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<h1 class="title">glwidget.cpp Example File</h1>
<span class="small-subtitle">opengl/grabber/glwidget.cpp</span>
<!-- $$$opengl/grabber/glwidget.cpp-description -->
<div class="descr"> <a name="details"></a>
<pre class="cpp"> <span class="comment">/****************************************************************************
 **
 ** Copyright (C) 2015 The Qt Company Ltd.
 ** Contact: http://www.qt.io/licensing/
 **
 ** This file is part of the examples of the Qt Toolkit.
 **
 ** $QT_BEGIN_LICENSE:BSD$
 ** You may use this file under the terms of the BSD license as follows:
 **
 ** &quot;Redistribution and use in source and binary forms, with or without
 ** modification, are permitted provided that the following conditions are
 ** met:
 **   * Redistributions of source code must retain the above copyright
 **     notice, this list of conditions and the following disclaimer.
 **   * Redistributions in binary form must reproduce the above copyright
 **     notice, this list of conditions and the following disclaimer in
 **     the documentation and/or other materials provided with the
 **     distribution.
 **   * Neither the name of The Qt Company Ltd nor the names of its
 **     contributors may be used to endorse or promote products derived
 **     from this software without specific prior written permission.
 **
 **
 ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 ** &quot;AS IS&quot; AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
 ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
 ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
 ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
 ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
 ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
 ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.&quot;
 **
 ** $QT_END_LICENSE$
 **
 ****************************************************************************/</span>

 <span class="preprocessor">#include &lt;QtGui&gt;</span>
 <span class="preprocessor">#include &lt;QtOpenGL&gt;</span>

 <span class="preprocessor">#include &lt;math.h&gt;</span>

 <span class="preprocessor">#include &quot;glwidget.h&quot;</span>

 GLWidget<span class="operator">::</span>GLWidget(<span class="type"><a href="qwidget.html">QWidget</a></span> <span class="operator">*</span>parent)
     : <span class="type"><a href="qglwidget.html">QGLWidget</a></span>(parent)
 {
     gear1 <span class="operator">=</span> <span class="number">0</span>;
     gear2 <span class="operator">=</span> <span class="number">0</span>;
     gear3 <span class="operator">=</span> <span class="number">0</span>;
     xRot <span class="operator">=</span> <span class="number">0</span>;
     yRot <span class="operator">=</span> <span class="number">0</span>;
     zRot <span class="operator">=</span> <span class="number">0</span>;
     gear1Rot <span class="operator">=</span> <span class="number">0</span>;

     <span class="type"><a href="qtimer.html">QTimer</a></span> <span class="operator">*</span>timer <span class="operator">=</span> <span class="keyword">new</span> <span class="type"><a href="qtimer.html">QTimer</a></span>(<span class="keyword">this</span>);
     connect(timer<span class="operator">,</span> SIGNAL(timeout())<span class="operator">,</span> <span class="keyword">this</span><span class="operator">,</span> SLOT(advanceGears()));
     timer<span class="operator">-</span><span class="operator">&gt;</span>start(<span class="number">20</span>);
 }

 GLWidget<span class="operator">::</span><span class="operator">~</span>GLWidget()
 {
     makeCurrent();
     glDeleteLists(gear1<span class="operator">,</span> <span class="number">1</span>);
     glDeleteLists(gear2<span class="operator">,</span> <span class="number">1</span>);
     glDeleteLists(gear3<span class="operator">,</span> <span class="number">1</span>);
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>setXRotation(<span class="type">int</span> angle)
 {
     normalizeAngle(<span class="operator">&amp;</span>angle);
     <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> xRot) {
         xRot <span class="operator">=</span> angle;
         <span class="keyword">emit</span> xRotationChanged(angle);
         updateGL();
     }
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>setYRotation(<span class="type">int</span> angle)
 {
     normalizeAngle(<span class="operator">&amp;</span>angle);
     <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> yRot) {
         yRot <span class="operator">=</span> angle;
         <span class="keyword">emit</span> yRotationChanged(angle);
         updateGL();
     }
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>setZRotation(<span class="type">int</span> angle)
 {
     normalizeAngle(<span class="operator">&amp;</span>angle);
     <span class="keyword">if</span> (angle <span class="operator">!</span><span class="operator">=</span> zRot) {
         zRot <span class="operator">=</span> angle;
         <span class="keyword">emit</span> zRotationChanged(angle);
         updateGL();
     }
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>initializeGL()
 {
     <span class="keyword">static</span> <span class="keyword">const</span> GLfloat lightPos<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">5.0f</span><span class="operator">,</span> <span class="number">5.0f</span><span class="operator">,</span> <span class="number">10.0f</span><span class="operator">,</span> <span class="number">1.0f</span> };
     <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance1<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.1f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span> };
     <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance2<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.8f</span><span class="operator">,</span> <span class="number">0.2f</span><span class="operator">,</span> <span class="number">1.0f</span> };
     <span class="keyword">static</span> <span class="keyword">const</span> GLfloat reflectance3<span class="operator">[</span><span class="number">4</span><span class="operator">]</span> <span class="operator">=</span> { <span class="number">0.2f</span><span class="operator">,</span> <span class="number">0.2f</span><span class="operator">,</span> <span class="number">1.0f</span><span class="operator">,</span> <span class="number">1.0f</span> };

