(**************************************************************************) (* Lablgtk - Examples *) (* *) (* There is no specific licensing policy, but you may freely *) (* take inspiration from the code, and copy parts of it in your *) (* application. *) (* *) (**************************************************************************) (* $Id: gears.ml 1347 2007-06-20 07:40:34Z guesdon $ *) (* * 3-D gear wheels. This program is in the public domain. * * Brian Paul * LablGL version by Jacques Garrigue * Lablgtk version by Eric Cooper <ecc@cmu.edu> *) open StdLabels let pi = acos (-1.) (* * 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 *) let gear ~inner ~outer ~width ~teeth ~tooth_depth = let r0 = inner and r1 = outer -. tooth_depth /. 2.0 and r2 = outer +. tooth_depth /. 2.0 in let ta = 2.0 *. pi /. float teeth in let da = ta /. 4.0 in GlDraw.shade_model `flat; GlDraw.normal ~z:1.0 (); let vertex ~r ~z ?(s=0) i = let angle = float i *. ta +. float s *. da in GlDraw.vertex ~x:(r *. cos angle) ~y:(r *. sin angle) ~z () in (* draw front face *) let z = width *. 0.5 in GlDraw.begins `quad_strip; for i=0 to teeth do vertex i ~r:r0 ~z; vertex i ~r:r1 ~z; vertex i ~r:r0 ~z; vertex i ~r:r1 ~z ~s:3; done; GlDraw.ends (); (* draw front sides of teeth *) GlDraw.begins `quads; for i=0 to teeth - 1 do vertex i ~r:r1 ~z; vertex i ~r:r2 ~s:1 ~z; vertex i ~r:r2 ~s:2 ~z; vertex i ~r:r1 ~s:3 ~z; done; GlDraw.ends (); GlDraw.normal ~z:(-1.0) (); (* draw back face *) let z = -. width *. 0.5 in GlDraw.begins `quad_strip; for i=0 to teeth do vertex i ~r:r1 ~z; vertex i ~r:r0 ~z; vertex i ~r:r1 ~s:3 ~z; vertex i ~r:r0 ~z; done; GlDraw.ends (); (* draw back sides of teeth *) GlDraw.begins `quads; for i=0 to teeth - 1 do vertex i ~r:r1 ~s:3 ~z; vertex i ~r:r2 ~s:2 ~z; vertex i ~r:r2 ~s:1 ~z; vertex i ~r:r1 ~z; done; GlDraw.ends (); (* draw outward faces of teeth *) let z = width *. 0.5 and z' = width *. (-0.5) in GlDraw.begins `quad_strip; for i=0 to teeth - 1 do let angle = float i *. ta in vertex i ~r:r1 ~z; vertex i ~r:r1 ~z:z'; let u = r2 *. cos(angle+.da) -. r1 *. cos(angle) and v = r2 *. sin(angle+.da) -. r1 *. sin(angle) in GlDraw.normal ~x:v ~y:(-.u) (); vertex i ~r:r2 ~s:1 ~z; vertex i ~r:r2 ~s:1 ~z:z'; GlDraw.normal ~x:(cos angle) ~y:(sin angle) (); vertex i ~r:r2 ~s:2 ~z; vertex i ~r:r2 ~s:2 ~z:z'; let u = r1 *. cos(angle +. 3. *. da) -. r2 *. cos(angle +. 2. *. da) and v = r1 *. sin(angle +. 3. *. da) -. r2 *. sin(angle +. 2. *. da) in GlDraw.normal ~x:v ~y:(-.u) (); vertex i ~r:r1 ~s:3 ~z; vertex i ~r:r1 ~s:3 ~z:z'; GlDraw.normal ~x:(cos angle) ~y:(sin angle) (); done; vertex 0 ~r:r1 ~z; vertex 0 ~r:r1 ~z:z'; GlDraw.ends (); GlDraw.shade_model `smooth; (* draw inside radius cylinder *) GlDraw.begins `quad_strip; for i=0 to teeth do let angle = float i *. ta in GlDraw.normal ~x:(-. cos angle) ~y:(-. sin angle) (); vertex i ~r:r0 ~z:z'; vertex i ~r:r0 ~z; done; GlDraw.ends () class view area = object (self) val mutable gears = None val mutable view_rotx = 0.0 val mutable view_roty = 0.0 val mutable view_rotz = 0.0 val mutable angle = 0.0 method rotx a = view_rotx <- a method roty a = view_roty <- a method rotz a = view_rotz <- a method draw () = let (gear1, gear2, gear3) = match gears with Some x -> x | None -> failwith "draw : not yet initialized" in GlClear.clear [`color;`depth]; GlMat.push (); GlMat.rotate ~angle:view_rotx ~x:1.0 (); GlMat.rotate ~angle:view_roty ~y:1.0 (); GlMat.rotate ~angle:view_rotz ~z:1.0 (); GlMat.push (); GlMat.translate ~x:(-3.0) ~y:(-2.0) (); GlMat.rotate ~angle:angle ~z:1.0 (); (* gear inner:1.0 outer:4.0 width:1.0 teeth:20 tooth_depth:0.7; *) GlList.call gear1; GlMat.pop (); GlMat.push (); GlMat.translate ~x:3.1 ~y:(-2.0) (); GlMat.rotate ~angle:(-2.0 *. angle -. 