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📄 hh65.cpp

📁 UAV 自动驾驶的
💻 CPP
📖 第 1 页 / 共 5 页
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	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.100000, 3.610000, -1.500000 );	glVertex3f( -1.100000, 3.520000, -1.500000 );	glVertex3f( -1.110000, 3.510000, -1.400000 );	glVertex3f( -1.110000, 3.600000, -1.400000 );	glNormal3f( 1.000000, -0.060000, 0.000000 );	glVertex3f( -1.110000, 3.600000, -1.400000 );	glNormal3f( 0.998205, -0.059892, 0.000000 );	glVertex3f( -1.110000, 3.510000, -1.400000 );	glNormal3f( 0.968455, -0.059966, -0.241864 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( 0.968455, -0.059966, -0.241864 );	glVertex3f( -0.950000, 3.513000, -0.670000 );	glNormal3f( 0.968455, -0.059966, -0.241864 );	glVertex3f( -0.950000, 3.513000, -0.670000 );	glNormal3f( 0.968455, -0.059966, -0.241864 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( 0.798680, -0.059976, -0.598760 );	glVertex3f( -0.960000, 3.420000, -0.600000 );	glNormal3f( 0.798680, -0.059976, -0.598760 );	glVertex3f( -0.950000, 3.500000, -0.600000 );glEnd();// # Cockpit window barsglBegin( GL_QUADS );	glNormal3f( 0.000000, -0.832050, -0.554700 );	glVertex3f( 0.140000, 4.100000, -0.500000 );	glVertex3f( 0.100000, 4.750000, -1.380000 );	glVertex3f( -0.100000, 4.750000, -1.380000 );	glVertex3f( -0.140000, 4.100000, -0.500000 );	glNormal3f( 0.100000, -0.100000, -0.800000 );	glVertex3f( -0.140000, 4.000000, -0.500000 );	glVertex3f( -0.140000, 4.100000, -0.500000 );	glVertex3f( -0.900000, 4.000000, -0.600000 );	glVertex3f( -0.900000, 3.900000, -0.600000 );	glNormal3f( -0.500000, -0.100000, -0.400000 );	glVertex3f( -1.100000, 3.100000, -0.600000 );	glVertex3f( -1.000000, 3.100000, -0.600000 );	glVertex3f( -0.810000, 3.948000, -0.570000 );	glVertex3f( -0.895000, 3.917000, -0.600000 );	glNormal3f( 0.000000, -0.100000, -0.800000 );	glVertex3f( 0.140000, 4.000000, -0.500000 );	glVertex3f( 0.140000, 4.100000, -0.500000 );	glVertex3f( -0.140000, 4.100000, -0.500000 );	glVertex3f( -0.140000, 4.000000, -0.500000 );	glNormal3f( 0.000000, -0.124035, -0.992278 );	glVertex3f( -0.140000, 4.000000, -0.500000 );	glVertex3f( -0.140000, 3.500000, -0.400000 );	glVertex3f( 0.140000, 3.500000, -0.400000 );	glVertex3f( 0.140000, 4.000000, -0.500000 );glEnd();// # Left walls with opening for lower left window.glBegin( GL_QUADS );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );	glNormal3f( 0.998205, -0.059892, 0.000000 );	glVertex3f( -1.100000, 3.520000, -1.400000 );	glNormal3f( 0.995000, -0.060000, 0.050000 );	glVertex3f( -1.100000, 3.550000, -1.950000 );	glNormal3f( 0.995000, 0.000000, 0.050000 );	glVertex3f( -1.100000, 3.510000, -1.950000 );	glNormal3f( 0.957826, 0.000000, 0.287348 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	glNormal3f( 0.957826, 0.000000, 0.287348 );	glVertex3f( -1.120000, 3.200000, -1.950000 );	glNormal3f( 0.894427, 0.000000, 0.447214 );	glVertex3f( -1.100000, 3.200000, -2.000000 );	glNormal3f( 0.894427, 0.000000, 0.447214 );	glVertex3f( -1.106000, 2.400000, -2.000000 );	glNormal3f( 0.980391, 0.000000, 0.197063 );	glVertex3f( -1.113000, 2.000000, -1.950000 );	glNormal3f( 0.980581, 0.000000, 0.196116 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	glNormal3f( 0.957826, 0.000000, 0.287348 );	glVertex3f( -1.106000, 2.400000, -2.000000 );	glNormal3f( 0.957826, 0.000000, 0.287348 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	glNormal3f( 0.998752, 0.000000, 0.049938 );	glVertex3f( -1.133000, 2.000000, -1.650000 );	glNormal3f( 0.998752, 0.000000, 0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( 0.980391, 0.000000, 0.197063 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	glNormal3f( 0.980391, 0.000000, 0.197063 );	glVertex3f( -1.113000, 2.000000, -1.950000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 2.000000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.140000, 2.300000, -1.400000 );	glNormal3f( 0.998752, 0.000000, 0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( 0.998740, 0.000000, 0.050188 );	glVertex3f( -1.133000, 