Philip Quaife 27 Aug 05
This is a more advanced demo for the openGL widget tclogl. I have inlined the datafile that specifies the gear train.
In the original they did not cull back facing polygons, but some of the belt has been drawn with the wrong normals so they are not rendered correctly.
if {0} { /* * GearTrain Simulator * Version: 1.00 * * Copyright (C) 1999 Shobhan Kumar Dutta All Rights Reserved. * <[email protected]> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SHOBHAN KUMAR DUTTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT * OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ } # # # Tcl conversion Copyright Philip Quaife August 2005. # # This file is placed in the public domain # set PI 3.14159265 set T0 0 set Frames 0 proc getdata {filename} { variable Scene if {[info exists ::$filename]} { array set Scene [set ::$filename] } else { set f [open $filename r] array set Scene [read $f] close $f } foreach what [concat $Scene(Axles) $Scene(Gears) $Scene(Belts)] { set Scene($what,face) 0 foreach {param value} $Scene($what) { set Scene($what,[string range [string tolower $param] 1 end]) $value } } } proc Vsincos {r angle w {xo 0} {yo 0}} { glVertex3f [expr {$r * cos($angle)} + $xo] \ [expr {$r * sin($angle)} + $yo] \ $w } proc axle {radius length} { set incr [expr {10.0 * $::M_PI / 180.0}] #/* draw main cylinder */ glBegin GL_QUADS for {set angle 0} {$angle < 360} { incr angle 5} { set rad [expr {$angle * $::M_PI / 180.0}] glNormal3f [expr {cos($rad)}] [expr {sin($rad)}] 0.0 glVertex3f [expr {$radius * cos ($rad)}] [expr {$radius * sin($rad)}] [expr {$length / 2}] glVertex3f [expr {$radius * cos ($rad)}] [expr {$radius * sin($rad)}] [expr {-$length / 2}] glVertex3f [expr {$radius * cos ($rad+$incr)}] [expr {$radius * sin($rad+$incr)}] [expr {-$length / 2}] glVertex3f [expr {$radius * cos ($rad+$incr)}] [expr {$radius * sin($rad+$incr)}] [expr {$length / 2}] } glEnd #/* draw front face */ glNormal3f 0.0 0.0 1.0 glBegin GL_TRIANGLES for {set angle 0} {$angle < 360} {incr angle 5} { set rad [expr {$angle * $::M_PI / 180.0}] glVertex3f 0.0 0.0 [expr {$length / 2}] glVertex3f [expr {$radius * cos ($rad)}] [expr {$radius * sin($rad)}] [expr {$length / 2}] glVertex3f [expr {$radius * cos ($rad+$incr)}] [expr {$radius * sin($rad+$incr)}] [expr {$length / 2}] glVertex3f 0.0 0.0 [expr {$length / 2}] } glEnd #/* draw back face */ glNormal3f 0.0 0.0 -1.0 glBegin GL_TRIANGLES for {set angle 0} {$angle < 360} {incr angle 5} { set rad [expr {$angle * $::M_PI / 180.0}] glVertex3f 0.0 0.0 [expr {-$length / 2}] glVertex3f [expr {$radius * cos ($rad+$incr)}] [expr {$radius * sin($rad+$incr)}] [expr {-$length / 2}] glVertex3f [expr {$radius * cos ($rad)}] [expr {$radius * sin($rad)}] [expr {-$length / 2}] glVertex3f 0.0 0.0 [expr {-$length / 2}] } glEnd } proc lrev l { set n {} foreach i $l { set n [concat $i $n] } set n } set ::rot 20 proc gPos {g} { variable