     glLightfv(GL_LIGHT0<span class="operator">,</span> GL_POSITION<span class="operator">,</span> lightPos);
     glEnable(GL_LIGHTING);
     glEnable(GL_LIGHT0);
     glEnable(GL_DEPTH_TEST);

     gear1 <span class="operator">=</span> makeGear(reflectance1<span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">4.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">20</span>);
     gear2 <span class="operator">=</span> makeGear(reflectance2<span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">10</span>);
     gear3 <span class="operator">=</span> makeGear(reflectance3<span class="operator">,</span> <span class="number">1.3</span><span class="operator">,</span> <span class="number">2.0</span><span class="operator">,</span> <span class="number">0.5</span><span class="operator">,</span> <span class="number">0.7</span><span class="operator">,</span> <span class="number">10</span>);

     glEnable(GL_NORMALIZE);
     glClearColor(<span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">0.0f</span><span class="operator">,</span> <span class="number">1.0f</span>);
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>paintGL()
 {
     glClear(GL_COLOR_BUFFER_BIT <span class="operator">|</span> GL_DEPTH_BUFFER_BIT);

     glPushMatrix();
     glRotated(xRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>);
     glRotated(yRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span>);
     glRotated(zRot <span class="operator">/</span> <span class="number">16.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>);

     drawGear(gear1<span class="operator">,</span> <span class="operator">-</span><span class="number">3.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> gear1Rot <span class="operator">/</span> <span class="number">16.0</span>);
     drawGear(gear2<span class="operator">,</span> <span class="operator">+</span><span class="number">3.1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.0</span> <span class="operator">*</span> (gear1Rot <span class="operator">/</span> <span class="number">16.0</span>) <span class="operator">-</span> <span class="number">9.0</span>);

     glRotated(<span class="operator">+</span><span class="number">90.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span>);
     drawGear(gear3<span class="operator">,</span> <span class="operator">-</span><span class="number">3.1</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.8</span><span class="operator">,</span> <span class="operator">-</span><span class="number">2.2</span><span class="operator">,</span> <span class="operator">+</span><span class="number">2.0</span> <span class="operator">*</span> (gear1Rot <span class="operator">/</span> <span class="number">16.0</span>) <span class="operator">-</span> <span class="number">2.0</span>);

     glPopMatrix();
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>resizeGL(<span class="type">int</span> width<span class="operator">,</span> <span class="type">int</span> height)
 {
     <span class="type">int</span> side <span class="operator">=</span> <a href="qtglobal.html#qMin">qMin</a>(width<span class="operator">,</span> height);
     glViewport((width <span class="operator">-</span> side) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> (height <span class="operator">-</span> side) <span class="operator">/</span> <span class="number">2</span><span class="operator">,</span> side<span class="operator">,</span> side);

     glMatrixMode(GL_PROJECTION);
     glLoadIdentity();
     glFrustum(<span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">+</span><span class="number">1.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">1.0</span><span class="operator">,</span> <span class="number">1.0</span><span class="operator">,</span> <span class="number">5.0</span><span class="operator">,</span> <span class="number">60.0</span>);
     glMatrixMode(GL_MODELVIEW);
     glLoadIdentity();
     glTranslated(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span><span class="number">40.0</span>);
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>mousePressEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event)
 {
     lastPos <span class="operator">=</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos();
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>mouseMoveEvent(<span class="type"><a href="qmouseevent.html">QMouseEvent</a></span> <span class="operator">*</span>event)
 {
     <span class="type">int</span> dx <span class="operator">=</span> event<span class="operator">-</span><span class="operator">&gt;</span>x() <span class="operator">-</span> lastPos<span class="operator">.</span>x();
     <span class="type">int</span> dy <span class="operator">=</span> event<span class="operator">-</span><span class="operator">&gt;</span>y() <span class="operator">-</span> lastPos<span class="operator">.</span>y();

