02b7ec05d5
Use M_PI (and friends), where possible, in favor of hand-coded approximations of various (in)accuracies. Where that's not available (e.g. fragment shaders), use the same value that qmath.h uses for M_PI, for consistency. Replaced math.h with qmath.h in places that defined a fall-back in case math.h omits it (it's not in the C++ standard, although M_PI is in POSIX); or removed this entirely where it wasn't used. Reworked some code to reduce the amount of arithmetic needed, in the process; e.g. pulling common factors out of loops. Revised an example's doc to not waste time talking about using a six-sig-fig value for pi (which we no longer do) - it really wasn't relevant, or anything to be proud of; nor did the doc mention its later use. Task-number: QTBUG-58083 Change-Id: I5a31e3a2b6a823b97a43209bed61a37b9aa6c05f Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
287 lines
8.7 KiB
C++
287 lines
8.7 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glwidget.h"
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#include <QMouseEvent>
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#include <QTimer>
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#include <qmath.h>
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(parent)
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{
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gear1 = 0;
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gear2 = 0;
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gear3 = 0;
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xRot = 0;
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yRot = 0;
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zRot = 0;
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gear1Rot = 0;
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QTimer *timer = new QTimer(this);
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connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears()));
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timer->start(20);
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}
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GLWidget::~GLWidget()
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{
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makeCurrent();
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glDeleteLists(gear1, 1);
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glDeleteLists(gear2, 1);
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glDeleteLists(gear3, 1);
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}
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void GLWidget::setXRotation(int angle)
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{
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normalizeAngle(&angle);
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if (angle != xRot) {
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xRot = angle;
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emit xRotationChanged(angle);
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updateGL();
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}
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}
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void GLWidget::setYRotation(int angle)
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{
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normalizeAngle(&angle);
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if (angle != yRot) {
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yRot = angle;
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emit yRotationChanged(angle);
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updateGL();
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}
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}
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void GLWidget::setZRotation(int angle)
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{
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normalizeAngle(&angle);
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if (angle != zRot) {
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zRot = angle;
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emit zRotationChanged(angle);
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updateGL();
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}
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}
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void GLWidget::initializeGL()
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{
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static const GLfloat lightPos[4] = { 5.0f, 5.0f, 10.0f, 1.0f };
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static const GLfloat reflectance1[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
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static const GLfloat reflectance2[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
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static const GLfloat reflectance3[4] = { 0.2f, 0.2f, 1.0f, 1.0f };
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glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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gear1 = makeGear(reflectance1, 1.0, 4.0, 1.0, 0.7, 20);
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gear2 = makeGear(reflectance2, 0.5, 2.0, 2.0, 0.7, 10);
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gear3 = makeGear(reflectance3, 1.3, 2.0, 0.5, 0.7, 10);
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glEnable(GL_NORMALIZE);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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}
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void GLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotated(xRot / 16.0, 1.0, 0.0, 0.0);
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glRotated(yRot / 16.0, 0.0, 1.0, 0.0);
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glRotated(zRot / 16.0, 0.0, 0.0, 1.0);
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drawGear(gear1, -3.0, -2.0, 0.0, gear1Rot / 16.0);
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drawGear(gear2, +3.1, -2.0, 0.0, -2.0 * (gear1Rot / 16.0) - 9.0);
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glRotated(+90.0, 1.0, 0.0, 0.0);
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drawGear(gear3, -3.1, -1.8, -2.2, +2.0 * (gear1Rot / 16.0) - 2.0);
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glPopMatrix();
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}
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void GLWidget::resizeGL(int width, int height)
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{
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int side = qMin(width, height);
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glViewport((width - side) / 2, (height - side) / 2, side, side);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslated(0.0, 0.0, -40.0);
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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lastPos = event->pos();
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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int dx = event->x() - lastPos.x();
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int dy = event->y() - lastPos.y();
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if (event->buttons() & Qt::LeftButton) {
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setXRotation(xRot + 8 * dy);
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setYRotation(yRot + 8 * dx);
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} else if (event->buttons() & Qt::RightButton) {