Scene set axle $Scene($g,axle) foreach {ax ay az} $Scene($axle,position) {break} foreach {x y z} {0 0 0} {break} if {$Scene($axle,axis) == 0} { set x 1.0 } elseif {$Scene($axle,axis) == 1} { set y 1.0 } else { set z 1.0 } list [expr {$ax + $x * $Scene($g,position)} ] \ [expr {$ay + $y * $Scene($g,position)}] \ [expr {$az + $z * $Scene($g,position)}] } proc gear {gear type radius width teeth tooth_depth } { variable Scene set fraction 0.5 set n 1.0 set hw [expr {$width * 0.5}] set mhw [expr {$width * -0.5}] set r0 0 ;# No inner radius since axle is at center set r1 [expr {$radius - $tooth_depth}] set r2 $radius set ra [expr {($type eq {NORMAL}) ? $r1 : $r1 - ($width / 1) }] set rb [expr {($type eq {NORMAL}) ? $r2 : $r2 - ($width / 1) }] set da [expr { 2.0 * $::M_PI / $teeth / 4.0}] set 2da [expr {2.0 * $da}] set 3da [expr {3.0 * $da}] set 4da [expr {4.0 * $da}] for { set i 0 } { $i < $teeth } { incr i } { lappend angles [expr {$i * 2.0 * $::M_PI / $teeth}] } set angles1 $angles set ::a $angles set rangles [lrev $angles] lappend angles1 [expr {2.0 * $::M_PI }] if {$Scene($gear,face) } { set fraction -0.5 set n -1.0; swap normal and hw with mn and mhw } if {$type ne {NORMAL}} { set fraction 0.5 set n 1.0 } set mn [expr {-1.0 * $n}] #/* draw front and back faces */ if {1} { #Front Face anti clockwise glNormal3f 0.0 0.0 1 glBegin GL_TRIANGLE_FAN Vsincos 0 0 $hw foreach angle $angles { Vsincos $r1 $angle $hw Vsincos $r1 [expr {$angle + $3da}] $hw lappend xx $angle [expr {$angle + $3da}] } Vsincos $r1 0.0 $hw lappend xx 0.0 glEnd } if {1} { # Back face clockwise. glNormal3f 0.0 0.0 -1 glBegin GL_TRIANGLE_FAN Vsincos 0 0 $mhw foreach angle [lrev $xx] { Vsincos $ra $angle $mhw } glEnd } if {1} { #/* draw front and back sides of teeth */ if { 1 || ($type eq {NORMAL}) } { foreach fa [list $angles $rangles] dir {1 -1} fw [list $hw $mhw] fn [list $n $mn] r1a [list $ra $r1] r1b [list $rb $r2] { glNormal3f 0.0 0.0 1 glBegin GL_QUADS foreach angle $fa { Vsincos $r1 $angle $fw Vsincos $r2 [expr {$angle + $dir * $da}] $fw Vsincos $r2 [expr {$angle + $dir * $2da}] $fw Vsincos $r1 [expr {$angle + $dir * $3da}] $fw } glEnd break } glNormal3f 0.0 0.0 -1 glBegin GL_QUADS foreach angle $angles { Vsincos $ra [expr {$angle + $3da}] $mhw Vsincos $rb [expr {$angle + $2da}] $mhw Vsincos $rb [expr {$angle + $da}] $mhw Vsincos $ra $angle $mhw } glEnd } } #/* draw outward faces of teeth */ glNormal3f 0.0 0.0 -1.0 glBegin GL_QUAD_STRIP foreach angle $angles { glNormal3f [expr cos($angle)] [expr sin($angle)] 0.0 Vsincos $r1 $angle $hw Vsincos $ra $angle $mhw set u [expr {$r2 * cos($angle + $da) - $r1 * cos($angle)}] set v [expr {$r2 * sin($angle + $da) - $r1 * sin($angle)}] set len [expr {sqrt($u * $u + $v * $v)}] set u [expr {$u / $len}] set v [expr {$v / $len}] glNormal3f $v [expr -1.0 * $u] 0.0 Vsincos $r2 [expr {$angle + $da}] $hw Vsincos $rb [expr {$angle + $da}] $mhw glNormal3f [expr