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Lines Matching defs:angle

94 static GLfloat angle = 0.0;
114 GLfloat angle, da;
130 angle = i * 2.0 * M_PI / teeth;
131 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
132 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
134 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
135 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
145 angle = i * 2.0 * M_PI / teeth;
147 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
148 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
149 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
151 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
161 angle = i * 2.0 * M_PI / teeth;
162 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
163 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
165 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
167 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
176 angle = i * 2.0 * M_PI / teeth;
178 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
180 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
182 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
183 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
190 angle = i * 2.0 * M_PI / teeth;
192 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
193 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
194 u = r2 * cos(angle + da) - r1 * cos(angle);
195 v = r2 * sin(angle + da) - r1 * sin(angle);
200 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
201 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
202 glNormal3f(cos(angle), sin(angle), 0.0);
203 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
205 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
207 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
208 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
210 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
212 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
214 glNormal3f(cos(angle), sin(angle), 0.0);
227 angle = i * 2.0 * M_PI / teeth;
228 glNormal3f(-cos(angle), -sin(angle), 0.0);
229 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
230 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
248 glRotatef(angle, 0.0, 0.0, 1.0);
254 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
260 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
466 angle += 2.0;