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Dec 12th, 2019
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  1. void izomfront1()
  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. degree = 359;
  14. glMatrixMode(GL_PROJECTION);
  15. glLoadIdentity();
  16. glOrtho(-150, 150, -150, 150, -150, 150);
  17.  
  18. //gluLookAt(10.0, 1.5, 2.0, // Положение глаз, взгляд "из"
  19. // -5.0, 1.5, -10.0, // Цель, взгляд "на"
  20. // 0.0, 1.0, 0.0); // Пока игнорируем
  21. //glRotatef(10, 0, 0, -1);
  22. glRotatef(25, 1, 0, 0);
  23. glRotatef(359, 0, -1, 0);
  24. glPushMatrix();
  25. k2++;
  26.  
  27. /*glRotatef(30, 1, 0, 0);
  28. glRotatef(degree, 0, -1, 0);
  29. k++;*/
  30. }
  31. if (degree <= 359 && degree >= 294 ) {
  32. glRotatef(alpha, 0, -1, 0);
  33.  
  34. //alpha = 0;
  35.  
  36.  
  37. glClear(GL_COLOR_BUFFER_BIT);
  38.  
  39. /*if (degree == 293)
  40. {
  41. glRotatef(66, 0, -1, 0);
  42.  
  43. degree = 359;
  44. }
  45. else if (degree == 0)
  46. {
  47. glRotatef(66, 0, 1, 0);
  48. degree = 294;
  49. }*/
  50.  
  51.  
  52. //glBegin(GL_LINE_STRIP);
  53. glBegin(GL_LINES);
  54. if (degree <= 315)
  55. {
  56. glColor3f(1.0, 0.0, 0.0);
  57.  
  58. }
  59. else
  60. glColor3f(0.5, 0.5, 0.5);
  61.  
  62.  
  63. if (degree >= 294 && degree <= 360)
  64. {
  65. if (degree == 294)
  66. printf("degree: %d %.0f %.0f \n", degree, -50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50 - 55 * sin(degree*3.1415926 / 180));
  67. if (degree == 359)
  68. printf("degree: %d %.0f %.0f \n", degree, -50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50 - 55 * sin(degree*3.1415926 / 180));
  69. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  70. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  71. }
  72.  
  73. glFlush();
  74. glEnd();
  75.  
  76.  
  77.  
  78.  
  79. glBegin(GL_LINES);
  80.  
  81. if (degree <= 315)
  82. {
  83. glColor3f(1.0, 0.0, 0.0);
  84.  
  85. }
  86. else
  87. glColor3f(0.5, 0.5, 0.5);
  88.  
  89. if (degree >= 294 && degree <= 360)
  90. {
  91. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  92. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  93.  
  94. }
  95.  
  96.  
  97. glColor3f(1.0, 0.0, 0.0);
  98.  
  99.  
  100. if (degree >= 294 && degree <= 360)
  101. {
  102. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  103. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  104. }
  105.  
  106.  
  107.  
  108.  
  109. if (degree > 72 - 45 && degree < 135 - 45)
  110. {
  111.  
  112. glColor3f(0.5, 0.5, 0.5);
  113. }
  114. else
  115. glColor3f(1.0, 0.0, 0.0);
  116.  
  117.  
  118. if (degree >= 294 && degree <= 360)
  119. {
  120. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  121. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  122. }
  123.  
  124.  
  125.  
  126.  
  127.  
  128. if (degree <= 315)
  129. {
  130. glColor3f(0.5, 0.5, 0.5);
  131.  
  132. }
  133. else
  134. glColor3f(1.0, 0.0, 0.0);
  135.  
  136. if (degree >= 294 && degree <= 360)
  137. {
  138. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  139. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  140. }
  141.  
  142. //if (degree >= 253 - 45 && degree < 316 - 45)
  143. //{
  144. // glColor3f(0.5, 0.5, 0.5);
  145.  
  146. //}
  147. //else
  148. // glColor3f(1.0, 0.0, 0.0);
  149. ///*glVertex3f(50 + 25, -50, 50);
  150. //glVertex3f(50 + 25, 50, 50);*/
  151. //if (!(degree >= 180 && degree <= 296)) {
  152. // if (!(degree >= 297 && degree <= 360)) {
  153. // glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, 50 - 47 * sin(degree*3.1415926 / 180));
  154. // glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  155. // }
  156. // else
  157. // {
  158. // glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  159. // glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  160. // }
  161. //}
  162. //else
  163. if (degree >= 294 && degree <= 360)
  164. {
  165. //glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  166. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  167. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  168. }
  169.  
  170.  
  171. glColor3f(1.0, 0.0, 0.0);
  172.  
  173.  
  174. /*glVertex3f(50 + 25, 50, 50);
  175. glVertex3f(-50 + 25, 50, 50);*/
  176. /*if (!(degree >= 180 && degree <= 296)) {
  177. if (!(degree >= 297 && degree <= 360)) {
  178. glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  179. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  180. }
  181. else
  182. {
  183. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  184. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  185. }
  186. }
  187. else*/
  188. if (degree >= 294 && degree <= 360)
  189. {
  190. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  191. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  192. }
  193.  
  194.  
  195. if (degree > 135 - 45 && degree < 251 - 45)
  196. {
  197. glColor3f(0.5, 0.5, 0.5);
  198. }
  199. else glColor3f(1.0, 0.0, 0.0);
  200.  
