Exemplo n.º 1
0
        // TODO: move to math lib
        private Vector2 PolarTolinear(Polar2 p)
        {
            var r = p.R;
            var a = p.A;

            a = MathHelper.ToRadians(((a + 360) % 360));
            var x = (float)Math.Cos(a) * r;
            var y = -(float)Math.Sin(a) * r;

            return(new Vector2(x, y));
        }
Exemplo n.º 2
0
        /// <param name="n">Number of teeth</param>
        /// <param name="d">Pitch diameter</param>
        /// <param name="p">Diametrical pitch</param>
        /// <param name="pa">Pressure angle (in degrees)</param>
        /// <param name="I">internal</param>
        public Gear(GraphicsDevice device, Vector2 position, int n, float d, float p, float pa, bool I = false)
        {
            // TODO: give everything a sensible name
            // TODO: do we need so many points, identify imporant points and remove others

            var outerDiameter = (n + (I ? 2.3f : 2.0f)) / p;
            var innerDiameter = (n - (I ? 2 : 2.3f)) / p;
            var bc            = (float)(d * Math.Cos(pa * Math.PI / 180.0));
            var radiusMin     = innerDiameter / 2;
            var radiusMax     = outerDiameter / 2;
            var rbase         = bc / 2;

            var ac = 0.0f;

            var step  = 0.1f;
            var first = true;
            var fix   = 0;

            var polarPoints = new List <Polar2>();

            polarPoints.Add(new Polar2(radiusMin, 0));

            // All hard to follow since its in polar coordinates, TODO: describe better!


            // Create a single side of a single tooth, it is nicely curved

            /*
             *     \
             *      \
             *       |
             *       /
             */
            for (var i = 1.0f; i < 100.0f; i += step)
            {
                var bpl = this.PolarTolinear(new Polar2(rbase, -i));
                var len = rbase * MathHelper.Pi * 2 / 360.0f * i;
                var opl = this.PolarTolinear(new Polar2(len, -i + 90));
                var np  = this.LinearToPolar(new Vector2(bpl.X + opl.X, bpl.Y + opl.Y));

                if (np.R >= radiusMin)
                {
                    if (first)
                    {
                        first = false;
                        step  = (2 / (float)n) * 10;
                    }
                    if (np.R < d / 2)
                    {
                        ac = np.A;
                    }
                    if (np.R > radiusMax)
                    {
                        if (++fix < 10)
                        {
                            i    -= step;
                            step /= 2;
                            continue;
                        }

                        np.R = radiusMax;
                        polarPoints.Add(np);
                        break;
                    }
                    polarPoints.Add(np);
                }
            }

            // Mirror the side and connect the two via along the top

            /*
             *    /---\
             *   /     \
             *  |       |
             *  \       /
             */
            var fa  = 360 / (float)n;
            var ma  = (fa / 2) + (2 * ac);
            var fpa = (fa - ma) > 0 ? 0 : -(fa - ma) / 2;
            var m   = polarPoints.Count;

            polarPoints[0] = new Polar2(radiusMin, fpa);

            // Is this part ever called?
            while (polarPoints[m - 1].A > ma / 2.0f)
            {
                Splice(polarPoints, m - 1, 1);
                m--;
            }

            for (var i = polarPoints.Count - 1; i >= 0; i--)
            {
                var bp = polarPoints[i];
                var na = ma - bp.A;
                polarPoints.Add(new Polar2(bp.R, na));
            }

            // Copy and paste these teeth equal along the entire gear
            // we now have a full gear, in polar coordinates
            m = polarPoints.Count;
            for (var i = 1; i < n; i++)
            {
                for (var pi = 0; pi < m; pi++)
                {
                    var bp = polarPoints[pi];
                    var na = bp.A + fa * i;
                    polarPoints.Add(new Polar2(bp.R, na));
                }
            }


            // Convert back from polar to linear coordinates
            this.Points = new List <Vector2>();
            for (var i = 0; i < polarPoints.Count; i++)
            {
                var point = this.PolarTolinear(polarPoints[i]);
                var x     = point.X;
                var y     = point.Y;

                this.Points.Add(new Vector2(x, y));
            }

            this.Device   = device;
            this.Position = position;
            this.N        = n;

            // TODO: We're somehow mirroring something here which is why we need the weird minus in the ComputeRotation function
            this.Lines = new List <Line>();

            for (var i = 1; i < this.Points.Count; i++)
            {
                var prev = this.Points[i - 1];
                var curr = this.Points[i - 0];

                var line = new Line(device, Color.Yellow, prev, curr);
                line.Position = new Vector3(position.X, 0, position.Y);
                line.Update();
                this.Lines.Add(line);
            }

            var p0 = this.Points[this.Points.Count - 1];
            var p1 = this.Points[0];

            var closingLine = new Line(device, Color.Yellow, p0, p1);

            closingLine.Position = new Vector3(position.X, 0, position.Y);
            closingLine.Update();
            this.Lines.Add(closingLine);


            this.Rsc       = d * 1.0f / 2;
            this.baseAngle = ac;
        }