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Dec 12th, 2019
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  1. void izomfront()
  2. {
  3. if (k2 == 0)
  4. {
  5. //glClear(GL_COLOR_BUFFER_BIT);
  6. //glColor3f(1.0, 1.0, 1.0);
  7. //glLoadIdentity(); /* обнуляем матрицу */
  8. //glOrtho(-150, 150, -150, 150, -150, 150); /* viewing transformation */
  9. //gluLookAt(-5.0, 5.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  10. //glScalef(1.0, 1.0, 1.0); /* modeling transformation */
  11. //k2++;
  12.  
  13.  
  14. glMatrixMode(GL_PROJECTION);
  15. glLoadIdentity();
  16. glOrtho(-150, 150, -150, 150, -150, 150);
  17. //gluLookAt(10.0, 1.5, 2.0, // Положение глаз, взгляд "из"
  18. // -5.0, 1.5, -10.0, // Цель, взгляд "на"
  19. // 0.0, 1.0, 0.0); // Пока игнорируем
  20. //glRotatef(10, 0, 0, -1);
  21. glRotatef(25, 1, 0, 0);
  22. glRotatef(degree, 0, 1, 0);
  23.  
  24. k2++;
  25.  
  26. /*glRotatef(30, 1, 0, 0);
  27. glRotatef(degree, 0, -1, 0);
  28. k++;*/
  29. }
  30. glRotatef(alpha, 0, -1, 0);
  31.  
  32. //alpha = 0;
  33.  
  34.  
  35. glClear(GL_COLOR_BUFFER_BIT);
  36. glPushMatrix();
  37.  
  38.  
  39.  
  40. //glBegin(GL_LINE_STRIP);
  41. glBegin(GL_LINES);
  42. if (degree >= 136-45 && degree <= 314 - 45)
  43. {
  44. glColor3f(1.0, 0.0, 0.0);
  45.  
  46. }
  47. else
  48. glColor3f(0.5, 0.5, 0.5);
  49.  
  50. if (!(degree >= 180 && degree <= 296)) {
  51. if (!(degree >= 297 && degree <= 360)) {
  52. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, -50 + 55 * sin(degree*3.1415926 / 180));
  53. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, -50 - 47 * sin(degree*3.1415926 / 180));
  54. }
  55. else
  56. {
  57. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  58. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  59. }
  60. }
  61. else
  62. {
  63. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  64. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  65. }
  66. // printf("sin = %.3f\n", sin(degree * 3.1415926 /180 ));
  67.  
  68. //if (degree >= 0 && degree <= 270)
  69. //{
  70. // /*if (degree == 180)
  71. // glColor3f(1.0, 0.0, 0.0);
  72. // else*/
  73. // glColor3f(1.0, 0.0, 0.0);
  74.  
  75. //}
  76. //else if (degree > 270 && degree < 360)
  77. // glColor3f(0.5, 0.5, 0.5);
  78.  
  79. glFlush();
  80. glEnd();
  81.  
  82.  
  83.  
  84.  
  85. glBegin(GL_LINES);
  86.  
  87. if (degree >= 72 - 45 && degree <= 314 - 45)
  88. {
  89. glColor3f(1.0, 0.0, 0.0);
  90.  
  91. }
  92. else
  93. glColor3f(0.5, 0.5, 0.5);
  94. //glVertex3f(50-50 + 25, -50, -50);
  95. //glVertex3f(50-50 + 25, 50, -50);
  96.  
  97. if (!(degree >= 180 && degree <= 296)) {
  98. if (!(degree >= 297 && degree <= 360)) {
  99. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, -50 - 47 * sin(degree*3.1415926 / 180));
  100. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, -50 - 47 * sin(degree*3.1415926 / 180));
  101. }
  102. else
  103. {
  104. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  105. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  106. }
  107. }
  108. else
  109. { glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  110. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  111.  
  112. }
  113.  
  114.  
  115. glColor3f(1.0, 0.0, 0.0);
  116.  
