1, 1, 1)) * (1.0 - roughness);
+       float scol[] = {specular.x, specular.y, specular.z, 1.0};
+       glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
+       glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 1.0 + (1.0 - roughness) * 60.0);
+
        mesh->draw();
 
-       glPushAttrib(GL_ENABLE_BIT);
        glDisable(GL_LIGHTING);
 
-       glLineWidth(2.0);
-       glBegin(GL_LINES);
-       glColor3f(0, 0, 1);
-       glVertex3f(0, 0, -10);
-       glVertex3f(0, 0, 10);
-       glEnd();
+       if(opt_gear_wireframe) {
+               glColor3f(0.2, 0.4, 1.0);
+               mesh->draw_wire();
+       }
+
+       glPopMatrix();
        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)
@@ -112,8 +273,11 @@ bool Gear::gen_mesh()
        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);
@@ -129,7 +293,12 @@ void Gear::calc_matrix() const
        Vec3 right = normalize(cross(up, axis));
        up = cross(axis, right);
 
-       xform = Mat4(right, up, axis);
-       xform.rotate_z(get_rotation());
+       dir_xform = Mat4(right, up, axis);
+
+       xform = dir_xform;
+       xform.rotate_z(get_vis_rotation());
        xform.translate(pos);
+
+       axel_xform = dir_xform;
+       axel_xform.translate(pos);
 }