Lines Matching refs:angle

131 static GLfloat angle = 0.0;  variable
152 GLfloat angle, da; in gear() local
169 angle = i * 2.0 * M_PI / teeth; in gear()
170 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); in gear()
171 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); in gear()
173 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); in gear()
174 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
183 angle = i * 2.0 * M_PI / teeth; in gear()
185 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); in gear()
186 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); in gear()
187 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), in gear()
189 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
201 angle = i * 2.0 * M_PI / teeth; in gear()
202 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); in gear()
203 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); in gear()
205 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
207 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); in gear()
216 angle = i * 2.0 * M_PI / teeth; in gear()
218 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
220 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), in gear()
222 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); in gear()
223 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); in gear()
232 angle = i * 2.0 * M_PI / teeth; in gear()
234 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); in gear()
235 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); in gear()
236 u = r2 * cos(angle + da) - r1 * cos(angle); in gear()
237 v = r2 * sin(angle + da) - r1 * sin(angle); in gear()
242 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); in gear()
243 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); in gear()
244 glNormal3f(cos(angle + 1.5 * da), sin(angle + 1.5 * da), 0.0); in gear()
245 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), in gear()
247 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), in gear()
249 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); in gear()
250 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); in gear()
252 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
254 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), in gear()
256 glNormal3f(cos(angle + 3.5 * da), sin(angle + 3.5 * da), 0.0); in gear()
271 angle = i * 2.0 * M_PI / teeth; in gear()
272 glNormal3f(-cos(angle), -sin(angle), 0.0); in gear()
273 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); in gear()
274 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); in gear()
292 glRotatef(angle, 0.0, 0.0, 1.0); in draw()
298 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); in draw()
304 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); in draw()
504 angle = angle + ((double)speed * useconds) / 1000000.0; in event_loop()
505 if (angle > 360.0) in event_loop()
506 angle = angle - 360.0; /* don't lose precision! */ in event_loop()