cos($angle+$2da)] [expr sin($angle+$2da)] 0 Vsincos $r2 [expr {$angle + $2da}] $hw Vsincos $rb [expr {$angle + $2da}] $mhw set u [expr $r1 * cos($angle + $3da) - $r2 * cos($angle + $2da)] set v [expr $r1 * sin($angle + $3da) - $r2 * sin($angle + $2da)] set len [expr {sqrt($u * $u + $v * $v)}] set u [expr {$u / $len}] set v [expr {$v / $len}] glNormal3f $v [expr -1.0 * $u] $n Vsincos $r1 [expr {$angle + $3da}] $hw Vsincos $ra [expr {$angle + $3da}] $mhw } glNormal3f 1 0 0 Vsincos $r1 0.0 $hw Vsincos $ra 0.0 $mhw glEnd } proc belt {g1 g2} { variable Scene set col {0 0 0} set width [expr {$Scene($g1,width) < $Scene($g2,width) ? $Scene($g1,width) : $Scene($g2,width)}] set D [expr {sqrt(pow($Scene($g1,x) - $Scene($g2,x), 2) + \ pow($Scene($g1,y) - $Scene($g2,y), 2) + \ pow($Scene($g1,z) - $Scene($g2,z), 2))}] set alpha [expr {acos(($Scene($g2,x) - $Scene($g1,x)) / $D)}] set phi [expr {acos (($Scene($g1,radius) - $Scene($g2,radius)) / $D)}] glBegin GL_QUADS glColor3fv $col glMaterialiv GL_FRONT GL_COLOR_INDEXES {0 0 0} set hw [expr {$width / 2.0}] set mhw [expr {-$hw}] set incr [expr {1.2 * 360.0 / $Scene($g1,teeth) * $::M_PI / 180.00}] for {set angle [expr {$alpha + $phi}]} { $angle <= 2 * $::M_PI - $phi + $alpha} { set angle [expr {$angle + 360.0 / $Scene($g1,teeth) * $::M_PI / 180.00}]} { glNormal3f [expr {cos ($angle)}] [expr {sin($angle)}] 0.0 Vsincos $Scene($g1,radius) $angle $hw Vsincos $Scene($g1,radius) $angle $mhw Vsincos $Scene($g1,radius) [expr {$angle + $incr}] $mhw Vsincos $Scene($g1,radius) [expr {$angle + $incr}] $hw } glEnd glBegin GL_QUADS glColor3fv $col glMaterialiv GL_FRONT GL_COLOR_INDEXES {0 0 0} set incr [expr {1.2 * 360.0 / $Scene($g2,teeth) * $::M_PI / 180.00}] for {set angle [expr {$alpha - $phi}]} { $angle <= $phi + $alpha} { set angle [expr {$angle + 360.0 / $Scene($g1,teeth) * $::M_PI / 180.00}]} { glNormal3f [expr {cos ($angle)}] [expr {sin($angle)}] 0.0 glVertex3f [expr {$Scene($g2,radius) * cos ($angle) + $Scene($g2,x) - $Scene($g1,x)}] \ [expr {$Scene($g2,radius) * sin ($angle) + $Scene($g2,y) - $Scene($g1,y)}] \ $hw glVertex3f [expr {$Scene($g2,radius) * cos ($angle) + $Scene($g2,x) - $Scene($g1,x)}] \ [expr {$Scene($g2,radius) * sin ($angle) + $Scene($g2,y) - $Scene($g1,y)}] \ $mhw glVertex3f [expr {$Scene($g2,radius) * cos ($angle + $incr) + $Scene($g2,x) - $Scene($g1,x)}] \ [expr {$Scene($g2,radius) * sin ($angle + $incr) + $Scene($g2,y) - $Scene($g1,y)}] \ $mhw glVertex3f [expr {$Scene($g2,radius) * cos ($angle + $incr) + $Scene($g2,x) - $Scene($g1,x)}] \ [expr {$Scene($g2,radius) * sin ($angle + $incr) + $Scene($g2,y) - $Scene($g1,y)}] \ $hw } glEnd glBegin GL_QUADS glColor3fv $col glMaterialiv GL_FRONT GL_COLOR_INDEXES {0 0 0} Vsincos $Scene($g1,radius) [expr {$alpha + $phi}] $hw Vsincos $Scene($g1,radius) [expr {$alpha + $phi}] $mhw Vsincos $Scene($g2,radius) [expr {$alpha + $phi}] $mhw [expr {$Scene($g2,x) - $Scene($g1,x)}] [expr {$Scene($g2,y) - $Scene($g1,y)}] Vsincos $Scene($g2,radius) [expr {$alpha + $phi}] $hw [expr {$Scene($g2,x) - $Scene($g1,x)}] [expr {$Scene($g2,y) - $Scene($g1,y)}] Vsincos $Scene($g1,radius) [expr {$alpha - $phi}] $hw Vsincos $Scene($g1,radius) [expr {$alpha - $phi}] $mhw Vsincos $Scene($g2,radius) [expr {$alpha - $phi}] $mhw [expr {$Scene($g2,x) - $Scene($g1,x)}] [expr {$Scene($g2,y) - $Scene($g1,y)}] Vsincos $Scene($g2,radius) [expr {$alpha - $phi}] $hw [expr {$Scene($g2,x) - $Scene($g1,x)}] [expr {$Scene($g2,y) - $Scene($g1,y)}] glEnd } proc process {} { variable Scene foreach g $Scene(Gears) { set Scene($g,direction) 1 set Scene($g,velocity) 0 set Scene($g,motored) 0 set Scene($g,angle) 0 foreach [list Scene($g,x) Scene($g,y) Scene($g,z)] [gPos $g] {break} if {$Scene($Scene($g,axle),motored) } { set Scene($g,direction) $Scene($Scene($g,axle),direction) set Scene($g,velocity) $Scene($Scene($g,axle),velocity) } } foreach a $Scene(Axles) { foreach g1 $Scene(Gears) { if {$Scene($g1,axle) ne $a} {continue} if {$Scene($a,motored) } { set Scene($g1,motored) 1 set Scene($g1,velocity) $Scene($a,velocity) set Scene($g1,direction) [expr {$Scene($a,direction)}] } foreach g2 $Scene(Gears) { if {$Scene($g2,axle) eq $a} { set Scene($g2,velocity) $Scene($g1,velocity) set Scene($g2,motored) $Scene($g1,motored) set Scene($g2,direction) [expr {$Scene($a,direction)}] continue } foreach belt $Scene(Belts) { if {$g1 ne $Scene($belt,gear1name) && $g1 ne $Scene($belt,gear2name)} {continue} if {$g2 ne $Scene($belt,gear1name) && $g2 ne $Scene($belt,gear2name)} {continue} set Scene($g2,velocity) [expr {$Scene($g1,velocity) * $Scene($g1,radius) / $Scene($g2,radius)}] set Scene($g2,motored) $Scene($g1,motored) set Scene($Scene($g2,axle),direction) [expr {$Scene($a,direction)}] set Scene($Scene($g2,axle),velocity) [expr {$Scene($g1,velocity)}] continue } switch $Scene($a,axis) { 0 {set dist [expr {$Scene($g1,x) - $Scene($g2,x)}] } 1 {set dist [expr {$Scene($g1,y) - $Scene($g2,y)}] } default {set dist [expr {$Scene($g1,z) - $Scene($g2,z)}] } } set dist [expr {abs($dist)}] set D [expr {sqrt(pow($Scene($g1,x) - $Scene($g2,x), 2) + \ pow($Scene($g1,y) - $Scene($g2,y), 2) + \ pow($Scene($g1,z) - $Scene($g2,z), 2))}] if {$Scene($g1,motored) && ! $Scene($g2,motored) && ($D < 0.95 * ($Scene($g1,radius) + $Scene($g2,radius))) } { if {$Scene($g1,type) eq {NORMAL} && $Scene($a,axis) != $Scene($Scene($g2,axle),axis) } {continue} set Scene($g2,motored) 1 set Scene($Scene($g2,axle),motored) 1 if {$Scene($g1,type) eq {NORMAL} } { set Scene($g2,direction) [expr {-$Scene($a,direction)}] } else { set Scene($g2,direction) [expr {$Scene($a,direction)}] } set Scene($Scene($g2,axle),direction) [expr {-$Scene($a,direction)}] set v [expr {$Scene($g1,velocity) * $Scene($g1,teeth) / $Scene($g2,teeth)}] set Scene($g2,velocity) $v set Scene($Scene($g2,axle),velocity) $v } } } } } variable t0 -1 variable T0 -1 variable TLoop -1 