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📄 hh65.cpp

📁 UAV 自动驾驶的
💻 CPP
📖 第 1 页 / 共 5 页
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	glVertex3f( -1.100000, 3.610000, -1.500000 );	glNormal3f( -0.995000, 0.100000, 0.000000 );	glVertex3f( -1.100000, 3.520000, -1.500000 );	glNormal3f( -0.986000, 0.120000, -0.120000 );	glVertex3f( -1.100000, 3.550000, -1.950000 );	glNormal3f( -0.986000, 0.120000, -0.120000 );	glVertex3f( -1.100000, 3.670000, -1.950000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.110000, 3.600000, -1.400000 );	glVertex3f( -1.110000, 3.510000, -1.400000 );	glVertex3f( -1.100000, 3.520000, -1.500000 );	glVertex3f( -1.100000, 3.610000, -1.500000 );	glNormal3f( -0.968000, 0.060000, 0.242000 );	glVertex3f( -0.950000, 3.513000, -0.670000 );	glNormal3f( -0.968000, 0.060000, 0.242000 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( -0.998000, 0.060000, 0.000000 );	glVertex3f( -1.110000, 3.510000, -1.400000 );	glNormal3f( -1.000000, 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( -0.799000, 0.060000, 0.599000 );	glVertex3f( -0.960000, 3.420000, -0.600000 );	glNormal3f( -0.968000, 0.060000, 0.242000 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( -0.968000, 0.060000, 0.242000 );	glVertex3f( -0.950000, 3.513000, -0.670000 );glEnd();// # Ring 1// # Ring 2glBegin( GL_QUADS );	glNormal3f( -0.995000, 0.000000, -0.050000 );	glVertex3f( -1.100000, 3.510000, -1.950000 );	glNormal3f( -0.996933, 0.060117, -0.050097 );	glVertex3f( -1.100000, 3.550000, -1.950000 );	glNormal3f( -0.998205, 0.059892, 0.000000 );	glVertex3f( -1.100000, 3.520000, -1.400000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );	glNormal3f( -0.992278, 0.000000, -0.124035 );	glVertex3f( -1.106000, 2.400000, -2.000000 );	glVertex3f( -1.100000, 3.200000, -2.000000 );	glVertex3f( -1.120000, 3.200000, -1.950000 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	glNormal3f( -0.992278, 0.000000, -0.124035 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	glVertex3f( -1.113000, 2.000000, -1.950000 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	glVertex3f( -1.106000, 2.400000, -2.000000 );	glNormal3f( -0.998752, 0.000000, -0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( -0.998752, 0.000000, -0.049938 );	glVertex3f( -1.133000, 2.000000, -1.650000 );	glNormal3f( -0.995000, 0.000000, -0.101000 );	glVertex3f( -1.113000, 2.000000, -1.950000 );	glNormal3f( -0.995000, 0.000000, -0.101000 );	glVertex3f( -1.110000, 2.400000, -1.950000 );	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( -0.998752, 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( -0.998752, 0.000000, -0.049938 );	glVertex3f( -1.135000, 2.350000, -1.650000 );	glNormal3f( -0.999000, 0.000000, -0.050000 );	glVertex3f( -1.104000, 3.478000, -1.650000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.140000, 2.300000, -1.400000 );	glNormal3f( -0.995000, 0.000000, -0.101000 );	glVertex3f( -1.100000, 3.200000, -2.000000 );	glNormal3f( -0.995000, 0.000000, -0.101000 );	glVertex3f( -1.100000, 3.550000, -2.000000 );	glNormal3f( -0.995000, 0.000000, -0.050000 );	glVertex3f( -1.100000, 3.550000, -1.950000 );	glNormal3f( -0.995000, 0.000000, -0.050000 );	glVertex3f( -1.100000, 3.200000, -1.950000 );	glNormal3f( -0.957348, 0.000000, -0.288938 );	glVertex3f( -1.100000, 3.200000, -2.000000 );	glNormal3f( -0.957348, 0.000000, -0.288938 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	glNormal3f( -0.898299, 0.000000, -0.439385 );	glVertex3f( -1.100000, 2.000000, -2.143000 );	glNormal3f( -0.920939, 0.000000, -0.389707 );	glVertex3f( -1.100000, 3.200000, -2.100000 );	glNormal3f( -0.898299, 0.000000, -0.439385 );	glVertex3f( -1.100000, 1.800000, -2.150000 );	glNormal3f( -0.898299, 0.000000, -0.439385 );	glVertex3f( -1.100000, 2.000000, -2.141000 );	glNormal3f( -0.978853, 0.000000, -0.204567 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	glNormal3f( -0.978853, 0.000000, -0.204567 );	glVertex3f( -1.110000, 1.800000, -2.000000 );glEnd();// # Window barsglBegin( GL_QUADS );	glNormal3f( -0.998000, 0.060000, 0.000000 );	glVertex3f( -1.100000, 3.520000, -1.400000 );	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( -0.998000, 0.060000, 0.000000 );	glVertex3f( -1.105000, 3.450000, -1.400000 );	glNormal3f( -0.728533, 0.045820, 0.683477 );	glVertex3f( -1.000000, 3.200000, -0.600000 );	glNormal3f( -0.954000, 0.060000, 0.295000 );	glVertex3f( -0.980000, 3.350000, -0.700000 );	glNormal3f( -0.954000, 0.060000, 0.295000 );	glVertex3f( -0.960000, 3.420000, -0.670000 );	glNormal3f( -0.765354, 0.048135, 0.641807 );	glVertex3f( -0.960000, 3.420000, -0.600000 );	glNormal3f( -0.924491, 0.000000, 0.381203 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	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( -0.924491, 0.000000, 0.381203 );	glVertex3f( -1.020000, 2.000000, -0.700000 );	glNormal3f( -0.978853, 0.000000, -0.204567 );	glVertex3f( -1.110000, 2.000000, -2.000000 );	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( -0.978853, 0.000000, -0.204567 );	glVertex3f( -1.110000, 1.800000, -2.000000 );	glNormal3f( -0.955000, 0.000000, 0.295000 );	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( -1.140000, 2.300000, -1.400000 );	glNormal3f( -0.955000, 0.000000, 0.295000 );	glVertex3f( -1.009000, 2.200000, -0.700000 );glEnd();// # Top over windowglBegin( GL_QUADS );	glNormal3f( -0.732000, 0.000000, 0.682000 );	glVertex3f( -1.000000, 1.800000, -0.600000 );	glNormal3f( -0.955000, 0.000000, 0.295000 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	glNormal3f( -0.954000, 0.060000, 0.295000 );	glVertex3f( -0.980000, 3.350000, -0.700000 );	glNormal3f( -0.729000, 0.046000, 0.683000 );	glVertex3f( -1.000000, 3.200000, -0.600000 );glEnd();// # Ring 3glBegin( GL_QUADS );	glNormal3f( -0.898110, 0.000000, -0.439771 );	glVertex3f( -1.100000, 1.000000, -2.180000 );	glNormal3f( -0.898299, 0.000000, -0.439385 );	glVertex3f( -1.100000, 1.800000, -2.150000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 1.800000, -1.400000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );glEnd();// # Window topglBegin( GL_QUADS );	glNormal3f( -0.919145, 0.000000, 0.393919 );	glVertex3f( -1.000000, 1.000000, -0.600000 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glVertex3f( -1.020000, 1.800000, -0.700000 );	glVertex3f( -1.000000, 1.800000, -0.600000 );glEnd();// # Ring 4glBegin( GL_QUADS );	glNormal3f( -0.992000, -0.006000, 0.124000 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glNormal3f( -0.976000, -0.122000, 0.183000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( -0.990000, -0.139000, 0.000000 );	glVertex3f( -1.120000, -0.600000, -1.300000 );	glNormal3f( -0.999800, -0.019996, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );	glNormal3f( -1.000000, -0.020000, 0.000000 );	glVertex3f( -1.150000, 1.000000, -1.400000 );	glNormal3f( -0.990000, -0.139000, 0.000000 );	glVertex3f( -1.120000, -0.600000, -1.300000 );	glNormal3f( -0.823000, -0.138000, -0.551000 );	glVertex3f( -1.000000, -0.600000, -2.100000 );	glNormal3f( -0.849000, -0.018000, -0.529000 );	glVertex3f( -1.100000, 1.000000, -2.180000 );glEnd();// #triangle to fill upper gapglBegin( GL_QUADS );	glNormal3f( -0.909000, -0.101000, 0.404000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( -0.909000, -0.101000, 0.404000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( -0.962000, -0.007000, 0.275000 );	glVertex3f( -1.020000, 1.000000, -0.700000 );	glNormal3f( -0.447000, -0.011000, 0.894000 );	glVertex3f( -1.000000, 1.000000, -0.600000 );glEnd();// # Underside of fuselage back/tailglBegin( GL_QUADS );	glNormal3f( -0.597000, -0.100000, -0.796000 );	glVertex3f( -1.000000, -0.600000, -2.100000 );	glNormal3f( -0.691714, -0.207514, -0.691714 );	glVertex3f( -0.200000, -4.800000, -1.500000 );	glNormal3f( 0.000000, -0.316228, -0.948683 );	glVertex3f( 0.000000, -4.800000, -1.600000 );	glNormal3f( 0.000000, -0.184847, -0.982767 );	glVertex3f( 0.000000, -0.600000, -2.230000 );glEnd();// # Back/tail sidesglBegin( GL_QUADS );	glNormal3f( -0.978971, -0.197792, -0.049947 );	glVertex3f( -0.200000, -4.900000, -1.150000 );	glNormal3f( -0.784313, -0.197063, -0.588234 );	glVertex3f( -0.200000, -4.800000, -1.500000 );	glNormal3f( -0.799002, -0.049938, -0.599251 );	glVertex3f( -1.000000, -0.600000, -2.100000 );	glNormal3f( -0.996107, -0.062335, -0.062335 );	glVertex3f( -1.120000, -0.600000, -1.300000 );	glNormal3f( -0.923000, -0.198000, 0.330000 );	glVertex3f( -0.120000, -4.900000, -0.900000 );	glNormal3f( -0.979000, -0.198000, 0.000000 );	glVertex3f( -0.200000, -4.900000, -1.150000 );	glNormal3f( -0.996000, -0.062000, 0.000000 );	glVertex3f( -1.120000, -0.600000, -1.300000 );	glNormal3f( -0.940000, -0.076000, 0.334000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );glEnd();// # Back/tail topglBegin( GL_QUADS );	glNormal3f( -0.651000, 0.000000, 0.759000 );	glVertex3f( -0.120000, -4.900000, -0.900000 );	glNormal3f( -0.650000, -0.054000, 0.758000 );	glVertex3f( -1.000000, -0.600000, -0.600000 );	glNormal3f( 0.000000, -0.062378, 0.998053 );	glVertex3f( 0.000000, -0.600000, -0.400000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, -4.900000, -0.700000 );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_right// texture_orient_yz 4.600000, -2.200000, 9.500000, 1.800000// # Fuselage right sideglBegin( GL_QUADS );	glNormal3f( 0.977000, 0.160000, -0.140000 );	glVertex3f( 1.100000, 4.586000, -2.000000 );	glNormal3f( 0.905000, 0.160000, -0.395000 );	glVertex3f( 1.100000, 4.600000, -2.100000 );	glNormal3f( 0.908000, 0.139000, -0.396000 );	glVertex3f( 1.100000, 4.200000, -2.100000 );	glNormal3f( 0.980000, 0.139000, -0.139000 );	glVertex3f( 1.100000, 4.200000, -2.000000 );	glNormal3f( 0.992278, 0.000000, -0.124035 );	glVertex3f( 1.100000, 3.550000, -2.100000 );	glVertex3f( 1.100000, 3.200000, -2.100000 );	glVertex3f( 1.100000, 3.200000, -2.000000 );	glVertex3f( 1.100000, 3.550000, -2.000000 );	glNormal3f( 0.908000, 0.139000, -0.396000 );	glVertex3f( 1.100000, 4.200000, -2.100000 );	glNormal3f( 0.927000, 0.060000, -0.371000 );	glVertex3f( 1.100000, 3.550000, -2.100000 );	glNormal3f( 0.997000, 0.060000, -0.050000 );	glVertex3f( 1.100000, 3.550000, -1.950000 );	glNormal3f( 0.980000, 0.139000, -0.139000 );	glVertex3f( 1.100000, 4.200000, -1.950000 );	glNormal3f( 0.995000, 0.100000, 0.000000 );	glVertex3f( 1.100000, 4.100000, -1.400000 );	glNormal3f( 0.995000, 0.100000, 0.000000 );	glVertex3f( 1.100000, 4.000000, -1.400000 );	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( 0.806000, 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( 0.853198, 0.085749, 0.514491 );	glVertex3f( 0.910000, 3.800000, -0.600000 );	glNormal3f( 0.680226, 0.439801, 0.586402 );	glVertex3f( 0.905000, 3.858000, -0.600000 );	glNormal3f( 0.980468, 0.139073, -0.139073 );	glVertex3f( 1.100000, 4.200000, -1.950000 );	glNormal3f( 0.987000, 0.140000, -0.140000 );	glVertex3f( 1.100000, 4.100000, -1.950000 );	glNormal3f( 0.993000, 0.119000, 0.000000 );	glVertex3f( 1.100000, 4.000000, -1.400000 );	glNormal3f( 0.993000, 0.119000, 0.000000 );	glVertex3f( 1.100000, 4.100000, -1.400000 );	glNormal3f( 0.998198, 0.060012, 0.000000 );	glVertex3f( 1.110000, 3.600000, -1.400000 );	glNormal3f( 0.995000, 0.100000, 0.000000 );	glVertex3f( 1.100000, 4.000000, -1.400000 );	glNormal3f( 0.995000, 0.100000, 0.000000 );

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