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qt4-doc-4.6.3-0.2mdv2010.2.i586.rpm

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 #include &lt;QtGui&gt;
 #include &lt;QtOpenGL&gt;

 #include &lt;math.h&gt;

 #include &quot;glwidget.h&quot;

 GLWidget::GLWidget(QWidget *parent)
     : QGLWidget(parent)
 {
     gear1 = 0;
     gear2 = 0;
     gear3 = 0;
     xRot = 0;
     yRot = 0;
     zRot = 0;
     gear1Rot = 0;

     QTimer *timer = new QTimer(this);
     connect(timer, SIGNAL(timeout()), this, SLOT(advanceGears()));
     timer-&gt;start(20);
 }

 GLWidget::~GLWidget()
 {
     makeCurrent();
     glDeleteLists(gear1, 1);
     glDeleteLists(gear2, 1);
     glDeleteLists(gear3, 1);
 }

 void GLWidget::setXRotation(int angle)
 {
     normalizeAngle(&amp;angle);
     if (angle != xRot) {
         xRot = angle;
         emit xRotationChanged(angle);
         updateGL();
     }
 }

 void GLWidget::setYRotation(int angle)
 {
     normalizeAngle(&amp;angle);
     if (angle != yRot) {
         yRot = angle;
         emit yRotationChanged(angle);
         updateGL();
     }
 }

 void GLWidget::setZRotation(int angle)
 {
     normalizeAngle(&amp;angle);
     if (angle != zRot) {
         zRot = angle;
         emit zRotationChanged(angle);
         updateGL();
     }
 }

 void GLWidget::initializeGL()
 {
     static const GLfloat lightPos[4] = { 5.0f, 5.0f, 10.0f, 1.0f };
     static const GLfloat reflectance1[4] = { 0.8f, 0.1f, 0.0f, 1.0f };
     static const GLfloat reflectance2[4] = { 0.0f, 0.8f, 0.2f, 1.0f };
     static const GLfloat reflectance3[4] = { 0.2f, 0.2f, 1.0f, 1.0f };

     glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
     glEnable(GL_LIGHTING);
     glEnable(GL_LIGHT0);
     glEnable(GL_DEPTH_TEST);

     gear1 = makeGear(reflectance1, 1.0, 4.0, 1.0, 0.7, 20);
     gear2 = makeGear(reflectance2, 0.5, 2.0, 2.0, 0.7, 10);
     gear3 = makeGear(reflectance3, 1.3, 2.0, 0.5, 0.7, 10);

     glEnable(GL_NORMALIZE);
     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 }

 void GLWidget::paintGL()
 {
     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

     glPushMatrix();
     glRotated(xRot / 16.0, 1.0, 0.0, 0.0);
     glRotated(yRot / 16.0, 0.0, 1.0, 0.0);
     glRotated(zRot / 16.0, 0.0, 0.0, 1.0);

     drawGear(gear1, -3.0, -2.0, 0.0, gear1Rot / 16.0);
     drawGear(gear2, +3.1, -2.0, 0.0, -2.0 * (gear1Rot / 16.0) - 9.0);

     glRotated(+90.0, 1.0, 0.0, 0.0);
     drawGear(gear3, -3.1, -1.8, -2.2, +2.0 * (gear1Rot / 16.0) - 2.0);

     glPopMatrix();
 }

 void GLWidget::resizeGL(int width, int height)
 {
     int side = qMin(width, height);
     glViewport((width - side) / 2, (height - side) / 2, side, side);

     glMatrixMode(GL_PROJECTION);
     glLoadIdentity();
     glFrustum(-1.0, +1.0, -1.0, 1.0, 5.0, 60.0);
     glMatrixMode(GL_MODELVIEW);
     glLoadIdentity();
     glTranslated(0.0, 0.0, -40.0);
 }

 void GLWidget::mousePressEvent(QMouseEvent *event)
 {
     lastPos = event-&gt;pos();
 }

 void GLWidget::mouseMoveEvent(QMouseEvent *event)
 {
     int dx = event-&gt;x() - lastPos.x();
     int dy = event-&gt;y() - lastPos.y();

     if (event-&gt;buttons() &amp; Qt::LeftButton) {
         setXRotation(xRot + 8 * dy);
         setYRotation(yRot + 8 * dx);
     } else if (event-&gt;buttons() &amp; Qt::RightButton) {
         setXRotation(xRot + 8 * dy);
         setZRotation(zRot + 8 * dx);
     }
     lastPos = event-&gt;pos();
 }

 void GLWidget::advanceGears()
 {
     gear1Rot += 2 * 16;
     updateGL();
 }

 GLuint GLWidget::makeGear(const GLfloat *reflectance, GLdouble innerRadius,
                           GLdouble outerRadius, GLdouble thickness,
                           GLdouble toothSize, GLint toothCount)
 {
     const double Pi = 3.14159265358979323846;

     GLuint list = glGenLists(1);
     glNewList(list, GL_COMPILE);
     glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, reflectance);

     GLdouble r0 = innerRadius;
     GLdouble r1 = outerRadius - toothSize / 2.0;
     GLdouble r2 = outerRadius + toothSize / 2.0;
     GLdouble delta = (2.0 * Pi / toothCount) / 4.0;
     GLdouble z = thickness / 2.0;
     int i, j;

     glShadeModel(GL_FLAT);

     for (i = 0; i &lt; 2; ++i) {
         GLdouble sign = (i == 0) ? +1.0 : -1.0;

         glNormal3d(0.0, 0.0, sign);

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

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

     glBegin(GL_QUAD_STRIP);
     for (i = 0; i &lt; toothCount; ++i) {
         for (j = 0; j &lt; 2; ++j) {
             GLdouble angle = 2.0 * Pi * (i + (j / 2.0)) / toothCount;
             GLdouble s1 = r1;
             GLdouble s2 = r2;
             if (j == 1)
                 qSwap(s1, s2);

             glNormal3d(cos(angle), sin(angle), 0.0);
             glVertex3d(s1 * cos(angle), s1 * sin(angle), +z);
             glVertex3d(s1 * cos(angle), s1 * sin(angle), -z);

             glNormal3d(s2 * sin(angle + delta) - s1 * sin(angle),
                        s1 * cos(angle) - s2 * cos(angle + delta), 0.0);
             glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), +z);
             glVertex3d(s2 * cos(angle + delta), s2 * sin(angle + delta), -z);
         }
     }
     glVertex3d(r1, 0.0, +z);
     glVertex3d(r1, 0.0, -z);
     glEnd();

     glShadeModel(GL_SMOOTH);

     glBegin(GL_QUAD_STRIP);
     for (i = 0; i &lt;= toothCount; ++i) {
         GLdouble angle = i * 2.0 * Pi / toothCount;
         glNormal3d(-cos(angle), -sin(angle), 0.0);
         glVertex3d(r0 * cos(angle), r0 * sin(angle), +z);
         glVertex3d(r0 * cos(angle), r0 * sin(angle), -z);
     }
     glEnd();

     glEndList();

     return list;
 }

 void GLWidget::drawGear(GLuint gear, GLdouble dx, GLdouble dy, GLdouble dz,
                         GLdouble angle)
 {
     glPushMatrix();
     glTranslated(dx, dy, dz);
     glRotated(angle, 0.0, 0.0, 1.0);
     glCallList(gear);
     glPopMatrix();
 }

 void GLWidget::normalizeAngle(int *angle)
 {
     while (*angle &lt; 0)
         *angle += 360 * 16;
     while (*angle &gt; 360 * 16)
         *angle -= 360 * 16;
 }</pre>
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