proc Idle {toglwin} { variable Scene set t [clock clicks -milli] if {$Scene(Update) == 0} { after 1000 Idle $toglwin return {} } variable t0 variable T0 variable TLoop if {$t0 != -1 } { set elap [expr {$t - $t0}] set T0 [expr {$T0 - $T0 / 100.0 + $elap}] set TLoop [expr {$T0 / 100}] set time [expr {$Scene(Update) + ($Scene(Update) - $elap)}] if { $time < 0 } {set time 10} if {$time > $Scene(Update)} {set time $Scene(Update)} } else { set time idle } set t0 $t after $time Idle $toglwin list set dt $Scene(Delta) foreach gear $Scene(Gears) { set Scene($gear,angle) [expr {$Scene($gear,angle) + $Scene($gear,velocity) * $dt}] } $toglwin postredisplay } proc tclReshapeFunc { toglwin width height } { glViewport 0 0 $width $height glMatrixMode GL_PROJECTION glLoadIdentity if { $width > $height } { set w [expr double ($width) / double ($height)] glFrustum [expr -1.0*$w] $w -1.0 1.0 5.0 70.0 } else { set h [expr double ($height) / double ($width)] glFrustum -1.0 1.0 [expr -1.0*$h] $h 5.0 70.0 } glMatrixMode GL_MODELVIEW glLoadIdentity glTranslatef 0.0 0.0 -40.0 glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] } proc clear {} { glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] } proc MakeScene {} { variable Scene set nlists [llength $Scene(Gears)] incr nlists [expr {[llength $Scene(Axles)] * 2} ] incr nlists [llength $Scene(Belts)] incr nlists set dlist [glGenLists $nlists] set idx 1 foreach axle $Scene(Axles) { set Scene(DList,$axle) [expr {$idx + $dlist}] glNewList $Scene(DList,$axle) GL_COMPILE incr idx glPushMatrix foreach {x y z} $Scene($axle,position) {break} glTranslatef $x $y $z foreach {x y z} {0 0 0} {break} if {$Scene($axle,axis) == 0} { set y 1.0 } elseif {$Scene($axle,axis) == 1} { set x 1.0 } else { set z 1.0 } if {$z != 1.0} { glRotatef 90.0 $x $y $z } # glMaterialfv GL_FRONT GL_AMBIENT_AND_DIFFUSE $Scene($axle,color) glMaterialfv GL_FRONT GL_SPECULAR $Scene($axle,color) glColor4fv $Scene($axle,color) axle $Scene($axle,radius) $Scene($axle,length) glPopMatrix glEndList } foreach gear $Scene(Gears) { set Scene(DList,$gear,pre) [expr {$idx + $dlist}] glNewList $Scene(DList,$gear,pre) GL_COMPILE incr idx glPushMatrix foreach {x y z} [gPos $gear] {break} glTranslatef $x $y $z set axle $Scene($gear,axle) foreach {x y z} {0 0 0} {break} if {$Scene($axle,axis) == 0} { set y 1.0 } elseif {$Scene($axle,axis) == 1} { set x 1.0 } else { set z 1.0 } if {$z != 1.0} { glRotatef 90.0 $x $y $z } glEndList glRotatef [expr {$Scene($gear,direction) * $Scene($gear,angle)}] 0.0 0.0 1.0 set Scene(DList,$gear,post) [expr {$idx + $dlist}] glNewList $Scene(DList,$gear,post) GL_COMPILE incr idx # glMaterialfv GL_FRONT GL_AMBIENT_AND_DIFFUSE $Scene($gear,color) glMaterialfv GL_FRONT GL_SPECULAR $Scene($gear,color) glColor4fv $Scene($gear,color) gear $gear $Scene($gear,type) $Scene($gear,radius) \ $Scene($gear,width) $Scene($gear,teeth) $Scene($gear,toothdepth) glPopMatrix