  117. /*glVertex3f(50-50 + 25, 50, -50);
  118. glVertex3f(-50-50 + 25, 50, -50);*/
  119. if (!(degree >= 180 && degree <= 296)) {
  120. if (!(degree >= 297 && degree <= 360)) {
  121. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, -50 + 55 * sin(degree*3.1415926 / 180));
  122. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, -50 - 47 * sin(degree*3.1415926 / 180));
  123. }
  124. else
  125. {
  126. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  127. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  128. }
  129. }
  130. else
  131. {
  132. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  133. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  134. }
  135.  
  136.  
  137.  
  138.  
  139. if (degree > 72 - 45 && degree < 135 - 45)
  140. {
  141.  
  142. glColor3f(0.5, 0.5, 0.5);
  143. }
  144. else
  145. glColor3f(1.0, 0.0, 0.0);
  146.  
  147. //glVertex3f(-50-50 + 25, 50, -50);
  148. //glVertex3f(-50-50 + 25, -50, -50);
  149. if (!(degree >= 180 && degree <= 296)) {
  150. if (!(degree >= 297 && degree <= 360)) {
  151. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, -50 + 55 * sin(degree*3.1415926 / 180));
  152. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, -50 + 55 * sin(degree*3.1415926 / 180));
  153. }
  154. else
  155. {
  156. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  157. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  158. }
  159. }
  160. else
  161. {
  162. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  163. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  164. }
  165.  
  166.  
  167.  
  168.  
  169.  
  170. if (degree >= 135 - 45 && degree <= 314 - 45)
  171. {
  172. glColor3f(0.5, 0.5, 0.5);
  173.  
  174. }
  175. else
  176. glColor3f(1.0, 0.0, 0.0);
  177.  
  178. //glVertex3f(-50 + 25, -50, 50);
  179. //glVertex3f(50 + 25, -50, 50);
  180. if (!(degree >= 180 && degree <= 296)) {
  181. if (!(degree >= 297 && degree <= 360)) {
  182. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, 50 + 55 * sin(degree*3.1415926 / 180));
  183. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, 50 - 47 * sin(degree*3.1415926 / 180));
  184. }
  185. else
  186. {
  187. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  188. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  189. }
  190. }
  191. else
  192. {
  193. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  194. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  195. }
  196.  
  197. if (degree >= 253 - 45 && degree < 316 - 45)
  198. {
  199. glColor3f(0.5, 0.5, 0.5);
  200.  
  201. }
  202. else
  203. glColor3f(1.0, 0.0, 0.0);
  204. /*glVertex3f(50 + 25, -50, 50);
  205. glVertex3f(50 + 25, 50, 50);*/
  206. if (!(degree >= 180 && degree <= 296)) {
  207. if (!(degree >= 297 && degree <= 360)) {
  208. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, 50 - 47 * sin(degree*3.1415926 / 180));
  209. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  210. }
  211. else
  212. {
  213. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  214. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  215. }
  216. }
  217. else
  218. {
  219. //glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  220. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  221. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  222. }
  223.  
  224. /*if (degree >=0 && degree <= 90 || degree >= 270 && degree <= 360)
  225. {
  226. glColor3f(1.0, 0.0, 0.0);
  227. }
  228. else if (degree > 90 && degree < 270)
  229. if (degree == 180)*/
  230. glColor3f(1.0, 0.0, 0.0);
  231. /*else
  232. glColor3f(0.5, 0.5, 0.5);*/
  233.  
  234.  
  235. /*glVertex3f(50 + 25, 50, 50);
  236. glVertex3f(-50 + 25, 50, 50);*/
  237. if (!(degree >= 180 && degree <= 296)) {
  238. if (!(degree >= 297 && degree <= 360)) {
  239. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  240. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  241. }
  242. else
  243. {
  244. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  245. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  246. }
  247. }
  248. else
  249. {
  250. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  251. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  252. }
  253.  