     <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>LeftButton) {
         setXRotation(xRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dy);
         setYRotation(yRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dx);
     } <span class="keyword">else</span> <span class="keyword">if</span> (event<span class="operator">-</span><span class="operator">&gt;</span>buttons() <span class="operator">&amp;</span> <span class="type"><a href="qt.html">Qt</a></span><span class="operator">::</span>RightButton) {
         setXRotation(xRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dy);
         setZRotation(zRot <span class="operator">+</span> <span class="number">8</span> <span class="operator">*</span> dx);
     }
     lastPos <span class="operator">=</span> event<span class="operator">-</span><span class="operator">&gt;</span>pos();
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>advanceGears()
 {
     gear1Rot <span class="operator">+</span><span class="operator">=</span> <span class="number">2</span> <span class="operator">*</span> <span class="number">16</span>;
     updateGL();
 }

 GLuint GLWidget<span class="operator">::</span>makeGear(<span class="keyword">const</span> GLfloat <span class="operator">*</span>reflectance<span class="operator">,</span> GLdouble innerRadius<span class="operator">,</span>
                           GLdouble outerRadius<span class="operator">,</span> GLdouble thickness<span class="operator">,</span>
                           GLdouble toothSize<span class="operator">,</span> GLint toothCount)
 {
     <span class="keyword">const</span> <span class="type">double</span> Pi <span class="operator">=</span> <span class="number">3.14159265358979323846</span>;

     GLuint list <span class="operator">=</span> glGenLists(<span class="number">1</span>);
     glNewList(list<span class="operator">,</span> GL_COMPILE);
     glMaterialfv(GL_FRONT<span class="operator">,</span> GL_AMBIENT_AND_DIFFUSE<span class="operator">,</span> reflectance);

     GLdouble r0 <span class="operator">=</span> innerRadius;
     GLdouble r1 <span class="operator">=</span> outerRadius <span class="operator">-</span> toothSize <span class="operator">/</span> <span class="number">2.0</span>;
     GLdouble r2 <span class="operator">=</span> outerRadius <span class="operator">+</span> toothSize <span class="operator">/</span> <span class="number">2.0</span>;
     GLdouble delta <span class="operator">=</span> (<span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">/</span> toothCount) <span class="operator">/</span> <span class="number">4.0</span>;
     GLdouble z <span class="operator">=</span> thickness <span class="operator">/</span> <span class="number">2.0</span>;
     <span class="type">int</span> i<span class="operator">,</span> j;

     glShadeModel(GL_FLAT);

     <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> <span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>i) {
         GLdouble sign <span class="operator">=</span> (i <span class="operator">=</span><span class="operator">=</span> <span class="number">0</span>) <span class="operator">?</span> <span class="operator">+</span><span class="number">1.0</span> : <span class="operator">-</span><span class="number">1.0</span>;

         glNormal3d(<span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> sign);

         glBegin(GL_QUAD_STRIP);
         <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator">&lt;</span><span class="operator">=</span> toothCount; <span class="operator">+</span><span class="operator">+</span>j) {
             GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> j <span class="operator">/</span> toothCount;
             glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z);
             glVertex3d(r1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z);
             glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z);
             glVertex3d(r1 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span>
                        sign <span class="operator">*</span> z);
         }
         glEnd();

         glBegin(GL_QUADS);
         <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator">&lt;</span> toothCount; <span class="operator">+</span><span class="operator">+</span>j) {
             GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> j <span class="operator">/</span> toothCount;
             glVertex3d(r1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> sign <span class="operator">*</span> z);
             glVertex3d(r2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> r2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span>
                        sign <span class="operator">*</span> z);
             glVertex3d(r2 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">2</span> <span class="operator">*</span> delta)<span class="operator">,</span> r2 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">2</span> <span class="operator">*</span> delta)<span class="operator">,</span>
                        sign <span class="operator">*</span> z);
             glVertex3d(r1 <span class="operator">*</span> cos(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span> r1 <span class="operator">*</span> sin(angle <span class="operator">+</span> <span class="number">3</span> <span class="operator">*</span> delta)<span class="operator">,</span>
                        sign <span class="operator">*</span> z);
         }
         glEnd();
     }

