📄 hh60.cpp
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glNormal3f( -1.000000, 0.000000, 0.000000 ); glVertex3f( -0.900000, -1.200000, -0.500000 ); glNormal3f( -0.930000, 0.000000, 0.367000 ); glVertex3f( -0.800000, -1.200000, 0.100000 ); glNormal3f( -0.557270, 0.000000, 0.830332 ); glVertex3f( -0.800000, -1.200000, 0.100000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, -1.200000, 0.300000 ); glNormal3f( 0.000000, -0.287348, 0.957826 ); glVertex3f( 0.000000, -3.000000, 0.100000 ); glNormal3f( -0.431934, -0.259161, 0.863868 ); glVertex3f( -0.700000, -3.000000, 0.000000 );glEnd();// # Light behind main rotor// # x y z r g b a radius on? type on_int off_int// light_new 0.0, -3.0, 0.11, 1 0, 0 1, 2 0, 1 300, 1300glBegin( GL_QUADS ); glNormal3f( -0.980581, -0.196116, 0.000000 ); glVertex3f( -0.800000, -3.000000, -0.600000 ); glNormal3f( -0.891450, -0.148416, 0.428124 ); glVertex3f( -0.700000, -3.000000, 0.000000 ); glNormal3f( -0.811107, -0.324443, 0.486664 ); glVertex3f( -0.200000, -4.500000, -0.700000 ); glNormal3f( -0.928635, -0.370996, 0.000000 ); glVertex3f( -0.300000, -4.500000, -0.700000 ); glNormal3f( 0.000000, -0.759257, 0.650791 ); glVertex3f( 0.000000, -4.500000, -0.700000 ); glNormal3f( -0.542162, -0.586574, 0.601657 ); glVertex3f( -0.200000, -4.500000, -0.700000 ); glNormal3f( -0.795557, -0.238667, 0.556890 ); glVertex3f( -0.700000, -3.000000, 0.000000 ); glNormal3f( 0.000000, -0.447214, 0.894427 ); glVertex3f( 0.000000, -3.000000, 0.100000 );glEnd();// # Fuselage right do_color( 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 1.000000, 0.800000, 0.200000, 0.000000 );// texture_select hh60_fuselage_right// texture_orient_yz 5.200000, -2.200000, 15.000000, 2.900000glBegin( GL_QUADS ); glNormal3f( 0.000000, 1.000000, 0.000000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glNormal3f( 0.000000, 0.543647, -0.839314 ); glVertex3f( 0.000000, 4.600000, -1.950000 ); glNormal3f( 0.456000, 0.570000, -0.684000 ); glVertex3f( 0.700000, 4.400000, -2.000000 ); glNormal3f( 0.600000, 0.800000, 0.000000 ); glVertex3f( 0.900000, 4.800000, -1.500000 );glEnd();// # Ring 1 noseglBegin( GL_QUADS ); glNormal3f( 0.288000, 0.356000, 0.889000 ); glVertex3f( 0.600000, 4.400000, -1.150000 ); glNormal3f( 0.000000, 0.371391, 0.928477 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glNormal3f( 0.000000, 1.000000, 0.000000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glNormal3f( 0.600000, 0.800000, 0.000000 ); glVertex3f( 0.900000, 4.800000, -1.500000 ); glNormal3f( 0.705000, 0.071000, 0.705000 ); glVertex3f( 1.300000, 4.000000, -1.100000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, 4.000000, -1.100000 ); glNormal3f( 0.000000, 0.349069, 0.937097 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glNormal3f( 0.288000, 0.356000, 0.889000 ); glVertex3f( 0.600000, 4.400000, -1.150000 );glEnd();// # Ring 2glBegin( GL_QUADS ); glNormal3f( 0.995000, 0.100000, 0.000000 ); glVertex3f( 1.500000, 4.000000, -1.500000 ); glNormal3f( 0.891000, 