glEndList } foreach belt $Scene(Belts) { set Scene(DList,$belt) [expr {$idx + $dlist}] glNewList $Scene(DList,$belt) GL_COMPILE incr idx glPushMatrix glDisable GL_CULL_FACE foreach {x y z} [gPos $Scene($belt,gear1name)] {break} glTranslatef $x $y $z set axle $Scene($Scene($belt,gear1name),axle) foreach {x y z} {0 0 0} {break} if {$Scene($axle,axis) == 0} { set y 1.0 } elseif {$Scene($axle,axis) == 1} { set x 1.0 } else { set z 1.0 } if {$z != 1.0} { glRotatef 90.0 $x $y $z } belt $Scene($belt,gear1name) $Scene($belt,gear2name) glEnable GL_CULL_FACE glPopMatrix glEndList } set Scene(DList,allaxles) $dlist glNewList $Scene(DList,allaxles) GL_COMPILE foreach axle $Scene(Axles) { glCallList $Scene(DList,$axle) } foreach belt $Scene(Belts) { glCallList $Scene(DList,$belt) } glEndList } proc tclCreateFunc {toglwin} { variable Scene eval glClearColor $Scene(BACKGROUND) 1.0 glMaterialf GL_FRONT_AND_BACK GL_SHININESS 20.0 glLightfv GL_LIGHT0 GL_POSITION {0.7 0.7 1.25 0.5} glEnable GL_LIGHT0 glEnable GL_CULL_FACE glEnable GL_DEPTH_TEST glEnable GL_NORMALIZE glEnable GL_LIGHTING glShadeModel GL_FLAT glEnable GL_COLOR_MATERIAL glShadeModel GL_SMOOTH MakeScene bind $toglwin <ButtonPress-1> { set startx %x set starty %y } bind $toglwin <B1-Motion> { set yangle [expr $Scene(Roty) + (%x - $startx)] set xangle [expr $Scene(Rotx) + (%y - $starty)] set startx %x set starty %y set Scene(Rotx) $xangle set Scene(Roty) $yangle %W postredisplay } bind $toglwin <<ScaleSet>> { set startx %x set starty %y set scale0 $Scene(Scale) } bind $toglwin <<ScaleDrag>> { set q [ expr ($starty - %y) / 400.0 ] set Scene(Scale) [expr $scale0 * exp($q)] %W postredisplay } Idle $toglwin } proc tclDisplayFunc {toglwin} { variable Scene set sc $Scene(Scale) glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT] glPushMatrix glRotatef $Scene(Rotx) 1.0 0.0 0.0 glRotatef $Scene(Roty) 0.0 1.0 0.0 glRotatef $Scene(Rotz) 0.0 0.0 1.0 glScalef $sc $sc $sc glRotatef $Scene(Angle) 0.0 0.0 1.0 # Draw all axles and belts (Static items) glCallList $Scene(DList,allaxles) foreach gear $Scene(Gears) { glCallList $Scene(DList,$gear,pre) glRotatef [expr {$Scene($gear,direction) * $Scene($gear,angle)}] 0.0 0.0 1.0 glCallList $Scene(DList,$gear,post) } glPopMatrix $toglwin swapbuffers } proc main {} { if {$::argc < 2} { set file geartrain.dat } else { set file [lindex $::argv 1] } getdata $file process wm title . "Gear Train Simulation - Q Solutions" eval destroy [winfo children .] frame .fr pack .fr -expand 1 -fill both togl .fr.toglwin -width 400 -height 400 -double true \ -alpha true -depth true -rgba true -privatecmap false \ -createproc tclCreateFunc \ -reshapeproc tclReshapeFunc \ -displayproc tclDisplayFunc listbox .fr.usage -height 3 grid .fr.toglwin -row 0 -column 0 -sticky news grid .fr.usage -row 1 -column 0 -sticky news grid rowconfigure .fr 0 -weight 1 grid columnconfigure .fr 0 -weight 1 bind . <Key-Escape> "exit" .fr.usage