- GLint i;
- GLfloat r0, r1, r2;
- GLfloat angle, da;
- GLfloat u, v, len;
-
- r0 = inner_radius;
- r1 = outer_radius - tooth_depth / 2.0;
- r2 = outer_radius + tooth_depth / 2.0;
-
- da = 2.0 * M_PI / teeth / 4.0;
-
- glShadeModel(GL_FLAT);
-
- /* This subroutine got kind of messy when I added all the checks
- * for wireframe mode. A much cleaner solution that I sometimes
- * use is to have a variable hold the value GL_LINE_LOOP when
- * in wireframe mode, or hold the value GL_POLYGON otherwise.
- * Then I just call glBegin(that_variable), give my polygon
- * coordinates, and glEnd(). Pretty neat eh? Too bad I couldn't
- * integrate that trick here.
- * --Ed.
- */
-
- if (!wire)
- glNormal3f(0.0, 0.0, 1.0);
-
- /* draw front face */
- if (!wire)
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- if (wire)
- glBegin(GL_LINES);
- angle = i * 2.0 * M_PI / teeth;
- glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
- if (!wire) {
- glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
- } else {
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
- glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), width * 0.5);
- glEnd();
- }
- }
- if (!wire)
- glEnd();
-
- /* draw front sides of teeth */
- if (!wire)
- glBegin(GL_QUADS);
- da = 2.0 * M_PI / teeth / 4.0;
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
-
- if (wire)
- glBegin(GL_LINE_LOOP);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
- glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
- glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
- if (wire)
- glEnd();
- }
- if (!wire)
- glEnd();
-
-
- if (!wire)
- glNormal3f(0.0, 0.0, -1.0);
-
- /* draw back face */
- if (!wire)
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
- if (wire)
- glBegin(GL_LINES);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
- glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
- if (!wire) {
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
- glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
- } else {
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
- glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), -width * 0.5);
- glEnd();
- }
- }
- if (!wire)
- glEnd();
-
- /* draw back sides of teeth */
- if (!wire)
- glBegin(GL_QUADS);
- da = 2.0 * M_PI / teeth / 4.0;
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
-
- if (wire)
- glBegin(GL_LINE_LOOP);
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
- glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
- glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
- if (wire)
- glEnd();
- }
- if (!wire)
- glEnd();
-
-
- /* draw outward faces of teeth */
- if (!wire)
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
-
- if (wire)
- glBegin(GL_LINES);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
- glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
- u = r2 * cos(angle + da) - r1 * cos(angle);
- v = r2 * sin(angle + da) - r1 * sin(angle);
- len = sqrt(u * u + v * v);
- u /= len;
- v /= len;
- glNormal3f(v, -u, 0.0);
- glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
- glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
- glNormal3f(cos(angle), sin(angle), 0.0);
- glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
- glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
- u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
- v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
- glNormal3f(v, -u, 0.0);
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
- glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
- glNormal3f(cos(angle), sin(angle), 0.0);
- if (wire)
- glEnd();
- }
-
- if (!wire) {
- glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
- glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
- glEnd();
- }
- if (!wire)
- glShadeModel(GL_SMOOTH);
-
- /* draw inside radius cylinder */
- if (!wire)
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
- if (wire)
- glBegin(GL_LINES);
- glNormal3f(-cos(angle), -sin(angle), 0.0);
- glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
- glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
- if (wire) {
- glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
- glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), -width * 0.5);
- glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
- glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), width * 0.5);
- glEnd();
- }
- }
- if (!wire)
- glEnd();