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			218 lines
		
	
	
	
		
			6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			218 lines
		
	
	
	
		
			6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include <stdlib.h>
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#include <math.h>
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#include <GL/gl.h>
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#include "gears.h"
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struct gears {
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	GLint gear1, gear2, gear3;
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};
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static void
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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     GLint teeth, GLfloat tooth_depth)
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{
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	GLint i;
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	GLfloat r0, r1, r2;
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	GLfloat angle, da;
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	GLfloat u, v, len;
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	r0 = inner_radius;
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	r1 = outer_radius - tooth_depth / 2.0;
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	r2 = outer_radius + tooth_depth / 2.0;
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	da = 2.0 * M_PI / teeth / 4.0;
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	glShadeModel(GL_FLAT);
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	glNormal3f(0.0, 0.0, 1.0);
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	/* draw front face */
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	glBegin(GL_QUAD_STRIP);
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	for (i = 0; i <= teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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		if (i < teeth) {
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			glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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		}
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	}
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	glEnd();
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	/* draw front sides of teeth */
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	glBegin(GL_QUADS);
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	da = 2.0 * M_PI / teeth / 4.0;
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	for (i = 0; i < teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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	}
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	glEnd();
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	glNormal3f(0.0, 0.0, -1.0);
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	/* draw back face */
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	glBegin(GL_QUAD_STRIP);
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	for (i = 0; i <= teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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		if (i < teeth) {
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			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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			glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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		}
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	}
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	glEnd();
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	/* draw back sides of teeth */
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	glBegin(GL_QUADS);
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	da = 2.0 * M_PI / teeth / 4.0;
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	for (i = 0; i < teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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	}
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	glEnd();
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	/* draw outward faces of teeth */
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	glBegin(GL_QUAD_STRIP);
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	for (i = 0; i < teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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		u = r2 * cos(angle + da) - r1 * cos(angle);
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		v = r2 * sin(angle + da) - r1 * sin(angle);
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		len = sqrt(u * u + v * v);
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		u /= len;
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		v /= len;
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		glNormal3f(v, -u, 0.0);
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		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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		glNormal3f(cos(angle), sin(angle), 0.0);
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		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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		u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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		v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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		glNormal3f(v, -u, 0.0);
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		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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		glNormal3f(cos(angle), sin(angle), 0.0);
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	}
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	glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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	glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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	glEnd();
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	glShadeModel(GL_SMOOTH);
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	/* draw inside radius cylinder */
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	glBegin(GL_QUAD_STRIP);
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	for (i = 0; i <= teeth; i++) {
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		angle = i * 2.0 * M_PI / teeth;
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		glNormal3f(-cos(angle), -sin(angle), 0.0);
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		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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	}
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	glEnd();
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}
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struct gears *
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gears_create(GLfloat clear_red, GLfloat clear_green,
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	     GLfloat clear_blue, GLfloat clear_alpha)
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{
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	static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
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	static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
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	static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
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	static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
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	struct gears *gears;
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	gears = malloc(sizeof *gears);
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	/* make the gears */
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	gears->gear1 = glGenLists(1);
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	glNewList(gears->gear1, GL_COMPILE);
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	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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	gear(1.0, 4.0, 1.0, 20, 0.7);
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	glEndList();
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	gears->gear2 = glGenLists(1);
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	glNewList(gears->gear2, GL_COMPILE);
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	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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	gear(0.5, 2.0, 2.0, 10, 0.7);
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	glEndList();
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	gears->gear3 = glGenLists(1);
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	glNewList(gears->gear3, GL_COMPILE);
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	glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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	gear(1.3, 2.0, 0.5, 10, 0.7);
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	glEndList();
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	glEnable(GL_NORMALIZE);
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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, 200.0);
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	glMatrixMode(GL_MODELVIEW);
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	glLightfv(GL_LIGHT0, GL_POSITION, pos);
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	glEnable(GL_CULL_FACE);
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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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	/* We're generating premultiplied alpha so multiply in the
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	 * alpha.  The gears are solid color and doesn't have
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	 * anti-aliased edges, they're ok. */
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	glClearColor(clear_red * clear_alpha,
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		     clear_green * clear_alpha,
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		     clear_blue * clear_alpha,
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		     clear_alpha);
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	return gears;
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}
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void
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gears_draw(struct gears *gears, GLfloat angle)
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{
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	GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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	glPushMatrix();
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	glTranslatef(0.0, 0.0, -50);
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	glRotatef(view_rotx, 1.0, 0.0, 0.0);
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	glRotatef(view_roty, 0.0, 1.0, 0.0);
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	glRotatef(view_rotz, 0.0, 0.0, 1.0);
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	glPushMatrix();
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	glTranslatef(-3.0, -2.0, 0.0);
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	glRotatef(angle, 0.0, 0.0, 1.0);
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	glCallList(gears->gear1);
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	glPopMatrix();
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	glPushMatrix();
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	glTranslatef(3.1, -2.0, 0.0);
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	glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
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	glCallList(gears->gear2);
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	glPopMatrix();
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	glPushMatrix();
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	glTranslatef(-3.1, 4.2, 0.0);
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	glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
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	glCallList(gears->gear3);
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	glPopMatrix();
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	glPopMatrix();
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	glFlush();
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}
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