Lines Matching refs:teeth

70       GLint teeth;
240 LoadInteger (&g[gear_count - 1].teeth);
332 GLint teeth, GLfloat tooth_depth)
346 da = 2.0 * M_PI / teeth / 4.0;
358 for (i = 0; i <= teeth; i++)
360 angle = i * 2.0 * M_PI / teeth;
368 /* draw front sides of teeth */
371 da = 2.0 * M_PI / teeth / 4.0;
372 for (i = 0; i < teeth; i++)
374 angle = i * 2.0 * M_PI / teeth;
385 for (i = 0; i <= teeth; i++)
387 angle = i * 2.0 * M_PI / teeth;
395 /* draw back sides of teeth */
398 da = 2.0 * M_PI / teeth / 4.0;
399 for (i = 0; i < teeth; i++)
401 angle = i * 2.0 * M_PI / teeth;
410 /* draw outward faces of teeth. The visible faces are the backfaces, for testing purposes */
412 for (i = 0; i < teeth; i++)
414 angle = i * 2.0 * M_PI / teeth;
469 incr = 1.2 * 360.0 / g1.teeth * M_PI / 180.00;
470 for (angle = alpha + phi; angle <= 2 * M_PI - phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.00)
482 incr = 1.2 * 360.0 / g2.teeth * M_PI / 180.00;
483 for (angle = -phi + alpha; angle <= phi + alpha; angle += 360.0 / g1.teeth * M_PI / 180.0)
600 if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
608 a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
615 if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
623 a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
636 if ((a[axle_index].direction != 0) && (g[j].angular_velocity != g[i].angular_velocity * g[i].teeth / g[j].teeth * g[i].radius / g[j].radius))
643 a[axle_index].angular_velocity = g[i].angular_velocity * g[i].teeth / g[j].teeth;
651 if ((a[axle_index].direction != 0) && (g[i].angular_velocity != g[j].angular_velocity * g[j].teeth / g[i].teeth * g[j].radius / g[i].radius))
658 a[axle_index].angular_velocity = g[j].angular_velocity * g[j].teeth / g[i].teeth;
966 gear (i, g[i].type, g[i].radius, g[i].width, g[i].teeth, g[i].tooth_depth);