0.089000, -0.445000 ); glVertex3f( 1.300000, 4.000000, -2.000000 ); glNormal3f( 0.894000, 0.040000, -0.446000 ); glVertex3f( 1.400000, 2.800000, -2.000000 ); glNormal3f( 0.999000, 0.040000, 0.000000 ); glVertex3f( 1.600000, 2.800000, -1.500000 ); glNormal3f( 0.891000, 0.089000, 0.446000 ); glVertex3f( 1.300000, 4.000000, -1.100000 ); glNormal3f( 0.995000, 0.100000, 0.000000 ); glVertex3f( 1.500000, 4.000000, -1.500000 ); glNormal3f( 0.999000, 0.040000, 0.000000 ); glVertex3f( 1.600000, 2.800000, -1.500000 ); glNormal3f( 0.956000, 0.039000, 0.291000 ); glVertex3f( 1.500000, 2.800000, -1.100000 );glEnd();// # Ring 2 right window stripglBegin( GL_QUADS ); glNormal3f( 0.176000, 0.440000, 0.880000 ); glVertex3f( 1.300000, 3.400000, -0.300000 ); glNormal3f( 0.855000, 0.068000, 0.513000 ); glVertex3f( 1.300000, 3.370000, -0.400000 ); glNormal3f( 0.855000, 0.068000, 0.513000 ); glVertex3f( 1.412500, 2.800000, -0.400000 ); glNormal3f( 0.195000, 0.111000, 0.975000 ); glVertex3f( 1.400000, 2.800000, -0.300000 ); glNormal3f( 0.378000, 0.926000, 0.000000 ); glVertex3f( 1.300000, 4.000000, -1.100000 ); glNormal3f( 0.995000, 0.100000, 0.000000 ); glVertex3f( 1.315000, 3.900000, -1.100000 ); glNormal3f( 0.855000, 0.068000, 0.513000 ); glVertex3f( 1.300000, 3.370000, -0.400000 ); glNormal3f( 0.176000, 0.440000, 0.880000 ); glVertex3f( 1.300000, 3.400000, -0.300000 );glEnd();// # Ring 3glBegin( GL_QUADS ); glNormal3f( 0.895000, 0.000000, -0.446000 ); glVertex3f( 1.500000, 1.200000, -2.000000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.600000, 1.200000, -1.500000 ); glNormal3f( 0.999000, 0.040000, 0.000000 ); glVertex3f( 1.600000, 2.800000, -1.500000 ); glNormal3f( 0.894000, 0.040000, -0.446000 ); glVertex3f( 1.400000, 2.800000, -2.000000 );glEnd();glBegin( GL_TRIANGLES ); glNormal3f( 0.994250, 0.039770, 0.099425 ); glVertex3f( 1.500000, 2.800000, -1.100000 ); 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 );glEnd();glBegin( GL_QUADS ); glNormal3f( 0.889984, 0.099551, 0.444992 ); glVertex3f( 1.400000, 2.800000, -0.300000 ); glNormal3f( 0.994000, 0.040000, 0.099000 ); glVertex3f( 1.500000, 2.800000, -1.100000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.600000, 1.200000, -1.500000 ); glNormal3f( 0.893000, 0.000000, 0.450000 ); glVertex3f( 1.400000, 1.200000, -0.500000 );glEnd();// # Ring 3 landing strut housingglBegin( GL_QUADS ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.900000, 2.700000, -1.700000 ); glVertex3f( 1.900000, 3.090000, -1.670000 ); glVertex3f( 1.900000, 3.080000, -1.830000 ); glVertex3f( 1.900000, 2.700000, -1.980000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.900000, 2.700000, -1.980000 ); glVertex3f( 1.900000, 2.283000, -2.000000 ); glVertex3f( 1.900000, 2.250000, -1.800000 ); glVertex3f( 1.900000, 2.700000, -1.700000 ); glNormal3f( 0.000000, 1.000000, 0.000000 ); glVertex3f( 1.500000, 3.080000, -1.830000 ); glVertex3f( 1.900000, 3.080000, -1.830000 ); glVertex3f( 1.900000, 3.090000, -1.670000 ); glVertex3f( 1.500000, 