Lines Matching refs:angle
72 GLfloat angle;
286 GLfloat angle, rad, incr = 10.0 * M_PI / 180.0;
290 for (angle = 0.0; angle < 360.0; angle += 5.0)
292 rad = angle * M_PI / 180.0;
304 for (angle = 0.0; angle < 360.0; angle += 5.0)
306 rad = angle * M_PI / 180.0;
317 for (angle = 0.0; angle <= 360.0; angle += 5.0)
319 rad = angle * M_PI / 180.0;
336 GLfloat angle, da;
360 angle = i * 2.0 * M_PI / teeth;
362 glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
364 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
374 angle = i * 2.0 * M_PI / teeth;
375 glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
376 glVertex3f (r2_front * cos (angle + da), r2_front * sin (angle + da), width * fraction);
377 glVertex3f (r2_front * cos (angle + 2 * da), r2_front * sin (angle + 2 * da), width * fraction);
378 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
387 angle = i * 2.0 * M_PI / teeth;
388 glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
390 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
401 angle = i * 2.0 * M_PI / teeth;
402 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
403 glVertex3f (r2_back * cos (angle + 2 * da), r2_back * sin (angle + 2 * da), -width * fraction);
404 glVertex3f (r2_back * cos (angle + da), r2_back * sin (angle + da), -width * fraction);
405 glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
414 angle = i * 2.0 * M_PI / teeth;
416 glNormal3f (-cos (angle - 0.5*da), -sin (angle - 0.5*da), 0.0);
417 glVertex3f (r1 * cos (angle), r1 * sin (angle), -width * fraction);
418 glVertex3f (r1 * cos (angle), r1 * sin (angle), width * fraction);
419 u = (r2_front+r2_back)/2.0 * cos (angle + da) - r1 * cos (angle);
420 v = (r2_front+r2_back)/2.0 * sin (angle + da) - r1 * sin (angle);
425 glVertex3f (r2_back * cos (angle + da), r2_back * sin (angle + da), -width * fraction);
426 glVertex3f (r2_front * cos (angle + da), r2_front * sin (angle + da), width * fraction);
427 glNormal3f (-cos (angle + 1.5*da), -sin (angle + 1.5*da), 0.0);
428 glVertex3f (r2_back * cos (angle + 2 * da), r2_back * sin (angle + 2 * da), -width * fraction);
429 glVertex3f (r2_front * cos (angle + 2 * da), r2_front * sin (angle + 2 * da), width * fraction);
430 u = r1 * cos (angle + 3 * da) - (r2_front+r2_back)/2.0 * cos (angle + 2 * da);
431 v = r1 * sin (angle + 3 * da) - (r2_front+r2_back)/2.0 * sin (angle + 2 * da);
436 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), -width * fraction);
437 glVertex3f (r1 * cos (angle + 3 * da), r1 * sin (angle + 3 * da), width * fraction);
438 glNormal3f (-cos (angle + 3.5*da), -sin (angle + 3.5*da), 0.0);
451 GLfloat D, alpha, phi, angle, incr, width;
470 for (angle = alpha + phi; angle <= 2 * M_PI - phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.00)
472 glNormal3f (cos (angle), sin (angle), 0.0);
473 glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), width * 0.5);
474 glVertex3f (g1.radius * cos (angle), g1.radius * sin (angle), -width * 0.5);
475 glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), -width * 0.5);
476 glVertex3f (g1.radius * cos (angle + incr), g1.radius * sin (angle + incr), width * 0.5);
483 for (angle = -phi + alpha; angle <= phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.0)
485 glNormal3f (cos (angle), sin (angle), 0.0);
486 glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * 0.5);
487 glVertex3f (g2.radius * cos (angle) + g2.position[0] - g1.position[0], g2.radius * sin (angle) + g2.position[1] - g1.position[1], width * -0.5);
488 glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * -0.5);
489 glVertex3f (g2.radius * cos (angle + incr) + g2.position[0] - g1.position[0], g2.radius * sin (angle + incr) + g2.position[1] - g1.position[1], width * 0.5);
793 glRotatef (g[i].direction * g[i].angle, 0.0, 0.0, 1.0);
870 g[i].angle += g[i].angular_velocity * dt;
877 /* change view angle, exit upon ESC */
958 g[i].angle = 0.0;