     glBegin(GL_QUAD_STRIP);
     <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span> toothCount; <span class="operator">+</span><span class="operator">+</span>i) {
         <span class="keyword">for</span> (j <span class="operator">=</span> <span class="number">0</span>; j <span class="operator">&lt;</span> <span class="number">2</span>; <span class="operator">+</span><span class="operator">+</span>j) {
             GLdouble angle <span class="operator">=</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">*</span> (i <span class="operator">+</span> (j <span class="operator">/</span> <span class="number">2.0</span>)) <span class="operator">/</span> toothCount;
             GLdouble s1 <span class="operator">=</span> r1;
             GLdouble s2 <span class="operator">=</span> r2;
             <span class="keyword">if</span> (j <span class="operator">=</span><span class="operator">=</span> <span class="number">1</span>)
                 <a href="qtalgorithms.html#qSwap">qSwap</a>(s1<span class="operator">,</span> s2);

             glNormal3d(cos(angle)<span class="operator">,</span> sin(angle)<span class="operator">,</span> <span class="number">0.0</span>);
             glVertex3d(s1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">+</span>z);
             glVertex3d(s1 <span class="operator">*</span> cos(angle)<span class="operator">,</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">-</span>z);

             glNormal3d(s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta) <span class="operator">-</span> s1 <span class="operator">*</span> sin(angle)<span class="operator">,</span>
                        s1 <span class="operator">*</span> cos(angle) <span class="operator">-</span> s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="number">0.0</span>);
             glVertex3d(s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="operator">+</span>z);
             glVertex3d(s2 <span class="operator">*</span> cos(angle <span class="operator">+</span> delta)<span class="operator">,</span> s2 <span class="operator">*</span> sin(angle <span class="operator">+</span> delta)<span class="operator">,</span> <span class="operator">-</span>z);
         }
     }
     glVertex3d(r1<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">+</span>z);
     glVertex3d(r1<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="operator">-</span>z);
     glEnd();

     glShadeModel(GL_SMOOTH);

     glBegin(GL_QUAD_STRIP);
     <span class="keyword">for</span> (i <span class="operator">=</span> <span class="number">0</span>; i <span class="operator">&lt;</span><span class="operator">=</span> toothCount; <span class="operator">+</span><span class="operator">+</span>i) {
         GLdouble angle <span class="operator">=</span> i <span class="operator">*</span> <span class="number">2.0</span> <span class="operator">*</span> Pi <span class="operator">/</span> toothCount;
         glNormal3d(<span class="operator">-</span>cos(angle)<span class="operator">,</span> <span class="operator">-</span>sin(angle)<span class="operator">,</span> <span class="number">0.0</span>);
         glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">+</span>z);
         glVertex3d(r0 <span class="operator">*</span> cos(angle)<span class="operator">,</span> r0 <span class="operator">*</span> sin(angle)<span class="operator">,</span> <span class="operator">-</span>z);
     }
     glEnd();

     glEndList();

     <span class="keyword">return</span> list;
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>drawGear(GLuint gear<span class="operator">,</span> GLdouble dx<span class="operator">,</span> GLdouble dy<span class="operator">,</span> GLdouble dz<span class="operator">,</span>
                         GLdouble angle)
 {
     glPushMatrix();
     glTranslated(dx<span class="operator">,</span> dy<span class="operator">,</span> dz);
     glRotated(angle<span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">0.0</span><span class="operator">,</span> <span class="number">1.0</span>);
     glCallList(gear);
     glPopMatrix();
 }

 <span class="type">void</span> GLWidget<span class="operator">::</span>normalizeAngle(<span class="type">int</span> <span class="operator">*</span>angle)
 {
     <span class="keyword">while</span> (<span class="operator">*</span>angle <span class="operator">&lt;</span> <span class="number">0</span>)
         <span class="operator">*</span>angle <span class="operator">+</span><span class="operator">=</span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>;
     <span class="keyword">while</span> (<span class="operator">*</span>angle <span class="operator">&gt;</span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>)
         <span class="operator">*</span>angle <span class="operator">-</span><span class="operator">=</span> <span class="number">360</span> <span class="operator">*</span> <span class="number">16</span>;
 }</pre>
</div>
<!-- @@@opengl/grabber/glwidget.cpp -->
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