Lines Matching defs:angle

38 static GLfloat angle = 0.0;
57 GLfloat angle, da;
73 angle = i * 2.0 * M_PI / teeth;
74 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
75 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
77 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
78 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
88 angle = i * 2.0 * M_PI / teeth;
90 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
91 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
92 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
94 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
104 angle = i * 2.0 * M_PI / teeth;
105 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
106 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
108 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
110 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
119 angle = i * 2.0 * M_PI / teeth;
121 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
123 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
125 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
126 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
133 angle = i * 2.0 * M_PI / teeth;
135 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
136 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
137 u = r2 * cos(angle + da) - r1 * cos(angle);
138 v = r2 * sin(angle + da) - r1 * sin(angle);
143 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
144 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
145 glNormal3f(cos(angle), sin(angle), 0.0);
146 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
148 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
150 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
151 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
153 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
155 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
157 glNormal3f(cos(angle), sin(angle), 0.0);
170 angle = i * 2.0 * M_PI / teeth;
171 glNormal3f(-cos(angle), -sin(angle), 0.0);
172 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
173 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
191 glRotatef(angle, 0.0, 0.0, 1.0);
197 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
203 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
221 angle += 70.0 * dt; /* 70 degrees per second */
222 angle = fmod(angle, 360.0); /* prevents eventual overflow */