9.0) ~z:1.0 (); (* gear inner:0.5 outer:2.0 width:2.0 teeth:10 tooth_depth:0.7; *) GlList.call gear2; GlMat.pop (); GlMat.push (); GlMat.translate ~x:(-3.1) ~y:4.2 (); GlMat.rotate ~angle:(-2.0 *. angle -. 25.0) ~z:1.0 (); (* gear inner:1.3 outer:2.0 width:0.5 teeth:10 tooth_depth:0.7; *) GlList.call gear3; GlMat.pop (); GlMat.pop (); Gl.flush (); area#swap_buffers () method idle () = angle <- angle +. 2.0; if area#misc#visible then self#draw (); true method reshape ~width:w ~height:h = GlDraw.viewport ~x:0 ~y:0 ~w ~h; GlMat.mode `projection; GlMat.load_identity (); let r = float w /. float h in let r' = 1. /. r in if (w>h) then GlMat.frustum ~x:(-. r,r) ~y:(-1.0,1.0) ~z:(5.0,60.0) else GlMat.frustum ~x:(-1.0,1.0) ~y:(-.r',r') ~z:(5.0,60.0); GlMat.mode `modelview; GlMat.load_identity(); GlMat.translate ~z:(-40.0) (); GlClear.clear[`color;`depth] method init () = let pos = 5.0, 5.0, 10.0, 0.0 and red = 0.8, 0.1, 0.0, 1.0 and green = 0.0, 0.8, 0.2, 1.0 and blue = 0.2, 0.2, 1.0, 1.0 in GlLight.light ~num:0 (`position pos); List.iter ~f:Gl.enable [`cull_face;`lighting;`light0;`depth_test;`normalize]; (* make the gears *) let make_gear ~inner ~outer ~width ~teeth ~color = let list = GlList.create `compile in GlLight.material ~face:`front (`ambient_and_diffuse color); gear ~inner ~outer ~width ~teeth ~tooth_depth:0.7; GlList.ends (); list in let gear1 = make_gear ~inner:1.0 ~outer:4.0 ~width:1.0 ~teeth:20 ~color:red and gear2 = make_gear ~inner:0.5 ~outer:2.0 ~width:2.0 ~teeth:10 ~color:green and gear3 = make_gear ~inner:1.3 ~outer:2.0 ~width:0.5 ~teeth:10 ~color:blue in gears <- Some (gear1, gear2, gear3) initializer area#connect#realize ~callback: self#init; area#connect#display ~callback: self#draw; area#connect#reshape ~callback: self#reshape; () end open GMain let main () = let window = GWindow.window ~title: "ML Gears" () in window#connect#destroy ~callback:Main.quit; window#set_resize_mode `IMMEDIATE; let table = GPack.table ~rows: 2 ~columns: 3 ~packing: window#add () in let area = GlGtk.area [`DEPTH_SIZE 1; `RGBA; `DOUBLEBUFFER] ~width: 300 ~height: 300 ~packing: (table#attach ~left: 1 ~top: 0 ~expand: `BOTH) () in let view = new view area in let scale ~orientation ~callback ~value ?packing () = let adjustment = GData.adjustment ~lower: 0.0 ~upper: 360.0 () in adjustment#connect#value_changed ~callback: (fun () -> callback adjustment#value); adjustment#set_value value; GRange.scale orientation ~adjustment ~draw_value: false ?packing () in let sx = scale ~orientation: `VERTICAL ~callback: view#rotx ~value: 40.0 ~packing: (table#attach ~left: 2 ~top: 0 ~expand: `Y) () in let sy = scale ~orientation: `HORIZONTAL ~callback: view#roty ~value: 20.0 ~packing: (table#attach ~left: 1 ~top: 1 ~expand: `X) () in let sz = scale ~orientation: `VERTICAL ~callback: view#rotz ~value: 10.0 ~packing: (table#attach ~left: 0 ~top: 0 ~expand: `Y) () in Timeout.add ~ms: 20 ~callback: view#idle; window#show (); Main.main () let _ = Printexc.print main ()