  201. /*glVertex3f(-50 + 25, 50, 50);
  202. glVertex3f(-50 + 25, -50, 50);
  203. */
  204. //if (!(degree >= 180 && degree <= 296)) {
  205. // if (!(degree >= 297 && degree <= 360)) {
  206. // glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, 50 + 55 * sin(degree*3.1415926 / 180));
  207. // //glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  208. // glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  209. // }
  210. // else
  211. // {
  212. // glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  213. // glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * 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. if (degree >= 294 && degree <= 360)
  219. {
  220. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  221. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  222. //glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  223. }
  224.  
  225.  
  226.  
  227.  
  228.  
  229. //if (!(degree >= 180 && degree <= 296)) {
  230. // if (!(degree >= 297 && degree <= 360)) {
  231. // glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, -50 + 55 * sin(degree*3.1415926 / 180));
  232. // glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), -50, 50 + 55 * sin(degree*3.1415926 / 180));
  233. // }
  234. // else
  235. // {
  236. // glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  237. // glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  238. // }
  239. //}
  240. //else
  241. if (degree >= 294 && degree <= 360)
  242. {
  243. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, -50 - 55 * sin(degree*3.1415926 / 180));
  244. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), -50, 50 - 55 * sin(degree*3.1415926 / 180));
  245. }
  246.  
  247.  
  248.  
  249.  
  250. if (degree > 72 - 45 && degree <= 251 - 45)
  251. {
  252. glColor3f(0.5, 0.5, 0.5);
  253. }
  254. else
  255. glColor3f(1.0, 0.0, 0.0);
  256.  
  257. /*glVertex3f(-50 + 25, -50, 50);
  258. glVertex3f(-50-50 + 25, -50, -50);*/
  259.  
  260.  
  261. if (degree >= 72 - 45 && degree <= 251 - 45)
  262. {
  263. glColor3f(1.0, 0.0, 0.0);
  264. }
  265. else glColor3f(0.5, 0.5, 0.5);
  266.  
  267. /*glVertex3f(50 + 25, -50, 50);
  268. glVertex3f(50-50 + 25, -50, -50);*/
  269.  
  270.  
  271. /*if (!(degree >= 180 && degree <= 296)) {
  272. if (!(degree >= 297 && degree <= 360)) {
  273. glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, 50 - 47 * sin(degree*3.1415926 / 180));
  274. glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), -50, -50 - 47 * sin(degree*3.1415926 / 180));
  275. }
  276. else
  277. {
  278. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  279. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  280. }
  281. }
  282. else*/
  283. if (degree >= 294 && degree <= 360)
  284. {
  285. glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, 50 + 42 * sin(degree*3.1415926 / 180));
  286. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));
  287. /* glVertex3f(50 + 25 + 35 * sin(degree*3.1415926 / 180), -50, 50 + 50 * sin(degree*3.1415926 / 180));
  288. glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), -50, -50 + 42 * sin(degree*3.1415926 / 180));*/
  289. }
  290.  
  291.  
  292.  
  293. glColor3f(1.0, 0.0, 0.0);
  294.  
  295. /*glVertex3f(50 + 25, 50, 50);
  296. glVertex3f(50-50 + 25, 50, -50);*/
  297.  
  298. //if (!(degree >= 180 && degree <= 296)) {
  299. // if (!(degree >= 297 && degree <= 360)) {
  300. // glVertex3f(-50 - 50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, -50 + 55 * sin(degree*3.1415926 / 180));
  301. // glVertex3f(-50 + 25 + 27 * sin(degree*3.1415926 / 180), 50, 50 + 55 * sin(degree*3.1415926 / 180));
  302. // }
  303. // else
  304. // {
  305. // glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  306. // glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  307. // }
  308. //}
  309. //else
  310. if (degree >= 294 && degree <= 360)
  311. {
  312. glVertex3f(-50 - 50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, -50 - 55 * sin(degree*3.1415926 / 180));
  313. glVertex3f(-50 + 25 - 27 * sin(degree*3.1415926 / 180), 50, 50 - 55 * sin(degree*3.1415926 / 180));
  314. }
  315.  
  316.  
  317. glColor3f(1.0, 0.0, 0.0);
  318.  
  319. /*glVertex3f(-50 + 25, 50, 50);
  320. glVertex3f(-50-50 + 25, 50, -50);*/
  321.  
  322. //if (!(degree >= 180 && degree <= 296)) {
  323. // if (!(degree >= 297 && degree <= 360)) {
  324. // glVertex3f(50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, 50 - 47 * sin(degree*3.1415926 / 180));
  325. // glVertex3f(50 - 50 + 25 - 13 * sin(degree*3.1415926 / 180), 50, -50 - 47 * sin(degree*3.1415926 / 180));
  326. // }
  327. // else
  328. // {
  329. // glVertex3f(50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, 50 + 42 * sin(degree*3.1415926 / 180));
  330. // glVertex3f(50 - 50 + 25 + 18 * sin(degree*3.1415926 / 180), 50, -50 + 42 * sin(degree*3.1415926 / 180));
  331. // }
  332. //}
  333. //else
  334. if (degree >= 294 && degree <= 360)
  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. glEnd();
  340.  
  341.  
  342. glFlush();
  343. //glPopMatrix();
  344. }
  345. }
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