/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
/* draw front sides of teeth */
glBegin(GL_QUADS);
- da = 2.0 * M_PI / teeth / 4.0;
+ da = 2.0 * G_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
/* draw back sides of teeth */
glBegin(GL_QUADS);
- da = 2.0 * M_PI / teeth / 4.0;
+ da = 2.0 * G_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
- angle = i * 2.0 * M_PI / teeth;
+ angle = i * 2.0 * G_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);