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📄 hh65.cpp

📁 UAV 自动驾驶的
💻 CPP
📖 第 1 页 / 共 5 页
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glEnd();// # Two drawn lights representing the spot light// #         x    y   z     r g b   a  radius on?  type on_int off_int// light_new -0.6, 4.6, -2.2, 1 1, 0.9, 1  3, 0    0, 0      0// #         x   y   z     r g b   a  radius on?  type on_int off_int// light_new 0.6, 4.6, -2.2, 1 1, 0.9, 1  3, 0    0, 0      0// // # Spot light.// #         x   y   z      r g b a  radius on?  type on_int off_int// light_new 0.0, 4.6, -2.25, 1 1, 1 1, 3      0, 2    0, 0// // # Undercarrage ring 3glBegin( GL_QUADS );	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 );	glNormal3f( -0.529999, 0.000000, -0.847998 );	glVertex3f( -1.100000, 1.000000, -2.180000 );	glNormal3f( 0.000000, 0.000000, -1.000000 );	glVertex3f( 0.000000, 1.000000, -2.290000 );	glNormal3f( 0.000000, 0.000000, -1.000000 );	glVertex3f( 0.000000, 1.000000, -2.290000 );	glNormal3f( 0.530000, 0.000000, -0.848000 );	glVertex3f( 1.100000, 1.000000, -2.180000 );	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 );glEnd();// # Undercarrage ring 4glBegin( GL_QUADS );	glNormal3f( -0.597022, -0.099504, -0.796030 );	glVertex3f( -1.000000, -0.600000, -2.100000 );	glNormal3f( 0.000000, -0.289472, -0.957187 );	glVertex3f( 0.000000, -0.600000, -2.230000 );	glNormal3f( 0.000000, 0.000000, -1.000000 );	glVertex3f( 0.000000, 1.000000, -2.290000 );	glNormal3f( -0.600000, 0.000000, -0.800000 );	glVertex3f( -1.100000, 1.000000, -2.180000 );	glNormal3f( 0.600000, 0.000000, -0.800000 );	glVertex3f( 1.100000, 1.000000, -2.180000 );	glNormal3f( 0.000000, 0.000000, -1.000000 );	glVertex3f( 0.000000, 1.000000, -2.290000 );	glNormal3f( 0.000000, -0.289472, -0.957187 );	glVertex3f( 0.000000, -0.600000, -2.230000 );	glNormal3f( 0.597000, -0.100000, -0.796000 );	glVertex3f( 1.000000, -0.600000, -2.100000 );glEnd();// # Light at base of tail// #         x   y    z     r g b a  radius  on?  type  on_int off_int// light_new 0.0, -0.6, -2.3, 1 0, 0 1, 2       0, 1     300, 1300// // # Pilot's chair do_color( 0.480000, 0.490000, 0.500000, 1.000000, 1.000000, 1.000000, 0.500000, 0.500000, 0.000000 );glBegin( GL_QUADS );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( -0.300000, 4.000000, -1.550000 );	glVertex3f( -0.300000, 3.500000, -1.550000 );	glVertex3f( -0.850000, 3.500000, -1.550000 );	glVertex3f( -0.850000, 4.000000, -1.550000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.850000, 4.000000, -1.550000 );	glVertex3f( -0.850000, 3.450000, -1.550000 );	glVertex3f( -0.850000, 3.450000, -1.620000 );	glVertex3f( -0.850000, 4.000000, -1.620000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -0.300000, 4.000000, -1.620000 );	glVertex3f( -0.300000, 3.450000, -1.620000 );	glVertex3f( -0.300000, 3.450000, -1.550000 );	glVertex3f( -0.300000, 4.000000, -1.550000 );	glVertex3f( -0.300000, 3.450000, -1.620000 );	glVertex3f( -0.850000, 3.450000, -1.620000 );	glVertex3f( -0.850000, 3.450000, -1.550000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.300000, 3.450000, -1.550000 );	glNormal3f( 0.000000, -0.993884, -0.110432 );	glVertex3f( -0.300000, 3.400000, -0.900000 );	glVertex3f( -0.300000, 3.450000, -1.550000 );	