// normal defines surface normals. // Used in classic render mode. func (a *Attr) normal(i int) { if a.size != 3 { return } i *= a.size switch v := a.data.(type) { case []int8: gl.Normal3b(v[i], v[i+1], v[i+2]) case []int16: gl.Normal3s(v[i], v[i+1], v[i+2]) case []int32: gl.Normal3i(int(v[i]), int(v[i+1]), int(v[i+2])) case []float32: gl.Normal3f(v[i], v[i+1], v[i+2]) case []float64: gl.Normal3d(v[i], v[i+1], v[i+2]) } }
func gear(inner_radius, outer_radius, width float64, teeth int, tooth_depth float64) { var i int var r0, r1, r2 float64 var angle, da float64 var u, v, len float64 r0 = inner_radius r1 = outer_radius - tooth_depth/2.0 r2 = outer_radius + tooth_depth/2.0 da = 2.0 * math.Pi / float64(teeth) / 4.0 gl.ShadeModel(gl.FLAT) gl.Normal3d(0.0, 0.0, 1.0) /* draw front face */ gl.Begin(gl.QUAD_STRIP) for i = 0; i <= teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5) if i < teeth { gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5) gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5) } } gl.End() /* draw front sides of teeth */ gl.Begin(gl.QUADS) da = 2.0 * math.Pi / float64(teeth) / 4.0 for i = 0; i < teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5) gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), width*0.5) gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), width*0.5) gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5) } gl.End() gl.Normal3d(0.0, 0.0, -1.0) /* draw back face */ gl.Begin(gl.QUAD_STRIP) for i = 0; i <= teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5) gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5) if i < teeth { gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5) gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5) } } gl.End() /* draw back sides of teeth */ gl.Begin(gl.QUADS) da = 2.0 * math.Pi / float64(teeth) / 4.0 for i = 0; i < teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5) gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), -width*0.5) gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), -width*0.5) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5) } gl.End() /* draw outward faces of teeth */ gl.Begin(gl.QUAD_STRIP) for i = 0; i < teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), width*0.5) gl.Vertex3d(r1*math.Cos(angle), r1*math.Sin(angle), -width*0.5) u = r2*math.Cos(angle+da) - r1*math.Cos(angle) v = r2*math.Sin(angle+da) - r1*math.Sin(angle) len = math.Sqrt(u*u + v*v) u /= len v /= len gl.Normal3d(v, -u, 0.0) gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), width*0.5) gl.Vertex3d(r2*math.Cos(angle+da), r2*math.Sin(angle+da), -width*0.5) gl.Normal3d(math.Cos(angle), math.Sin(angle), 0.0) gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), width*0.5) gl.Vertex3d(r2*math.Cos(angle+2*da), r2*math.Sin(angle+2*da), -width*0.5) u = r1*math.Cos(angle+3*da) - r2*math.Cos(angle+2*da) v = r1*math.Sin(angle+3*da) - r2*math.Sin(angle+2*da) gl.Normal3d(v, -u, 0.0) gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), width*0.5) gl.Vertex3d(r1*math.Cos(angle+3*da), r1*math.Sin(angle+3*da), -width*0.5) gl.Normal3d(math.Cos(angle), math.Sin(angle), 0.0) } gl.Vertex3d(r1*math.Cos(0), r1*math.Sin(0), width*0.5) gl.Vertex3d(r1*math.Cos(0), r1*math.Sin(0), -width*0.5) gl.End() gl.ShadeModel(gl.SMOOTH) /* draw inside radius cylinder */ gl.Begin(gl.QUAD_STRIP) for i = 0; i <= teeth; i++ { angle = float64(i) * 2.0 * math.Pi / float64(teeth) gl.Normal3d(-math.Cos(angle), -math.Sin(angle), 0.0) gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), -width*0.5) gl.Vertex3d(r0*math.Cos(angle), r0*math.Sin(angle), width*0.5) } gl.End() }