3.090000, -1.670000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 1.500000, 3.090000, -1.670000 ); glVertex3f( 1.900000, 3.090000, -1.670000 ); glVertex3f( 1.900000, 2.700000, -1.700000 ); glVertex3f( 1.500000, 2.700000, -1.700000 ); glNormal3f( 0.000000, -0.124035, 0.992278 ); glVertex3f( 1.500000, 2.700000, -1.700000 ); glVertex3f( 1.900000, 2.700000, -1.700000 ); glVertex3f( 1.900000, 2.250000, -1.800000 ); glVertex3f( 1.500000, 2.250000, -1.800000 ); glNormal3f( 0.000000, -0.970143, -0.242536 ); glVertex3f( 1.500000, 2.250000, -1.800000 ); glVertex3f( 1.900000, 2.250000, -1.800000 ); glVertex3f( 1.900000, 2.279000, -2.002000 ); glVertex3f( 1.500000, 2.280000, -2.000000 ); glNormal3f( 0.000000, 0.124035, -0.992278 ); glVertex3f( 1.500000, 2.280000, -2.000000 ); glVertex3f( 1.900000, 2.279000, -2.002000 ); glVertex3f( 1.900000, 2.700000, -1.980000 ); glVertex3f( 1.500000, 2.700000, -1.980000 ); glNormal3f( 0.000000, 0.707107, -0.707107 ); glVertex3f( 1.500000, 2.700000, -1.980000 ); glVertex3f( 1.900000, 2.700000, -1.980000 ); glVertex3f( 1.900000, 3.080000, -1.830000 ); glVertex3f( 1.500000, 3.080000, -1.830000 );glEnd();// # Ring 3 roofglBegin( GL_QUADS ); glNormal3f( 0.624000, 0.000000, 0.781000 ); glVertex3f( 1.400000, 2.800000, -0.300000 ); glNormal3f( 0.617000, -0.154000, 0.772000 ); glVertex3f( 1.400000, 1.200000, -0.500000 ); glNormal3f( 0.000000, -0.196116, 0.980581 ); glVertex3f( 0.000000, 1.200000, -0.300000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, 2.800000, -0.100000 );glEnd();// # Ring 4// # Ring 4 threshold under doorglBegin( GL_QUADS ); glNormal3f( 0.948152, 0.000000, -0.317816 ); glVertex3f( 1.540000, 1.200000, -1.800000 ); glNormal3f( 0.895026, 0.000000, -0.446013 ); glVertex3f( 1.500000, 1.200000, -2.000000 ); glNormal3f( 0.895227, 0.000000, -0.445611 ); glVertex3f( 1.500000, 0.000000, -2.000000 ); glNormal3f( 0.948152, 0.000000, -0.317816 ); glVertex3f( 1.540000, 0.000000, -1.800000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.600000, 0.000000, -1.500000 ); glNormal3f( 0.895227, 0.000000, -0.445611 ); glVertex3f( 1.500000, 0.000000, -2.000000 ); glNormal3f( 0.894000, -0.050000, -0.445000 ); glVertex3f( 1.500000, -1.300000, -2.000000 ); glNormal3f( 0.999000, -0.050000, 0.000000 ); glVertex3f( 1.600000, -1.300000, -1.500000 );glEnd();// # Ring 4 wall just aft of doorglBegin( GL_QUADS ); glNormal3f( 0.893222, 0.000000, 0.449615 ); glVertex3f( 1.400000, 0.000000, -0.500000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( 1.600000, 0.000000, -1.500000 ); glNormal3f( 0.998750, -0.049987, 0.000000 ); glVertex3f( 1.600000, -1.300000, -1.500000 ); glNormal3f( 0.892000, -0.050000, 0.449000 ); glVertex3f( 1.400000, -1.300000, -0.500000 );glEnd();// # Ring 4 roofglBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, 1.200000, -0.300000 ); glNormal3f( 0.624000, 0.000000, 0.781000 ); glVertex3f( 1.400000, 1.200000, -0.500000 ); glNormal3f( 0.624000, -0.051000, 0.780000 ); glVertex3f( 1.400000, -1.300000, -0.500000 ); glNormal3f( 0.000000, -0.049938, 0.998752 ); glVertex3f( 0.000000, -1.300000, -0.300000 );glEnd();// # Ring 5glBegin( GL_QUADS ); glNormal3f( 0.958000, -0.288000, 0.000000 ); glVertex3f( 1.500000, -2.600000, -1.500000 ); glNormal3f( 0.999000, -0.050000, 0.000000 ); glVertex3f( 1.600000, -1.300000, -1.500000 ); glNormal3f( 0.894000, -0.050000, -0.445000 ); glVertex3f( 1.500000, -1.300000, -2.000000 ); glNormal3f( 0.873000, -0.263000, -0.410000 ); glVertex3f( 1.400000, -2.600000, -2.000000 ); glNormal3f( 0.892000, -0.050000, 0.449000 ); glVertex3f( 1.400000, -1.300000, -0.500000 ); glNormal3f( 0.999000, -0.050000, 0.000000 ); glVertex3f( 1.600000, -1.300000, -1.500000 ); glNormal3f( 0.958000, -0.288000, 0.000000 ); glVertex3f( 1.500000, -2.600000, -1.500000 ); glNormal3f( 0.857000, -0.258000, 0.447000 ); glVertex3f( 1.300000, -2.600000, -0.600000 );glEnd();// # Ring 5 roofglBegin( GL_QUADS ); glNormal3f( 0.000000, -0.049938, 0.998752 ); glVertex3f( 0.000000, -1.300000, -0.300000 ); glNormal3f( 0.624000, -0.051000, 0.780000 ); glVertex3f( 1.400000, -1.300000, -0.500000 ); 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 6 (going to tail)glBegin( GL_QUADS ); glNormal3f( 0.958000, -0.288000, 0.000000 ); glVertex3f( 1.500000, -2.600000, -1.500000 ); glNormal3f( 0.873000, -0.263000, -0.410000 ); glVertex3f( 1.400000, -2.600000, -2.000000 ); glNormal3f( 0.920000, -0.095000, -0.379000 ); glVertex3f( 0.600000, -4.000000, -2.000000 ); glNormal3f( 0.995000, -0.103000, 0.000000 ); glVertex3f( 0.700000, -4.000000, -1.500000 ); glNormal3f( 0.857000, -0.258000, 0.447000 ); glVertex3f( 1.300000, -2.600000, -0.600000 ); glNormal3f( 0.958000, -0.288000, 0.000000 ); glVertex3f( 1.500000, -2.600000, -1.500000 ); glNormal3f( 0.995000, -0.103000, 0.000000 ); glVertex3f( 0.700000, -4.000000, -1.500000 ); glNormal3f( 0.884000, -0.082000, 0.461000 ); glVertex3f( 0.500000, -4.000000, -0.600000 );glEnd();// # Ring 6 roofglBegin( GL_QUADS ); glNormal3f( 0.000000, -0.124035, 0.992278 ); glVertex3f( 0.000000, -2.600000, -0.300000 ); glNormal3f( 0.618000, -0.149000, 0.772000 ); glVertex3f( 1.300000, -2.600000, -0.600000 ); glNormal3f( 0.624144, -0.050497, 0.779675 ); glVertex3f( 0.500000, -4.000000, -0.600000 ); glNormal3f( 0.000000, -0.060374, 0.998176 ); glVertex3f( 0.000000, -4.000000, -0.500000 );glEnd();// # Ring 7glBegin( GL_QUADS ); glNormal3f( 0.616000, -0.088000, -0.783000 ); glVertex3f( 0.600000, -4.000000, -2.000000 ); glNormal3f( 0.000000, -0.129552, -0.991573 ); glVertex3f( 0.000000, -4.000000, -2.100000 ); glNormal3f( 0.000000, -0.188150, -0.982140 ); glVertex3f( 0.000000, -7.500000, -1.850000 ); glNormal3f( 0.601000, -0.150000, -0.785000 ); glVertex3f( 0.400000, -7.500000, -1.650000 );glEnd();glBegin( GL_TRIANGLES ); 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( 0.920522, -0.057955, -0.386368 ); glVertex3f( 0.600000, -4.000000, -2.000000 );glEnd();glBegin( GL_QUADS ); glNormal3f( 0.720189, -0.057615, 0.691381 );
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