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+/****************************************************************************
+**
+** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
+**
+** This file is part of an example program for Qt. This example
+** program may be used, distributed and modified without limitation.
+**
+*****************************************************************************/
+//
+// Draws a gear.
+//
+// Portions of this code have been borrowed from Brian Paul's Mesa
+// distribution.
+//
+
+#include "glgear.h"
+
+#include <math.h>
+
+#if defined(Q_CC_MSVC)
+#pragma warning(disable:4305) // init: truncation from const double to float
+#endif
+
+/*
+ * Draw a gear wheel. You'll probably want to call this function when
+ * building a display list since we do a lot of trig here.
+ *
+ * Input: inner_radius - radius of hole at center
+ * outer_radius - radius at center of teeth
+ * width - width of gear
+ * teeth - number of teeth
+ * tooth_depth - depth of tooth
+ */
+static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+ GLint teeth, GLfloat tooth_depth )
+{
+ GLint i;
+ GLfloat r0, r1, r2;
+ GLfloat angle, da;
+ GLfloat u, v, len;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth/2.0;
+ r2 = outer_radius + tooth_depth/2.0;
+
+ const double pi = 3.14159264;
+ da = 2.0*pi / teeth / 4.0;
+
+ glShadeModel( GL_FLAT );
+
+ glNormal3f( 0.0, 0.0, 1.0 );
+
+ /* draw front face */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
+ }
+ glEnd();
+
+ /* draw front sides of teeth */
+ glBegin( GL_QUADS );
+ da = 2.0*pi / teeth / 4.0;
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
+ }
+ glEnd();
+
+
+ glNormal3f( 0.0, 0.0, -1.0 );
+
+ /* draw back face */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ }
+ glEnd();
+
+ /* draw back sides of teeth */
+ glBegin( GL_QUADS );
+ da = 2.0*pi / teeth / 4.0;
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ }
+ glEnd();
+
+
+ /* draw outward faces of teeth */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ 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*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
+ glNormal3f( cos(angle), sin(angle), 0.0 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
+ 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*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glNormal3f( cos(angle), sin(angle), 0.0 );
+ }
+
+ glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 );
+ glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 );
+
+ glEnd();
+
+
+ glShadeModel( GL_SMOOTH );
+
+ /* draw inside radius cylinder */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*pi / teeth;
+ glNormal3f( -cos(angle), -sin(angle), 0.0 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ }
+ glEnd();
+
+}
+
+void GLGear::draw()
+{
+ 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 );
+
+ glPushMatrix();
+ glTranslatef( -3.0, -2.0, 0.0 );
+ glRotatef( angle, 0.0, 0.0, 1.0 );
+ glCallList(gear1);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef( 3.1, -2.0, 0.0 );
+ glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
+ glCallList(gear2);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef( -3.1, 2.2, -1.8 );
+ glRotatef( 90.0, 1.0, 0.0, 0.0 );
+ glRotatef( 2.0*angle-2.0, 0.0, 0.0, 1.0 );
+ glCallList(gear3);
+ glPopMatrix();
+
+ glPopMatrix();
+}
+
+GLGear::GLGear( QWidget *parent, const char *name, WFlags f )
+ : GLControlWidget( parent, name, 0, f )
+{
+ scale = 1.0;
+ setAnimationDelay( 15 );
+ view_rotx = 20.0;
+ view_roty = 30.0;
+ view_rotz = 0.0;
+ angle = 0.0;
+}
+
+void GLGear::initializeGL()
+{
+ static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
+ static GLfloat ared[4] = {0.8, 0.1, 0.0, 1.0 };
+ static GLfloat agreen[4] = {0.0, 0.8, 0.2, 1.0 };
+ static GLfloat ablue[4] = {0.2, 0.2, 1.0, 1.0 };
+
+ glLightfv( GL_LIGHT0, GL_POSITION, pos );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+ glEnable( GL_DEPTH_TEST );
+
+ /* make the gears */
+ gear1 = glGenLists(1);
+ glNewList(gear1, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ared );
+ gear( 1.0, 4.0, 1.0, 20, 0.7 );
+ glEndList();
+
+ gear2 = glGenLists(1);
+ glNewList(gear2, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, agreen );
+ gear( 0.5, 2.0, 2.0, 10, 0.7 );
+ glEndList();
+
+ gear3 = glGenLists(1);
+ glNewList(gear3, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, ablue );
+ gear( 1.3, 2.0, 0.5, 10, 0.7 );
+ glEndList();
+
+ glEnable( GL_NORMALIZE );
+}
+
+
+void GLGear::resizeGL( int width, int height )
+{
+ GLfloat w = (float) width / (float) height;
+ GLfloat h = 1.0;
+
+ glViewport( 0, 0, width, height );
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -w, w, -h, h, 5.0, 60.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -40.0 );
+}
+
+
+void GLGear::paintGL()
+{
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glPushMatrix();
+ transform();
+ draw();
+ drawText();
+
+ glPushAttrib( GL_LIGHTING_BIT | GL_TEXTURE_BIT );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_TEXTURE_2D );
+ qglColor( green );
+ glLineWidth( 1.0 );
+ glBegin( GL_LINES );
+ {
+ glVertex3f( 0.0, 0.0, 0.0 );
+ glVertex3f( 2.98, 2.98, 2.98 );
+ }
+ glEnd();
+ renderText( 3.0, 3.0, 3.0, "Gears", QFont( "helvetica", 12, QFont::Bold, TRUE ) );
+ glPopMatrix();
+ glPopAttrib();
+}
+
+void GLGear::animate()
+{
+ angle += 2.0;
+ view_roty += 1.0;
+ updateGL();
+}