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setXRotation(xRot + 8 * dy);
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setZRotation(zRot + 8 * dx);
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}
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lastPos = event->pos();
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}
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void GLWidget::advanceGears()
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{
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gear1Rot += 2 * 16;
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updateGL();
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}
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GLuint GLWidget::makeGear(const GLfloat *reflectance, GLdouble innerRadius,
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GLdouble outerRadius, GLdouble thickness,
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GLdouble toothSize, GLint toothCount)
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{
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GLuint list = glGenLists(1);
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glNewList(list, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, reflectance);
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GLdouble r0 = innerRadius;
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GLdouble r1 = outerRadius - toothSize / 2.0;
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GLdouble r2 = outerRadius + toothSize / 2.0;
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GLdouble toothAngle = 2 * M_PI / toothCount;
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GLdouble delta = toothAngle / 4.0;
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GLdouble z = thickness / 2.0;
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glShadeModel(GL_FLAT);
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for (int i = 0; i < 2; ++i) {
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GLdouble sign = (i == 0) ? +1.0 : -1.0;
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glNormal3d(0.0, 0.0, sign);
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glBegin(GL_QUAD_STRIP);
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for (int j = 0; j <= toothCount; ++j) {
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GLdouble angle = j * toothAngle;
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glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z);
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glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z);
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glVertex3d(r0 * cos(angle), r0 * sin(angle), sign * z);
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glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta), sign * z);
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}
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glEnd();
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glBegin(GL_QUADS);
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for (int j = 0; j < toothCount; ++j) {
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GLdouble angle = j * toothAngle;
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glVertex3d(r1 * cos(angle), r1 * sin(angle), sign * z);
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glVertex3d(r2 * cos(angle + delta), r2 * sin(angle + delta), sign * z);
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glVertex3d(r2 * cos(angle + 2 * delta), r2 * sin(angle + 2 * delta), sign * z);
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glVertex3d(r1 * cos(angle + 3 * delta), r1 * sin(angle + 3 * delta), sign * z);
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}
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glEnd();
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}
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glBegin(GL_QUAD_STRIP);
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for (int i = 0; i < toothCount; ++i) {
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for (int j = 0; j < 2; ++j) {
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GLdouble angle = (i + j / 2.0) * toothAngle;
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GLdouble s1 = r1;
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GLdouble s2 = r2;
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if (j == 1)
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qSwap(s1, s2);
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glNormal3d(cos(angle), sin(angle), 0.0);
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glVertex3d(s1 * cos(angle), s1 * sin(angle), +z);
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glVertex3d(s1 * cos(angle), s1 * sin(angle), -z);
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glNormal3d(s2 * sin(angle + delta) - s1 * sin(angle),
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s1 * cos(angle) - s2 * cos(angle + delta), 0.0);
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glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), +z);
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glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), -z);
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}
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}
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glVertex3d(r1, 0.0, +z);
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glVertex3d(r1, 0.0, -z);
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glEnd();
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glShadeModel(GL_SMOOTH);
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glBegin(GL_QUAD_STRIP);
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for (int i = 0; i <= toothCount; ++i) {
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GLdouble angle = i * toothAngle;
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glNormal3d(-cos(angle), -sin(angle), 0.0);
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glVertex3d(r0 * cos(angle), r0 * sin(angle), +z);
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glVertex3d(r0 * cos(angle), r0 * sin(angle), -z);
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}
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glEnd();
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glEndList();
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return list;
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}
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void GLWidget::drawGear(GLuint gear, GLdouble dx, GLdouble dy, GLdouble dz,
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GLdouble angle)
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{
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glPushMatrix();
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glTranslated(dx, dy, dz);
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glRotated(angle, 0.0, 0.0, 1.0);
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glCallList(gear);
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glPopMatrix();
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}
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void GLWidget::normalizeAngle(int *angle)
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{
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while (*angle < 0)
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*angle += 360 * 16;
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while (*angle > 360 * 16)
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*angle -= 360 * 16;
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}
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