insert end "bind . <Key-Escape> exit" .fr.usage insert end "bind . <B1-Motion> Rotate" .fr.usage insert end "bind . <B2-Motion> Zoom" event add <<ScaleSet>> <ButtonPress-2> event add <<ScaleDrag>> <B2-Motion> event add <<ScaleSet>> <ButtonPress-3> event add <<ScaleDrag>> <B3-Motion> } #Include data file here for wiki demo set geartrain.dat { BACKGROUND { 0.000 0.500 0.700} AXLE1 { ANAME AXLE1 ARADIUS 0.500 AAXIS 2 APOSITION {-6.000 0.000 0.000} ACOLOR {0.900 0.300 0.300} ALENGTH 6.000 AMOTORED 1 AVELOCITY 90.000 ADIRECTION 1 } AXLE2 { ANAME AXLE2 ARADIUS 1.000 AAXIS 2 APOSITION {-3.000 0.000 0.000} ACOLOR {0.800 0.500 0.200} ALENGTH 12.000 AMOTORED 0 } AXLE3 { ANAME AXLE3 ARADIUS 1.000 AAXIS 2 APOSITION {1.000 0.000 0.000} ACOLOR {0.800 0.500 0.200} ALENGTH 6.000 AMOTORED 0 } AXLE4 { ANAME AXLE4 ARADIUS 1.000 AAXIS 2 APOSITION {8.000 0.000 0.000} ACOLOR {0.800 0.500 0.200} ALENGTH 18.000 AMOTORED 0 } AXLE5 { ANAME AXLE5 ARADIUS 1.000 AAXIS 1 APOSITION {8.000 -8.200 -7.400} ACOLOR {0.200 0.200 0.600} ALENGTH 12.000 AMOTORED 0 } AXLE6 { ANAME AXLE5 ARADIUS 2.000 AAXIS 1 APOSITION {-10.000 -14.200 0.400} ACOLOR {0.000 0.100 0.600} ALENGTH 4.000 AMOTORED 0 ADIRECTION -1 } GEAR1 { GNAME GEAR1 GTYPE NORMAL GRADIUS 1.000 GWIDTH 3.500 GTEETH 10 GTOOTHDEPTH 0.500 GCOLOR {0.500 0.500 0.500} GAXLE AXLE1 GPOSITION 0.000 } GEAR2 { GNAME GEAR2 GTYPE NORMAL GRADIUS 2.200 GWIDTH 3.000 GTEETH 30 GTOOTHDEPTH 0.500 GCOLOR { 0.500 0.500 0.500} GAXLE AXLE2 GPOSITION 0.000 } GEAR3 { GNAME GEAR3 GTYPE NORMAL GRADIUS 2.200 GWIDTH 3.000 GTEETH 20 GTOOTHDEPTH 0.500 GCOLOR {0.500 0.500 0.500} GAXLE AXLE3 GPOSITION 0.000 } GEAR4 { GNAME GEAR4 GTYPE NORMAL GRADIUS 1.700 GWIDTH 1.000 GTEETH 20 GTOOTHDEPTH 0.500 GCOLOR {0.500 0.500 0.500} GAXLE AXLE2 GPOSITION 5.000 } GEAR5 { GNAME GEAR5 GTYPE NORMAL GRADIUS 6.000 GWIDTH 1.000 GTEETH 20 GTOOTHDEPTH 0.500 GCOLOR {0.500 0.500 0.500} GAXLE AXLE4 GPOSITION 5.000 } GEAR6 { GNAME GEAR6 GTYPE BEVEL GFACE 0 GRADIUS 4.000 GWIDTH 1.000 GTEETH 10 GTOOTHDEPTH 1.700 GCOLOR {0.500 0.500 0.500} GAXLE AXLE4 GPOSITION -4.000 } GEAR7 { GNAME GEAR7 GTYPE BEVEL GFACE 0 GRADIUS 4.000 GWIDTH 1.000 GTEETH 10 GTOOTHDEPTH 1.700 GCOLOR {0.500 0.500 0.500} GAXLE AXLE5 GPOSITION 5.000 } GEAR8 { GNAME GEAR8 GTYPE NORMAL GFACE 0 GRADIUS 4.600 GWIDTH 2.000 GTEETH 20 GTOOTHDEPTH 1.50 GCOLOR {0.100 0.200 0.600} GAXLE AXLE5 GPOSITION -6.000 } GEAR9 { GNAME GEAR9 GTYPE NORMAL GFACE 0 GRADIUS 16.1 GWIDTH 2.200 GTEETH 70 GTOOTHDEPTH 2.50 GCOLOR {0.000 0.800 0.000} GAXLE AXLE6 GPOSITION 0.0 } BELT1 { BELTNAME BELT1 BGEAR1NAME GEAR5 BGEAR2NAME GEAR4 } Belts {BELT1} Gears {GEAR1 GEAR2 GEAR3 GEAR4 GEAR5 GEAR6 GEAR7 GEAR8 GEAR9} XGears {GEAR1 GEAR2} Axles {AXLE1 AXLE2 AXLE3 AXLE4 AXLE5 AXLE6} } set Scene(Delta) 0.05 set Scene(Scale) 0.5 set Scene(Angle) 0 set Scene(Rotx) 45 set Scene(Roty) 45 set Scene(Rotz) 0 set Scene(Update) 20 package require Togl package require tclogl main