2.000000, -1.650000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 2.000000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.140000, 2.300000, -1.400000 );	glNormal3f( 0.998752, 0.000000, 0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( 0.998740, 0.000000, 0.050188 );	glVertex3f( -1.133000, 2.000000, -1.650000 );	glNormal3f( 0.998740, 0.000000, 0.050188 );	glVertex3f( -1.104000, 3.478000, -1.650000 );	glNormal3f( 0.998752, 0.000000, 0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.140000, 2.300000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );glEnd();// # Window barsglBegin( GL_QUADS );	glNormal3f( 0.998205, -0.059892, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );	glNormal3f( 0.953647, -0.059978, -0.294891 );	glVertex3f( -0.980000, 3.350000, -0.700000 );	glNormal3f( 0.954000, -0.060000, -0.295000 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( 0.998205, -0.059892, 0.000000 );	glVertex3f( -1.100000, 3.520000, -1.400000 );	glNormal3f( 0.728533, -0.045820, -0.683477 );	glVertex3f( -0.960000, 3.420000, -0.600000 );	glNormal3f( 0.954000, -0.060000, -0.295000 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( 0.954000, -0.060000, -0.295000 );	glVertex3f( -0.980000, 3.350000, -0.700000 );	glNormal3f( 0.728533, -0.045820, -0.683477 );	glVertex3f( -1.000000, 3.200000, -0.600000 );	glNormal3f( 0.924481, 0.000000, -0.381229 );	glVertex3f( -1.020000, 2.000000, -0.700000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 2.000000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 1.800000, -1.400000 );	glNormal3f( 0.924481, 0.000000, -0.381229 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	glNormal3f( 0.994865, 0.000000, 0.101207 );	glVertex3f( -1.110000, 1.800000, -2.000000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 1.800000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 2.000000, -1.400000 );	glNormal3f( 0.994865, 0.000000, 0.101207 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	glNormal3f( 0.955000, 0.000000, -0.295000 );	glVertex3f( -1.009000, 2.200000, -0.700000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.140000, 2.300000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 2.000000, -1.400000 );	glNormal3f( 0.955454, 0.000000, -0.295140 );	glVertex3f( -1.020000, 2.000000, -0.700000 );glEnd();// # Top over windowglBegin( GL_QUADS );	glNormal3f( 0.729000, -0.046000, -0.683000 );	glVertex3f( -1.000000, 3.200000, -0.600000 );	glNormal3f( 0.954000, -0.060000, -0.295000 );	glVertex3f( -0.980000, 3.350000, -0.700000 );	glNormal3f( 0.955000, 0.000000, -0.295000 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	glNormal3f( 0.732000, 0.000000, -0.682000 );	glVertex3f( -1.000000, 1.800000, -0.600000 );glEnd();// # Ring 3glBegin( GL_QUADS );	glNormal3f( 0.999795, 0.020239, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 1.800000, -1.400000 );	glNormal3f( 0.928477, 0.000000, 0.371391 );	glVertex3f( -1.100000, 1.800000, -2.150000 );	glNormal3f( 0.849000, 0.018000, 0.529000 );	glVertex3f( -1.100000, 1.000000, -2.180000 );glEnd();// # Window topglBegin( GL_QUADS );	glNormal3f( 0.936329, 0.000000, -0.351123 );	glVertex3f( -1.000000, 1.800000, -0.600000 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glVertex3f( -1.000000, 1.000000, -0.600000 );glEnd();// # Ring 4glBegin( GL_QUADS );	glNormal3f( 1.000000, 0.020000, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );	glNormal3f( 0.990000, 0.139000, 0.000000 );	glVertex3f( -1.000000, -0.600000, -1.300000 );	glNormal3f( 0.975537, 0.121942, -0.182913 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( 0.992259, 0.006202, -0.124032 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glNormal3f( 0.849000, 0.018000, 0.529000 );	glVertex3f( -1.100000, 1.000000, -2.180000 );	glNormal3f( 0.823000, 0.138000, 0.551000 );	glVertex3f( -1.000000, -0.600000, -2.100000 );	glNormal3f( 0.990000, 0.139000, 0.000000 );	glVertex3f( -1.000000, -0.600000, -1.300000 );	glNormal3f( 1.000000, 0.020000, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );glEnd();// # Triangle to fill upper