glVertex3f( -0.850000, 3.450000, -1.550000 );	glVertex3f( -0.850000, 3.400000, -0.900000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.850000, 3.400000, -0.900000 );	glVertex3f( -0.850000, 3.450000, -1.550000 );	glVertex3f( -0.850000, 3.500000, -1.550000 );	glVertex3f( -0.850000, 3.450000, -0.900000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -0.300000, 3.450000, -0.900000 );	glVertex3f( -0.300000, 3.500000, -1.550000 );	glVertex3f( -0.300000, 3.450000, -1.550000 );	glVertex3f( -0.300000, 3.400000, -0.900000 );	glNormal3f( 0.000000, 0.993884, 0.110432 );	glVertex3f( -0.850000, 3.450000, -0.900000 );	glVertex3f( -0.850000, 3.500000, -1.550000 );	glVertex3f( -0.300000, 3.500000, -1.550000 );	glVertex3f( -0.300000, 3.450000, -0.900000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( -0.300000, 3.400000, -0.900000 );	glVertex3f( -0.850000, 3.400000, -0.900000 );	glVertex3f( -0.855000, 3.450000, -0.900000 );	glVertex3f( -0.300000, 3.450000, -0.900000 );glEnd(); do_color( 0.500000, 0.500000, 0.520000, 1.000000, 1.000000, 1.000000, 0.500000, 0.500000, 0.000000 );glBegin( GL_QUADS );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.850000, 3.980000, -1.620000 );	glVertex3f( -0.850000, 3.900000, -1.620000 );	glVertex3f( -0.850000, 3.900000, -2.000000 );	glVertex3f( -0.850000, 3.980000, -2.000000 );	glNormal3f( 0.000000, -1.000000, 0.000000 );	glVertex3f( -0.750000, 3.450000, -2.000000 );	glVertex3f( -0.850000, 3.450000, -2.000000 );	glVertex3f( -0.850000, 3.450000, -1.620000 );	glVertex3f( -0.750000, 3.450000, -1.620000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.850000, 3.550000, -1.620000 );	glVertex3f( -0.850000, 3.450000, -1.620000 );	glVertex3f( -0.850000, 3.450000, -2.000000 );	glVertex3f( -0.850000, 3.550000, -2.000000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( -0.300000, 3.550000, -2.000000 );	glVertex3f( -0.300000, 3.450000, -2.000000 );	glVertex3f( -0.300000, 3.450000, -1.620000 );	glVertex3f( -0.300000, 3.550000, -1.620000 );	glNormal3f( 0.000000, -1.000000, 0.000000 );	glVertex3f( -0.400000, 3.450000, -1.620000 );	glVertex3f( -0.300000, 3.450000, -1.620000 );	glVertex3f( -0.300000, 3.450000, -2.000000 );	glVertex3f( -0.400000, 3.450000, -2.000000 );glEnd(); do_color( 0.480000, 0.490000, 0.500000, 1.000000, 1.000000, 1.000000, 0.500000, 0.500000, 0.000000 );// # Co-pilot's chairglBegin( GL_QUADS );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.850000, 4.000000, -1.550000 );	glVertex3f( 0.850000, 3.500000, -1.550000 );	glVertex3f( 0.300000, 3.500000, -1.550000 );	glVertex3f( 0.300000, 4.000000, -1.550000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.850000, 4.000000, -1.620000 );	glVertex3f( 0.850000, 3.450000, -1.620000 );	glVertex3f( 0.850000, 3.450000, -1.550000 );	glVertex3f( 0.850000, 4.000000, -1.550000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( 0.300000, 4.000000, -1.550000 );	glVertex3f( 0.300000, 3.450000, -1.550000 );	glVertex3f( 0.300000, 3.450000, -1.620000 );	glVertex3f( 0.300000, 4.000000, -1.620000 );	glVertex3f( 0.300000, 3.450000, -1.550000 );	glVertex3f( 0.850000, 3.450000, -1.550000 );	glVertex3f( 0.850000, 3.450000, -1.620000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.300000, 3.450000, -1.620000 );	glNormal3f( 