📄 hh60.cpp
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glVertex3f( 0.400000, -7.500000, -1.000000 ); glNormal3f( 0.719634, -0.057663, 0.691955 ); glVertex3f( 0.500000, -4.000000, -0.600000 ); glNormal3f( 0.998205, -0.059892, 0.000000 ); glVertex3f( 0.700000, -4.000000, -1.500000 ); glNormal3f( 0.995037, -0.099504, 0.000000 ); glVertex3f( 0.400000, -7.500000, -1.650000 );glEnd();// # Ring 7 roofglBegin( 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( 0.625000, 0.000000, 0.781000 ); glVertex3f( 0.400000, -7.500000, -1.100000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, -7.500000, -1.000000 );glEnd();// # Ring 8 tail capglBegin( GL_TRIANGLES ); glNormal3f( 0.601328, -0.150332, -0.784733 ); glVertex3f( 0.400000, -7.500000, -1.650000 ); glNormal3f( 0.000000, -0.187687, -0.982229 ); glVertex3f( 0.000000, -7.500000, -1.850000 ); glNormal3f( 0.300000, -0.200000, -0.600000 ); glVertex3f( 0.000000, -8.800000, -1.550000 );glEnd();glBegin( GL_QUADS ); glNormal3f( 0.990000, -0.100000, 0.100000 ); glVertex3f( 0.400000, -7.500000, -1.000000 ); glNormal3f( 0.990050, -0.099502, -0.099502 ); glVertex3f( 0.400000, -7.500000, -1.650000 ); glNormal3f( 0.000000, -0.995037, -0.099504 ); glVertex3f( 0.000000, -8.800000, -1.550000 ); glNormal3f( 0.000000, -0.995037, 0.099504 ); glVertex3f( 0.000000, -9.000000, -1.000000 );glEnd();glBegin( GL_TRIANGLES ); glNormal3f( 0.000000, -0.707107, 0.707107 ); glVertex3f( 0.000000, -9.000000, -1.000000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, -7.500000, -1.000000 ); glNormal3f( 0.854358, -0.085436, 0.512615 ); glVertex3f( 0.400000, -7.500000, -1.100000 );glEnd();// # Fuselage right topglBegin( GL_TRIANGLES ); glNormal3f( 0.995037, 0.099504, 0.000000 ); glVertex3f( 0.800000, 1.400000, -0.400000 ); glNormal3f( 0.924500, 0.092450, 0.369800 ); glVertex3f( 0.700000, 1.400000, 0.000000 ); glNormal3f( 0.819232, 0.573462, 0.000000 ); glVertex3f( 0.400000, 2.900000, -0.190000 );glEnd();// # Top sections:// # Section 1glBegin( GL_QUADS ); glNormal3f( 0.795000, 0.146000, 0.588000 ); glVertex3f( 0.700000, 1.400000, 0.000000 ); glNormal3f( 0.000000, 0.196116, 0.980581 ); glVertex3f( 0.000000, 1.400000, 0.200000 ); glNormal3f( 0.000000, 0.624695, 0.780869 ); glVertex3f( 0.000000, 2.900000, -0.180000 ); glNormal3f( 0.667000, 0.477000, 0.572000 ); glVertex3f( 0.400000, 2.900000, -0.190000 );glEnd();// # Section 2glBegin( GL_QUADS ); 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( 0.923824, 0.092847, 0.371387 ); glVertex3f( 0.700000, 1.400000, 0.000000 ); glNormal3f( 0.995037, 0.099504, 0.000000 ); glVertex3f( 0.800000, 1.400000, -0.400000 ); glNormal3f( 0.000000, 0.196116, 0.980581 ); glVertex3f( 0.000000, 1.400000, 0.200000 ); glNormal3f( 0.795000, 0.146000, 0.588000 ); glVertex3f( 0.700000, 1.400000, 0.000000 ); glNormal3f( 0.557000, 0.000000, 0.830000 ); glVertex3f( 0.800000, -1.200000, 0.100000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, -1.200000, 0.300000 );glEnd();// # Section 3glBegin( GL_QUADS ); 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( 0.980581, -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( 0.432000, -0.259000, 0.864000 ); glVertex3f( 0.700000, -3.000000, 0.000000 ); glNormal3f( 0.000000, -0.287348, 0.957826 ); glVertex3f( 0.000000, -3.000000, 