  254.  
  255. if (degree > 135 - 45 && degree < 251 - 45)
  256. {
  257. glColor3f(0.5, 0.5, 0.5);
  258. }
  259. else glColor3f(1.0, 0.0, 0.0);
  260.  
  261. /*glVertex3f(-50 + 25, 50, 50);
  262. glVertex3f(-50 + 25, -50, 50);
  263. */
  264. if (!(degree >= 180 && degree <= 296)) {
  265. if (!(degree >= 297 && degree <= 360)) {
  266. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, 50 + 55 * sin(degree*3.1415926 / 180));
  267. //glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  268. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  269. }
  270. else
  271. {
  272. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  273. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  274. //glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  275. }
  276. }
  277. else
  278. {
  279. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  280. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  281. //glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  282. }
  283.  
  284.  
  285.  
  286.  
  287.  
  288. if (!(degree >= 180 && degree <= 296)) {
  289. if (!(degree >= 297 && degree <= 360)) {
  290. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, -50 + 55 * sin(degree*3.1415926 / 180));
  291. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, 50 + 55 * sin(degree*3.1415926 / 180));
  292. }
  293. else
  294. {
  295. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  296. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  297. }
  298. }
  299. else
  300. {
  301. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  302. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  303. }
  304.  
  305.  
  306.  
  307.  
  308. if (degree > 72 - 45 && degree <= 251 - 45)
  309. {
  310. glColor3f(0.5, 0.5, 0.5);
  311. }
  312. else
  313. glColor3f(1.0, 0.0, 0.0);
  314.  
  315. /*glVertex3f(-50 + 25, -50, 50);
  316. glVertex3f(-50-50 + 25, -50, -50);*/
  317.  
  318.  
  319. if (degree >= 72 - 45 && degree <= 251 - 45)
  320. {
  321. glColor3f(1.0, 0.0, 0.0);
  322. }
  323. else glColor3f(0.5, 0.5, 0.5);
  324.  
  325. /*glVertex3f(50 + 25, -50, 50);
  326. glVertex3f(50-50 + 25, -50, -50);*/
  327.  
  328.  
  329. if (!(degree >= 180 && degree <= 296)) {
  330. if (!(degree >= 297 && degree <= 360)) {
  331. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, 50 - 47 * sin(degree*3.1415926 / 180));
  332. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, -50 - 47 * sin(degree*3.1415926 / 180));
  333. }
  334. else
  335. {
  336. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180),- 50, 50 + 42 * sin(degree*3.1415926 / 180));
  337. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  338. }
  339. }
  340. else
  341. {
  342. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  343. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  344. }
  345.  
  346.  
  347.  
  348. glColor3f(1.0, 0.0, 0.0);
  349.  
  350. /*glVertex3f(50 + 25, 50, 50);
  351. glVertex3f(50-50 + 25, 50, -50);*/
  352.  
  353. if (!(degree >= 180 && degree <= 296)) {
  354. if (!(degree >= 297 && degree <= 360)) {
  355. glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, -50 + 55 * sin(degree*3.1415926 / 180));
  356. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  357. }
  358. else
  359. {
  360. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  361. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  362. }
  363. }
  364. else
  365. {
  366. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  367. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  368. }
  369.  
  370.  
  371. glColor3f(1.0, 0.0, 0.0);
  372.  
  373. /*glVertex3f(-50 + 25, 50, 50);
  374. glVertex3f(-50-50 + 25, 50, -50);*/
  375.  
  376. if (!(degree >= 180 && degree <= 296)) {
  377. if (!(degree >= 297 && degree <= 360)) {
  378. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  379. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, -50 - 47 * sin(degree*3.1415926 / 180));
  380. }
  381. else
  382. {
  383. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  384. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  385. }
  386. }
  387. else
  388. {
  389. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  390. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  391. }
  392. glEnd();
  393.  
  394.  
  395. glFlush();
  396. glPopMatrix();
  397. }
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