0.000000, -0.993884, -0.110432 );	glVertex3f( 0.850000, 3.400000, -0.900000 );	glVertex3f( 0.850000, 3.450000, -1.550000 );	glVertex3f( 0.300000, 3.450000, -1.550000 );	glVertex3f( 0.300000, 3.400000, -0.900000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.850000, 3.450000, -0.900000 );	glVertex3f( 0.850000, 3.500000, -1.550000 );	glVertex3f( 0.850000, 3.450000, -1.550000 );	glVertex3f( 0.850000, 3.400000, -0.900000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( 0.300000, 3.400000, -0.900000 );	glVertex3f( 0.300000, 3.450000, -1.550000 );	glVertex3f( 0.300000, 3.500000, -1.550000 );	glVertex3f( 0.300000, 3.450000, -0.900000 );	glNormal3f( 0.000000, 0.993884, 0.110432 );	glVertex3f( 0.300000, 3.450000, -0.900000 );	glVertex3f( 0.300000, 3.500000, -1.550000 );	glVertex3f( 0.850000, 3.500000, -1.550000 );	glVertex3f( 0.850000, 3.450000, -0.900000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.300000, 3.450000, -0.900000 );	glVertex3f( 0.855000, 3.450000, -0.900000 );	glVertex3f( 0.850000, 3.400000, -0.900000 );	glVertex3f( 0.300000, 3.400000, -0.900000 );glEnd(); do_color( 0.500000, 0.500000, 0.520000, 1.000000, 1.000000, 1.000000, 0.500000, 0.500000, 0.000000 );glBegin( GL_QUADS );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.850000, 3.980000, -2.000000 );	glVertex3f( 0.850000, 3.900000, -2.000000 );	glVertex3f( 0.850000, 3.900000, -1.620000 );	glVertex3f( 0.850000, 3.980000, -1.620000 );	glNormal3f( 0.000000, -1.000000, 0.000000 );	glVertex3f( 0.750000, 3.450000, -1.620000 );	glVertex3f( 0.850000, 3.450000, -1.620000 );	glVertex3f( 0.850000, 3.450000, -2.000000 );	glVertex3f( 0.750000, 3.450000, -2.000000 );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.850000, 3.550000, -2.000000 );	glVertex3f( 0.850000, 3.450000, -2.000000 );	glVertex3f( 0.850000, 3.450000, -1.620000 );	glVertex3f( 0.850000, 3.550000, -1.620000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( 0.300000, 3.550000, -1.620000 );	glVertex3f( 0.300000, 3.450000, -1.620000 );	glVertex3f( 0.300000, 3.450000, -2.000000 );	glVertex3f( 0.300000, 3.550000, -2.000000 );	glNormal3f( 0.000000, -1.000000, 0.000000 );	glVertex3f( 0.400000, 3.450000, -2.000000 );	glVertex3f( 0.300000, 3.450000, -2.000000 );	glVertex3f( 0.300000, 3.450000, -1.620000 );	glVertex3f( 0.400000, 3.450000, -1.620000 );glEnd();// # Center console do_color( 0.200000, 0.200000, 0.200000, 1.000000, 1.000000, 1.000000, 0.500000, 0.300000, 0.000000 );glBegin( GL_QUADS );	glNormal3f( 1.000000, 0.000000, 0.000000 );	glVertex3f( 0.240000, 4.300000, -2.000000 );	glVertex3f( 0.240000, 3.400000, -2.000000 );	glVertex3f( 0.240000, 3.400000, -1.550000 );	glVertex3f( 0.240000, 4.300000, -1.550000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.240000, 4.300000, -1.550000 );	glVertex3f( -0.240000, 3.400000, -1.550000 );	glVertex3f( -0.240000, 3.400000, -2.000000 );	glVertex3f( -0.240000, 4.300000, -2.000000 );	glNormal3f( 0.000000, -1.000000, 0.000000 );	glVertex3f( 0.240000, 3.400000, -2.000000 );	glVertex3f( -0.240000, 3.400000, -2.000000 );	glVertex3f( -0.240000, 3.400000, -1.550000 );	glVertex3f( 0.240000, 3.400000, -1.550000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.240000, 3.400000, -1.550000 );	glVertex3f( -0.240000, 