gapglBegin( GL_QUADS );	glNormal3f( 0.447186, 0.011180, -0.894371 );	glVertex3f( -1.000000, 1.000000, -0.600000 );	glNormal3f( 0.961501, 0.006868, -0.274715 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glNormal3f( 0.909137, 0.101015, -0.404061 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( 0.909137, 0.101015, -0.404061 );	glVertex3f( -1.000000, -0.600000, -0.600000 );glEnd();// # Back wallglBegin( GL_QUADS );	glNormal3f( 0.000000, 1.000000, 0.000000 );	glVertex3f( 1.000000, -0.600000, -2.000000 );	glNormal3f( 0.000000, 1.000000, 0.000000 );	glVertex3f( 1.000000, -0.600000, -0.600000 );	glNormal3f( 0.000000, 1.000000, 0.000000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( 0.000000, 1.000000, 0.000000 );	glVertex3f( -1.000000, -0.600000, -2.000000 );glEnd();// # Interior roofglBegin( GL_QUADS );	glNormal3f( 0.200000, 0.100000, -0.800000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glVertex3f( 0.000000, -0.600000, -0.600000 );	glVertex3f( 0.000000, 3.500000, -0.600000 );	glVertex3f( -1.000000, 3.500000, -0.600000 );	glNormal3f( -0.200000, 0.100000, -0.800000 );	glVertex3f( 1.000000, 3.500000, -0.600000 );	glVertex3f( 0.000000, 3.500000, -0.600000 );	glVertex3f( 0.000000, -0.600000, -0.600000 );	glVertex3f( 1.000000, -0.600000, -0.600000 );glEnd();// # Interior cover for left landing gearglBegin( GL_QUADS );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( -1.000000, -0.600000, -1.650000 );	glNormal3f( 0.000000, 0.099504, 0.995037 );	glVertex3f( -1.000000, 0.180000, -1.650000 );	glNormal3f( 0.099015, 0.099015, 0.990148 );	glVertex3f( -0.750000, 0.180000, -1.650000 );	glNormal3f( 0.099504, 0.000000, 0.995037 );	glVertex3f( -0.750000, -0.600000, -1.650000 );	glNormal3f( 0.707107, 0.000000, 0.707107 );	glVertex3f( -0.750000, -0.600000, -1.650000 );	glNormal3f( 0.577350, 0.577350, 0.577350 );	glVertex3f( -0.750000, 0.180000, -1.650000 );	glNormal3f( 0.705346, 0.705346, 0.070535 );	glVertex3f( -0.750000, 0.180000, -2.000000 );	glNormal3f( 0.995037, 0.000000, 0.099504 );	glVertex3f( -0.750000, -0.600000, -2.000000 );	glNormal3f( 0.000000, 0.995037, 0.099504 );	glVertex3f( -1.000000, 0.180000, -2.000000 );	glNormal3f( 0.705346, 0.705346, 0.070535 );	glVertex3f( -0.750000, 0.180000, -2.000000 );	glNormal3f( 0.577350, 0.577350, 0.577350 );	glVertex3f( -0.750000, 0.180000, -1.650000 );	glNormal3f( 0.000000, 0.707107, 0.707107 );	glVertex3f( -1.000000, 0.180000, -1.650000 );glEnd();// # Undercarrage do_color( 0.940000, 0.150000, 0.150000, 1.000000, 1.000000, 1.000000, 1.000000, 0.100000, 0.000000 );glBegin( GL_QUADS );	glNormal3f( 0.000000, 0.019996, -0.999800 );	glVertex3f( 0.000000, 3.200000, -2.250000 );	glNormal3f( 0.000000, 0.242536, -0.970143 );	glVertex3f( 0.000000, 4.600000, -2.200000 );	glNormal3f( -0.588348, 0.196116, -0.784465 );	glVertex3f( -1.100000, 4.600000, -2.100000 );	glNormal3f( -0.600000, 0.000000, -0.800000 );	glVertex3f( -1.100000, 3.200000, -2.100000 );	glNormal3f( 0.600000, 0.000000, -0.800000 );	glVertex3f( 1.100000, 3.200000, -2.100000 );	glNormal3f( 0.588000, 0.196000, -0.784000 );	glVertex3f( 1.100000, 4.600000, -2.100000 );	glNormal3f( 0.000000, 0.242536, -0.970143 );	glVertex3f( 0.000000, 4.600000, -2.200000 );	glNormal3f( 0.000000, 0.019996, -0.999800 );	glVertex3f( 0.000000, 3.200000, -2.250000 );	glNormal3f( -0.600000, 0.000000, -0.800000 );	glVertex3f( -1.100000, 1.800000, -2.150000 );	glNormal3f( 0.000000, 0.010000, -0.999950 );	glVertex3f( 0.000000, 1.800000, -2.280000 );	glNormal3f( 0.000000, 0.019996, -0.999800 );	glVertex3f( 0.000000, 3.200000, -2.250000 );	glNormal3f( -0.600000, 0.000000, -0.800000 );	glVertex3f( -1.100000, 3.200000, -2.100000 );	glNormal3f( 0.600000, 0.000000, -0.800000 );	glVertex3f( 1.100000, 3.200000, -2.100000 );	glNormal3f( 0.000000, 0.019996, -0.999800 );	glVertex3f( 0.000000, 3.200000, -2.250000 );	glNormal3f( 0.000000, 0.010000, -0.999950 );	glVertex3f( 0.000000, 1.800000, -2.280000 );	glNormal3f( 0.600000, 0.000000, -0.800000 );	glVertex3f( 1.100000, 1.800000, -2.150000 );

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