Gears test added
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/*
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* 3-D gear wheels. This program is in the public domain.
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* Brian Paul
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*/
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package org.lwjgl.test.opengl;
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import java.nio.FloatBuffer;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.LWJGLException;
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import org.lwjgl.input.Keyboard;
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import org.lwjgl.opengl.ARBTransposeMatrix;
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import org.lwjgl.opengl.Display;
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import org.lwjgl.opengl.DisplayMode;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GLContext;
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/**
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* $Id$
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* <p>
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* This is the OpenGL "standard" Gears demo, originally by Brian Paul
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* </p>
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* @author Brian Matzon <brian@matzon.dk>
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* @version $Revision$
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*/
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public class Gears {
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private float view_rotx = 20.0f;
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private float view_roty = 30.0f;
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private float view_rotz = 0.0f;
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private int gear1;
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private int gear2;
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private int gear3;
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private float angle = 0.0f;
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public static void main(String[] args) {
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new Gears().execute();
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}
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/**
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*
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*/
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private void execute() {
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try {
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init();
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} catch (LWJGLException le) {
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le.printStackTrace();
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System.out.println("Failed to initialize Gears.");
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return;
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}
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loop();
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destroy();
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}
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/**
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*
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*/
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private void destroy() {
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Display.destroy();
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}
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/**
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*
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*/
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private void loop() {
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long startTime = System.currentTimeMillis() + 5000;
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long fps = 0;
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while (!Display.isCloseRequested()) {
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angle += 2.0f;
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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GL11.glPushMatrix();
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GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f);
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GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f);
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GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f);
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GL11.glPushMatrix();
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GL11.glTranslatef(-3.0f, -2.0f, 0.0f);
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GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f);
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GL11.glCallList(gear1);
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glTranslatef(3.1f, -2.0f, 0.0f);
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GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f);
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GL11.glCallList(gear2);
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GL11.glPopMatrix();
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GL11.glPushMatrix();
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GL11.glTranslatef(-3.1f, 4.2f, 0.0f);
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GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f);
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GL11.glCallList(gear3);
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GL11.glPopMatrix();
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GL11.glPopMatrix();
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Display.update();
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if (startTime > System.currentTimeMillis()) {
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fps++;
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} else {
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long timeUsed = 5000 + (startTime - System.currentTimeMillis());
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startTime = System.currentTimeMillis() + 5000;
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System.out.println(fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = "
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+ (fps / (timeUsed / 1000f)));
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fps = 0;
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}
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}
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}
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/**
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*
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*/
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private void init() throws LWJGLException {
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// create Window of size 300x300
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Display.setLocation((Display.getDisplayMode().getWidth() - 300) / 2,
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(Display.getDisplayMode().getHeight() - 300) / 2);
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Display.setDisplayMode(new DisplayMode(300, 300));
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Display.setTitle("Gears");
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Display.create();
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// setup ogl
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FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f});
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FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f});
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FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f});
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FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f});
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pos.flip();
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red.flip();
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green.flip();
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blue.flip();
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GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos);
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GL11.glEnable(GL11.GL_CULL_FACE);
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GL11.glEnable(GL11.GL_LIGHTING);
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GL11.glEnable(GL11.GL_LIGHT0);
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GL11.glEnable(GL11.GL_DEPTH_TEST);
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/* make the gears */
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gear1 = GL11.glGenLists(1);
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GL11.glNewList(gear1, GL11.GL_COMPILE);
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GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0f, 4.0f, 1.0f, 20, 0.7f);
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GL11.glEndList();
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gear2 = GL11.glGenLists(1);
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GL11.glNewList(gear2, GL11.GL_COMPILE);
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GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5f, 2.0f, 2.0f, 10, 0.7f);
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GL11.glEndList();
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gear3 = GL11.glGenLists(1);
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GL11.glNewList(gear3, GL11.GL_COMPILE);
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GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3f, 2.0f, 0.5f, 10, 0.7f);
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GL11.glEndList();
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GL11.glEnable(GL11.GL_NORMALIZE);
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GL11.glMatrixMode(GL11.GL_PROJECTION);
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System.err.println("GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR));
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System.err.println("GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER));
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System.err.println("GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION));
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System.err.println();
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System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.GL_ARB_transpose_matrix);
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if (!GLContext.GL_ARB_transpose_matrix) {
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// --- not using extensions
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GL11.glLoadIdentity();
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} else {
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// --- using extensions
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final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put(
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new float[] { 1, 0, 0, 0, 0, 1, 0, 0,
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0, 0, 1, 0, 0, 0, 0, 1});
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identityTranspose.flip();
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ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose);
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}
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float h = (float) 300 / (float) 300;
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GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f);
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GL11.glMatrixMode(GL11.GL_MODELVIEW);
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GL11.glLoadIdentity();
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GL11.glTranslatef(0.0f, 0.0f, -40.0f);
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}
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/**
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* @param inner_radius radius of hole at center
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* @param outer_radius radius at center of teeth
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* @param width width of gear
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* @param teeth number of teeth
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* @param tooth_depth depth of tooth
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*/
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private void gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) {
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int i;
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float r0, r1, r2;
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float angle, da;
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float u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0f;
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r2 = outer_radius + tooth_depth / 2.0f;
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da = 2.0f * (float) Math.PI / teeth / 4.0f;
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GL11.glShadeModel(GL11.GL_FLAT);
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GL11.glNormal3f(0.0f, 0.0f, 1.0f);
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/* draw front face */
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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if (i < teeth) {
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da),
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width * 0.5f);
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}
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}
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GL11.glEnd();
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/* draw front sides of teeth */
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GL11.glBegin(GL11.GL_QUADS);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f);
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}
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GL11.glEnd();
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/* draw back face */
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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}
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GL11.glEnd();
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/* draw back sides of teeth */
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GL11.glBegin(GL11.GL_QUADS);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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}
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GL11.glEnd();
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/* draw outward faces of teeth */
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f);
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u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle);
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v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle);
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len = (float) Math.sqrt(u * u + v * v);
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u /= len;
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v /= len;
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GL11.glNormal3f(v, -u, 0.0f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f);
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GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f);
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GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f);
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u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da);
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v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da);
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GL11.glNormal3f(v, -u, 0.0f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f);
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GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f);
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}
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GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f);
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GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f);
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GL11.glEnd();
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GL11.glShadeModel(GL11.GL_SMOOTH);
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/* draw inside radius cylinder */
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GL11.glBegin(GL11.GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0f * (float) Math.PI / teeth;
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GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f);
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f);
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GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f);
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}
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GL11.glEnd();
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}
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}
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