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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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