package net.java.nboglpack.glcapabilities.demo; import com.jogamp.opengl.util.Animator; import javax.media.opengl.GL2; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLEventListener; import javax.media.opengl.awt.GLJPanel; /** * Gears.java <BR> * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P> * * This version is equal to Brian Paul's version 1.2 1999/10/21 */ public class JOGLGearsDemo implements GLEventListener { private float view_rotx = 20.0f; private float view_roty = 30.0f; private float view_rotz = 0.0f; private int gear1; private int gear2; private int gear3; private float angle = 0.0f; private final Animator animator; public JOGLGearsDemo(GLAutoDrawable drawable) { drawable.addGLEventListener(this); animator = new Animator(drawable); } public void init(GLAutoDrawable drawable) { // Use debug pipeline // drawable.setGL(new DebugGL(drawable.getGL())); GL2 gl = (GL2) drawable.getGL(); //System.err.println("INIT GL IS: " + gl.getClass().getName()); //System.err.println("Chosen GLCapabilities: " + drawable.getChosenGLCapabilities()); gl.setSwapInterval(1); float[] pos = {5.0f, 5.0f, 10.0f, 0.0f}; float[] red = {0.8f, 0.1f, 0.0f, 1.0f}; float[] green = {0.0f, 0.8f, 0.2f, 1.0f}; float[] blue = {0.2f, 0.2f, 1.0f, 1.0f}; gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, pos, 0); gl.glEnable(GL2.GL_CULL_FACE); gl.glEnable(GL2.GL_LIGHTING); gl.glEnable(GL2.GL_LIGHT0); gl.glEnable(GL2.GL_DEPTH_TEST); /* make the gears */ gear1 = gl.glGenLists(1); gl.glNewList(gear1, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, red, 0); gear(gl, 1.0f, 4.0f, 1.0f, 20, 0.7f); gl.glEndList(); gear2 = gl.glGenLists(1); gl.glNewList(gear2, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, green, 0); gear(gl, 0.5f, 2.0f, 2.0f, 10, 0.7f); gl.glEndList(); gear3 = gl.glGenLists(1); gl.glNewList(gear3, GL2.GL_COMPILE); gl.glMaterialfv(GL2.GL_FRONT, GL2.GL_AMBIENT_AND_DIFFUSE, blue, 0); gear(gl, 1.3f, 2.0f, 0.5f, 10, 0.7f); gl.glEndList(); gl.glEnable(GL2.GL_NORMALIZE); } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL2 gl = (GL2) drawable.getGL(); float h = (float) height / (float) width; gl.glMatrixMode(GL2.GL_PROJECTION); //System.err.println("GL_VENDOR: " + gl.glGetString(GL2.GL_VENDOR)); //System.err.println("GL_RENDERER: " + gl.glGetString(GL2.GL_RENDERER)); //System.err.println("GL_VERSION: " + gl.glGetString(GL2.GL_VERSION)); gl.glLoadIdentity(); gl.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -40.0f); } public void display(GLAutoDrawable drawable) { angle += 0.5f; GL2 gl = (GL2) drawable.getGL(); if ((drawable instanceof GLJPanel) && !((GLJPanel) drawable).isOpaque() && ((GLJPanel) drawable).shouldPreserveColorBufferIfTranslucent()) { gl.glClear(GL2.GL_DEPTH_BUFFER_BIT); } else { gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT); } gl.glPushMatrix(); gl.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); gl.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); gl.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f); gl.glPushMatrix(); gl.glTranslatef(-2.7f, -2.0f, 0.0f); gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); gl.glCallList(gear1); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(3.4f, -2.0f, 0.0f); gl.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); gl.glCallList(gear2); gl.glPopMatrix(); gl.glPushMatrix(); gl.glTranslatef(-3.4f, 4.2f, 0.0f); gl.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); gl.glCallList(gear3); gl.glPopMatrix(); gl.glPopMatrix(); } public void dispose(GLAutoDrawable arg0) { } public static void gear(GL2 gl, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { int i; float r0; float r1; float r2; float angle; float da; float u; float v; float len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = 2.0f * (float) Math.PI / teeth / 4.0f; gl.glShadeModel(GL2.GL_FLAT); gl.glNormal3f(0.0f, 0.0f, 1.0f); /* draw front face */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); if (i < teeth) { gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } } gl.glEnd(); /* draw front sides of teeth */ gl.glBegin(GL2.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); } gl.glEnd(); /* draw back face */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); } gl.glEnd(); /* draw back sides of teeth */ gl.glBegin(GL2.GL_QUADS); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); } gl.glEnd(); /* draw outward faces of teeth */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle); v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle); len = (float) Math.sqrt(u * u + v * v); u /= len; v /= len; gl.glNormal3f(v, -u, 0.0f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f); gl.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da); v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da); gl.glNormal3f(v, -u, 0.0f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); gl.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); } gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f); gl.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f); gl.glEnd(); gl.glShadeModel(GL2.GL_SMOOTH); /* draw inside radius cylinder */ gl.glBegin(GL2.GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0f * (float) Math.PI / teeth; gl.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); gl.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); } gl.glEnd(); } public void start() { animator.start(); } public void stop() { animator.stop(); } public boolean isRunning() { return animator.isAnimating(); } }