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📄 hh60.cpp

📁 UAV 自动驾驶的
💻 CPP
📖 第 1 页 / 共 5 页
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	glVertex3f( -1.300000, 3.400000, -0.300000 );	glNormal3f( -0.855482, 0.068439, 0.513289 );	glVertex3f( -1.300000, 3.370000, -0.400000 );	glNormal3f( -0.995037, 0.099504, 0.000000 );	glVertex3f( -1.315000, 3.900000, -1.100000 );	glNormal3f( -0.377567, 0.925982, 0.000000 );	glVertex3f( -1.300000, 4.000000, -1.100000 );	glNormal3f( -0.194910, 0.110744, 0.974549 );	glVertex3f( -1.400000, 2.800000, -0.300000 );	glNormal3f( -0.855482, 0.068439, 0.513289 );	glVertex3f( -1.412500, 2.800000, -0.400000 );	glNormal3f( -0.855482, 0.068439, 0.513289 );	glVertex3f( -1.300000, 3.370000, -0.400000 );	glNormal3f( -0.176090, 0.440225, 0.880451 );	glVertex3f( -1.300000, 3.400000, -0.300000 );glEnd();// # Ring 3glBegin( GL_QUADS );	glNormal3f( -0.893907, 0.040131, -0.446452 );	glVertex3f( -1.400000, 2.800000, -2.000000 );	glNormal3f( -0.999201, 0.039968, 0.000000 );	glVertex3f( -1.600000, 2.800000, -1.500000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.600000, 1.200000, -1.500000 );	glNormal3f( -0.894827, 0.000000, -0.446413 );	glVertex3f( -1.500000, 1.200000, -2.000000 );glEnd();glBegin( GL_TRIANGLES );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.600000, 1.200000, -1.500000 );	glNormal3f( -0.999201, 0.039968, 0.000000 );	glVertex3f( -1.600000, 2.800000, -1.500000 );	glNormal3f( -0.994250, 0.039770, 0.099425 );	glVertex3f( -1.500000, 2.800000, -1.100000 );glEnd();glBegin( GL_QUADS );	glNormal3f( -0.892982, 0.000000, 0.450092 );	glVertex3f( -1.400000, 1.200000, -0.500000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.600000, 1.200000, -1.500000 );	glNormal3f( -0.994250, 0.039770, 0.099425 );	glVertex3f( -1.500000, 2.800000, -1.100000 );	glNormal3f( -0.889984, 0.099551, 0.444992 );	glVertex3f( -1.400000, 2.800000, -0.300000 );glEnd();// # Ring 3 landing strut housingglBegin( GL_QUADS );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.900000, 2.700000, -1.980000 );	glVertex3f( -1.900000, 3.080000, -1.830000 );	glVertex3f( -1.900000, 3.090000, -1.670000 );	glVertex3f( -1.900000, 2.700000, -1.700000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.900000, 2.700000, -1.700000 );	glVertex3f( -1.900000, 2.250000, -1.800000 );	glVertex3f( -1.900000, 2.283000, -2.000000 );	glVertex3f( -1.900000, 2.700000, -1.980000 );	glNormal3f( 0.000000, 1.000000, 0.000000 );	glVertex3f( -1.500000, 3.090000, -1.670000 );	glVertex3f( -1.900000, 3.090000, -1.670000 );	glVertex3f( -1.900000, 3.080000, -1.830000 );	glVertex3f( -1.500000, 3.080000, -1.830000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( -1.500000, 2.700000, -1.700000 );	glVertex3f( -1.900000, 2.700000, -1.700000 );	glVertex3f( -1.900000, 3.090000, -1.670000 );	glVertex3f( -1.500000, 3.090000, -1.670000 );	glNormal3f( 0.000000, -0.120000, 0.990000 );	glVertex3f( -1.500000, 2.250000, -1.800000 );	glVertex3f( -1.900000, 2.250000, -1.800000 );	glVertex3f( -1.900000, 2.700000, -1.700000 );	glVertex3f( -1.500000, 2.700000, -1.700000 );	glNormal3f( 0.000000, -0.970000, -0.240000 );	glVertex3f( -1.500000, 2.280000, -2.000000 );	glVertex3f( -1.900000, 2.279000, -2.002000 );	glVertex3f( -1.900000, 2.250000, -1.800000 );	glVertex3f( -1.500000, 2.250000, -1.800000 );	glNormal3f( 0.000000, 0.120000, -0.990000 );	glVertex3f( -1.500000, 2.700000, -1.980000 );	glVertex3f( -1.900000, 2.700000, -1.980000 );	glVertex3f( -1.900000, 2.279000, -2.002000 );	glVertex3f( -1.500000, 2.280000, -2.000000 );	glNormal3f( 0.000000, 0.710000, -0.710000 );	glVertex3f( -1.500000, 3.080000, -1.830000 );	glVertex3f( -1.900000, 3.080000, -1.830000 );	glVertex3f( -1.900000, 2.700000, -1.980000 );	glVertex3f( -1.500000, 2.700000, -1.980000 );glEnd();// # Vector lights// #         x      y     z      r g b a  radius on?  type  on_int off_int// light_new -1.92, 2.38, -1.88, 1 0, 0 1, 2      0, 0     0, 0// light_new  1.92, 2.38, -1.88, 0 1, 0 1, 2      0, 0     0, 0// # Ring 3 roofglBegin( GL_QUADS );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, 2.800000, -0.100000 );	glNormal3f( 0.000000, -0.196116, 0.980581 );	glVertex3f( 0.000000, 1.200000, -0.300000 );	glNormal3f( -0.617213, -0.154303, 0.771517 );	glVertex3f( -1.400000, 1.200000, -0.500000 );	glNormal3f( -0.624325, 0.000000, 0.781165 );	glVertex3f( -1.400000, 2.800000, -0.300000 );glEnd();// # Ring 4glBegin( GL_QUADS );	glNormal3f( -0.998752, -0.049938, 0.000000 );	glVertex3f( -1.600000, -1.300000, -1.500000 );	glNormal3f( -0.893910, -0.049939, -0.445457 );	glVertex3f( -1.500000, -1.300000, -2.000000 );	glNormal3f( -0.894827, 0.000000, -0.446413 );	glVertex3f( -1.500000, 1.200000, -2.000000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.600000, 1.200000, -1.500000 );glEnd();// # Ring 4 left side solid (right side would have door)glBegin( GL_QUADS );	glNormal3f( -0.891909, -0.049939, 0.449450 );	glVertex3f( -1.400000, -1.300000, -0.500000 );	glNormal3f( -0.998752, -0.049938, 0.000000 );	glVertex3f( -1.600000, -1.300000, -1.500000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -1.600000, 1.200000, -1.500000 );	glNormal3f( -0.892982, 0.000000, 0.450092 );	glVertex3f( -1.400000, 1.200000, -0.500000 );glEnd();// # Ring 4 roofglBegin( GL_QUADS );	glNormal3f( 0.000000, -0.049938, 0.998752 );	glVertex3f( 0.000000, -1.300000, -0.300000 );	glNormal3f( -0.623527, -0.050529, 0.780167 );	glVertex3f( -1.400000, -1.300000, -0.500000 );	glNormal3f( -0.624325, 0.000000, 0.781165 );	glVertex3f( -1.400000, 1.200000, -0.500000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, 1.200000, -0.300000 );glEnd();// # Ring 5// #         x   y    z      r g b a  radius  on?  type  on_int off_int// light_new 0.0, -1.3, -2.21, 1 0, 0 1, 2       0, 1     300, 1300glBegin( GL_QUADS );	glNormal3f( -0.873364, -0.262556, -0.410244 );	glVertex3f( -1.400000, -2.600000, -2.000000 );	glNormal3f( -0.893910, -0.049939, -0.445457 );	glVertex3f( -1.500000, -1.300000, -2.000000 );	glNormal3f( -0.998752, -0.049938, 0.000000 );	glVertex3f( -1.600000, -1.300000, -1.500000 );	glNormal3f( -0.957747, -0.287612, 0.000000 );	glVertex3f( -1.500000, -2.600000, -1.500000 );	glNormal3f( -0.856619, -0.257522, 0.447087 );	glVertex3f( -1.300000, -2.600000, -0.600000 );	glNormal3f( -0.957747, -0.287612, 0.000000 );	glVertex3f( -1.500000, -2.600000, -1.500000 );	glNormal3f( -0.998752, -0.049938, 0.000000 );	glVertex3f( -1.600000, -1.300000, -1.500000 );	glNormal3f( -0.891909, -0.049939, 0.449450 );	glVertex3f( -1.400000, -1.300000, -0.500000 );glEnd();// # Ring 5 roofglBegin( GL_QUADS );	glNormal3f( 0.000000, -0.124035, 0.992278 );	glVertex3f( 0.000000, -2.600000, -0.300000 );	glNormal3f( -0.617677, -0.149470, 0.772097 );	glVertex3f( -1.300000, -2.600000, -0.600000 );	glNormal3f( -0.623527, -0.050529, 0.780167 );	glVertex3f( -1.400000, -1.300000, -0.500000 );	glNormal3f( 0.000000, -0.049938, 0.998752 );	glVertex3f( 0.000000, -1.300000, -0.300000 );glEnd();// # Ring 6 (going to tail)glBegin( GL_QUADS );	glNormal3f( -0.994652, -0.103287, 0.000000 );	glVertex3f( -0.700000, -4.000000, -1.500000 );	glNormal3f( -0.920376, -0.095275, -0.379250 );	glVertex3f( -0.600000, -4.000000, -2.000000 );	glNormal3f( -0.873364, -0.262556, -0.410244 );	glVertex3f( -1.400000, -2.600000, -2.000000 );	glNormal3f( -0.957747, -0.287612, 0.000000 );	glVertex3f( -1.500000, -2.600000, -1.500000 );	glNormal3f( -0.883619, -0.082485, 0.460884 );	glVertex3f( -0.500000, -4.000000, -0.600000 );	glNormal3f( -0.994652, -0.103287, 0.000000 );	glVertex3f( -0.700000, -4.000000, -1.500000 );	glNormal3f( -0.957747, -0.287612, 0.000000 );	glVertex3f( -1.500000, -2.600000, -1.500000 );	glNormal3f( -0.856619, -0.257522, 0.447087 );	glVertex3f( -1.300000, -2.600000, -0.600000 );glEnd();// # Ring 6 (roof)glBegin( GL_QUADS );	glNormal3f( 0.000000, -0.060374, 0.998176 );	glVertex3f( 0.000000, -4.000000, -0.500000 );	glNormal3f( -0.624000, -0.050000, 0.780000 );	glVertex3f( -0.500000, -4.000000, -0.600000 );	glNormal3f( -0.618000, -0.149000, 0.772000 );	glVertex3f( -1.300000, -2.600000, -0.600000 );	glNormal3f( 0.000000, -0.124035, 0.992278 );	glVertex3f( 0.000000, -2.600000, -0.300000 );glEnd();// # Ring 7 (tail)glBegin( GL_QUADS );	glNormal3f( -0.601328, -0.150332, -0.784733 );	glVertex3f( -0.400000, -7.500000, -1.650000 );	glNormal3f( 0.000000, -0.188150, -0.982140 );	glVertex3f( 0.000000, -7.500000, -1.850000 );	glNormal3f( 0.000000, -0.129552, -0.991573 );	glVertex3f( 0.000000, -4.000000, -2.100000 );	glNormal3f( -0.615815, -0.087974, -0.782964 );	glVertex3f( -0.600000, -4.000000, -2.000000 );glEnd();glBegin( GL_TRIANGLES );	glNormal3f( -0.920522, -0.057955, -0.386368 );	glVertex3f( -0.600000, -4.000000, -2.000000 );	glNormal3f( -0.998000, -0.060000, 0.000000 );	glVertex3f( -0.700000, -4.000000, -1.500000 );	glNormal3f( -0.995000, -0.100000, 0.000000 );	glVertex3f( -0.400000, -7.500000, -1.650000 );glEnd();glBegin( GL_QUADS );	glNormal3f( -0.995000, -0.100000, 0.000000 );	glVertex3f( -0.400000, -7.500000, -1.650000 );	glNormal3f( -0.998000, -0.060000, 0.000000 );	glVertex3f( -0.700000, -4.000000, -1.500000 );	glNormal3f( -0.720000, -0.058000, 0.692000 );	glVertex3f( -0.500000, -4.000000, -0.600000 );	glNormal3f( -0.720000, -0.058000, 0.691000 );	glVertex3f( -0.400000, -7.500000, -1.100000 );glEnd();// # Ring 7 roofglBegin( GL_QUADS );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, -7.500000, -1.000000 );	glNormal3f( -0.624695, 0.000000, 0.780869 );	glVertex3f( -0.400000, -7.500000, -1.100000 );	glNormal3f( -0.624000, -0.050000, 0.780000 );	glVertex3f( -0.500000, -4.000000, -0.600000 );	glNormal3f( 0.000000, -0.060374, 0.998176 );	glVertex3f( 0.000000, -4.000000, -0.500000 );glEnd();// # Ring 8 tail capglBegin( GL_TRIANGLES );	glNormal3f( -0.300000, -0.200000, -0.600000 );	glVertex3f( 0.000000, -8.800000, -1.550000 );	glNormal3f( 0.000000, -0.187687, -0.982229 );	glVertex3f( 0.000000, -7.500000, -1.850000 );	glNormal3f( -0.601328, -0.150332, -0.784733 );	glVertex3f( -0.400000, -7.500000, -1.650000 );glEnd();glBegin( GL_QUADS );	glNormal3f( 0.000000, -0.995037, 0.099504 );	glVertex3f( 0.000000, -9.000000, -1.000000 );	glNormal3f( 0.000000, -0.995037, -0.099504 );	glVertex3f( 0.000000, -8.800000, -1.550000 );	glNormal3f( -0.990050, -0.099502, -0.099502 );	glVertex3f( -0.400000, -7.500000, -1.650000 );	glNormal3f( -0.990050, -0.099502, 0.099502 );	glVertex3f( -0.400000, -7.500000, -1.000000 );glEnd();glBegin( GL_TRIANGLES );	glNormal3f( -0.854358, -0.085436, 0.512615 );	glVertex3f( -0.400000, -7.500000, -1.100000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, -7.500000, -1.000000 );	glNormal3f( 0.000000, -0.707107, 0.707107 );	glVertex3f( 0.000000, -9.000000, -1.000000 );glEnd();// # Fuselage left topglBegin( GL_TRIANGLES );	glNormal3f( -0.819232, 0.573462, 0.000000 );	glVertex3f( -0.400000, 2.900000, -0.190000 );	glNormal3f( -0.924500, 0.092450, 0.369800 );	glVertex3f( -0.700000, 1.400000, 0.000000 );	glNormal3f( -0.995037, 0.099504, 0.000000 );	glVertex3f( -0.800000, 1.400000, -0.400000 );glEnd();// # Top sections:// # Section 1glBegin( GL_QUADS );	glNormal3f( -0.667424, 0.476731, 0.572078 );	glVertex3f( -0.400000, 2.900000, -0.190000 );	glNormal3f( 0.000000, 0.624695, 0.780869 );	glVertex3f( 0.000000, 2.900000, -0.180000 );	glNormal3f( 0.000000, 0.196116, 0.980581 );	glVertex3f( 0.000000, 1.400000, 0.200000 );	glNormal3f( -0.795191, 0.146315, 0.588441 );	glVertex3f( -0.700000, 1.400000, 0.000000 );glEnd();// # Section 2glBegin( GL_QUADS );	glNormal3f( -0.995037, 0.099504, 0.000000 );	glVertex3f( -0.800000, 1.400000, -0.400000 );	glNormal3f( -0.923824, 0.092847, 0.371387 );	glVertex3f( -0.700000, 1.400000, 0.000000 );	glNormal3f( -0.930000, 0.000000, 0.367000 );	glVertex3f( -0.800000, -1.200000, 0.100000 );	glNormal3f( -1.000000, 0.000000, 0.000000 );	glVertex3f( -0.900000, -1.200000, -0.500000 );	glNormal3f( 0.000000, 0.000000, 1.000000 );	glVertex3f( 0.000000, -1.200000, 0.300000 );	glNormal3f( -0.557270, 0.000000, 0.830332 );	glVertex3f( -0.800000, -1.200000, 0.100000 );	glNormal3f( -0.795191, 0.146315, 0.588441 );	glVertex3f( -0.700000, 1.400000, 0.000000 );	glNormal3f( 0.000000, 0.196116, 0.980581 );	glVertex3f( 0.000000, 1.400000, 0.200000 );glEnd();// # Section 3glBegin( GL_QUADS );	glNormal3f( -0.891450, -0.148416, 0.428124 );	glVertex3f( -0.700000, -3.000000, 0.000000 );	glNormal3f( -0.980581, -0.196116, 0.000000 );	glVertex3f( -0.800000, -3.000000, -0.600000 );

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