3.400000, -1.550000 );	glVertex3f( -0.240000, 4.300000, -1.550000 );	glVertex3f( 0.240000, 4.300000, -1.550000 );glEnd(); do_color( 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 0.100000, 0.000000 );// texture_select hh65_fuselage_left// texture_orient_yz 4.600000, -2.200000, 9.500000, 1.800000// # Fuselage left sideglBegin( GL_QUADS );	glNormal3f( -0.980000, 0.139000, -0.139000 );	glVertex3f( -1.100000, 4.200000, -2.000000 );	glNormal3f( -0.908000, 0.139000, -0.396000 );	glVertex3f( -1.100000, 4.200000, -2.100000 );	glNormal3f( -0.905000, 0.160000, -0.395000 );	glVertex3f( -1.100000, 4.600000, -2.100000 );	glNormal3f( -0.977000, 0.160000, -0.140000 );	glVertex3f( -1.100000, 4.586000, -2.000000 );	glNormal3f( -0.992278, 0.000000, -0.124035 );	glVertex3f( -1.100000, 3.550000, -2.000000 );	glVertex3f( -1.100000, 3.200000, -2.000000 );	glVertex3f( -1.100000, 3.200000, -2.100000 );	glVertex3f( -1.100000, 3.550000, -2.100000 );	glNormal3f( -0.980000, 0.139000, -0.139000 );	glVertex3f( -1.100000, 4.200000, -1.950000 );	glNormal3f( -0.997000, 0.060000, -0.050000 );	glVertex3f( -1.100000, 3.550000, -1.950000 );	glNormal3f( -0.927000, 0.060000, -0.371000 );	glVertex3f( -1.100000, 3.550000, -2.100000 );	glNormal3f( -0.908000, 0.139000, -0.396000 );	glVertex3f( -1.100000, 4.200000, -2.100000 );	glNormal3f( -0.806000, 0.538000, 0.246000 );	glVertex3f( -0.920000, 3.880000, -0.670000 );	glNormal3f( -0.978000, 0.098000, 0.183000 );	glVertex3f( -0.930000, 3.800000, -0.670000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );	glVertex3f( -1.100000, 4.000000, -1.400000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );	glVertex3f( -1.100000, 4.100000, -1.400000 );	glNormal3f( -0.680226, 0.439801, 0.586402 );	glVertex3f( -0.905000, 3.858000, -0.600000 );	glNormal3f( -0.853198, 0.085749, 0.514491 );	glVertex3f( -0.910000, 3.800000, -0.600000 );	glNormal3f( -0.978000, 0.098000, 0.183000 );	glVertex3f( -0.930000, 3.800000, -0.670000 );	glNormal3f( -0.806000, 0.538000, 0.246000 );	glVertex3f( -0.920000, 3.880000, -0.670000 );	glNormal3f( -0.993000, 0.119000, 0.000000 );	glVertex3f( -1.100000, 4.100000, -1.400000 );	glNormal3f( -0.993000, 0.119000, 0.000000 );	glVertex3f( -1.100000, 4.000000, -1.400000 );	glNormal3f( -0.980468, 0.139073, -0.139073 );	glVertex3f( -1.100000, 4.100000, -1.950000 );	glNormal3f( -0.980468, 0.139073, -0.139073 );	glVertex3f( -1.100000, 4.200000, -1.950000 );	glNormal3f( -0.998000, 0.060000, 0.000000 );	glVertex3f( -1.100000, 3.610000, -1.500000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );	glVertex3f( -1.094000, 4.015000, -1.450000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );	glVertex3f( -1.100000, 4.000000, -1.400000 );	glNormal3f( -0.998000, 0.060000, 0.000000 );	glVertex3f( -1.110000, 3.600000, -1.400000 );	glNormal3f( -0.799000, 0.060000, 0.599000 );	glVertex3f( -0.950000, 3.500000, -0.600000 );	glNormal3f( -0.968000, 0.060000, 0.242000 );	glVertex3f( -0.950000, 3.513000, -0.670000 );	glNormal3f( -0.978000, 0.098000, 0.183000 );	glVertex3f( -0.930000, 3.800000, -0.670000 );	glNormal3f( -0.782000, 0.071000, 0.619000 );	glVertex3f( -0.910000, 3.800000, -0.600000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );

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