0.100000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, -1.200000, 0.300000 ); glNormal3f( 0.557000, 0.000000, 0.830000 ); glVertex3f( 0.800000, -1.200000, 0.100000 );glEnd();// # Section 4glBegin( GL_QUADS ); glNormal3f( 0.928635, -0.370996, 0.000000 ); glVertex3f( 0.300000, -4.500000, -0.700000 ); glNormal3f( 0.811107, -0.324443, 0.486664 ); glVertex3f( 0.200000, -4.500000, -0.700000 ); 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 ); glNormal3f( 0.000000, -0.447214, 0.894427 ); glVertex3f( 0.000000, -3.000000, 0.100000 ); glNormal3f( 0.795557, -0.238667, 0.556890 ); glVertex3f( 0.700000, -3.000000, 0.000000 ); glNormal3f( 0.542162, -0.586574, 0.601657 ); glVertex3f( 0.200000, -4.500000, -0.700000 ); glNormal3f( 0.000000, -0.759257, 0.650791 ); glVertex3f( 0.000000, -4.500000, -0.700000 );glEnd();// texture_off// # Interior floor// # Ring 1 do_color( 0.300000, 0.300000, 0.300000, 1.000000, 1.000000, 1.000000, 0.500000, 0.200000, 0.000000 );glBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( -1.400000, 2.800000, -1.800000 ); glVertex3f( -1.350000, 4.000000, -1.800000 ); glVertex3f( 1.350000, 4.000000, -1.800000 ); glVertex3f( 1.400000, 2.800000, -1.800000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.000000, 4.750000, -1.800000 ); glVertex3f( 0.000000, 4.000000, -1.800000 ); glVertex3f( -1.350000, 4.000000, -1.800000 ); glVertex3f( -0.700000, 4.400000, -1.800000 ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 0.700000, 4.400000, -1.800000 ); glVertex3f( 1.350000, 4.000000, -1.800000 ); glVertex3f( 0.000000, 4.000000, -1.800000 ); glVertex3f( 0.000000, 4.750000, -1.800000 );glEnd();// # Ring 2 attached// # Ring 3 attachedglBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 1.400000, 2.800000, -1.800000 ); glVertex3f( 1.500000, 1.200000, -1.800000 ); glVertex3f( -1.500000, 1.200000, -1.800000 ); glVertex3f( -1.400000, 2.800000, -1.800000 );glEnd();// # Ring 4 attachedglBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 1.500000, 1.200000, -1.800000 ); glVertex3f( 1.500000, -1.300000, -1.800000 ); glVertex3f( -1.500000, -1.300000, -1.800000 ); glVertex3f( -1.500000, 1.200000, -1.800000 );glEnd();// # Ring 5 attachedglBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 1.500000, -1.300000, -1.800000 ); glVertex3f( 1.400000, -2.600000, -1.800000 ); glVertex3f( -1.400000, -2.600000, -1.800000 ); glVertex3f( -1.500000, -1.300000, -1.800000 );glEnd();// # Ring 6 attachedglBegin( GL_QUADS ); glNormal3f( 0.000000, 0.000000, 1.000000 ); glVertex3f( 1.400000, -2.600000, -1.800000 ); glVertex3f( 0.600000, -4.000000, -1.800000 ); glVertex3f( -0.600000, -4.000000, -1.800000 ); glVertex3f( -1.400000, -2.600000, -1.800000 );glEnd();// # Interior walls (left side)// # Ring 1 do_color( 0.400000, 0.380000, 0.360000, 1.000000, 1.000000, 1.000000, 0.500000, 0.500000, 0.000000 );glBegin( GL_QUADS ); glNormal3f( 0.285714, -0.428571, -0.857143 ); glVertex3f( -0.600000, 4.400000, -1.150000 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glVertex3f( -0.900000, 4.800000, -1.500000 ); glNormal3f( 0.577350, -0.577350, 0.577350 ); glVertex3f( -0.900000, 4.800000, -1.500000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glVertex3f( 0.000000, 4.760000, -1.800000 ); glVertex3f( -0.700000, 4.400000, -1.800000 ); glNormal3f( 0.156174, -0.312348, -0.937043 ); glVertex3f( -1.300000, 4.000000, -1.100000 ); glVertex3f( 0.000000, 4.000000, -1.100000 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glVertex3f( -0.600000, 4.400000, -1.150000 ); glNormal3f( -0.285714, -0.428571, -0.857143 ); glVertex3f( 0.900000, 4.800000, -1.500000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glVertex3f( 0.600000, 4.400000, -1.150000 ); glNormal3f( -0.577350, -0.577350, 0.577350 ); glVertex3f( 0.700000, 4.400000, -1.800000 ); glVertex3f( 0.000000, 4.760000, -1.800000 ); glVertex3f( 0.000000, 5.100000, -1.500000 ); glVertex3f( 0.900000, 4.800000, -1.500000 ); glNormal3f( -0.156174, -0.312348, -0.937043 ); glVertex3f( 0.600000, 4.400000, -1.150000 ); glVertex3f( 0.000000, 4.600000, -1.200000 ); glVertex3f( 0.000000, 4.000000, -1.100000 ); glVertex3f( 1.300000, 4.000000, -1.100000 );glEnd();// # Ring 2 (just under window)glBegin( GL_QUADS ); glNormal3f( 0.700000, -0.100000, -0.100000 ); glVertex3f( -1.300000, 4.000000, -1.100000 ); glVertex3f( -1.500000, 4.000000, -1.500000 ); glVertex3f( -1.600000, 2.800000, -1.500000 ); glVertex3f( -1.500000, 2.800000, -1.100000 ); glVertex3f( -1.400000, 2.800000, -1.800000 ); glVertex3f( -1.600000, 2.800000, -1.500000 ); glVertex3f( -1.500000, 4.000000, -1.500000 ); glVertex3f( -1.300000, 4.000000, -1.800000 );glEnd();// # Ring 2 window barglBegin( GL_QUADS ); glNormal3f( 0.700000, -0.100000, -0.400000 ); glVertex3f( -1.300000, 3.400000, -0.300000 ); glVertex3f( -1.300000, 3.370000, -0.400000 ); glVertex3f( -1.412500, 2.800000, -0.400000 ); glVertex3f( -1.400000, 2.800000, -0.300000 ); glNormal3f( 0.300000, -0.300000, -0.600000 ); glVertex3f( -1.300000, 4.000000, -1.100000 ); glVertex3f( -1.300000, 3.900000, -1.100000 ); glVertex3f( -1.300000, 3.370000, -0.400000 ); glVertex3f( -1.300000, 3.400000, -0.300000 ); glNormal3f( 0.000000, -0.600000, -0.400000 ); glVertex3f( -0.100000, 3.500000, -0.300000 ); glVertex3f( 0.100000, 3.500000, -0.300000 ); glVertex3f( 0.100000, 4.000000, -1.100000 ); glVertex3f( -0.100000, 4.000000, -1.100000 ); glNormal3f( -0.200000, -0.600000, -0.400000 ); glVertex3f( 0.100000, 3.544000, -0.370000 ); glVertex3f( 0.100000, 3.500000, -0.300000 ); glVertex3f( 1.300000, 3.400000, -0.300000 ); glVertex3f( 1.300000, 3.452600, -0.370000 ); glNormal3f( 0.200000, -0.600000, -0.400000 ); glVertex3f( -1.300000, 3.453000, -0.370000 ); glVertex3f( -1.300000, 3.400000, -0.300000 ); glVertex3f( -0.100000, 3.500000, -0.300000 ); glVertex3f( -0.100000, 3.544000, -0.370000 ); glNormal3f( 0.000000, -0.600000, -0.700000 ); glVertex3f( -0.100000, 3.340000, -0.170000 ); glVertex3f( 0.100000, 3.340000, -0.170000 ); glVertex3f( 0.100000, 3.500000, -0.300000 ); glVertex3f( -0.100000, 3.500000, -0.300000 ); glNormal3f( 0.000000, -0.300000, -0.700000 ); glVertex3f( -0.100000, 2.800000, -0.100000 ); glVertex3f( 0.100000, 2.800000, -0.100000 ); glVertex3f( 0.100000, 3.340000, -0.170000 ); glVertex3f( -0.100000, 3.340000, -0.170000 );glEnd();// # Ring 3glBegin( GL_QUADS ); glNormal3f( 0.993884, 0.000000, 0.110432 ); glVertex3f( -1.600000, 1.200000, -1.500000 ); glVertex3f( -1.600000, 2.800000, -1.500000 ); glVertex3f( -1.400000, 2.800000, -1.800000 ); glVertex3f( -1.500000, 1.200000, -1.800000 ); glNormal3f( 0.800000, 0.000000, 0.100000 ); glVertex3f( -1.500000, 2.800000, -1.100000 ); glVertex3f( -1.500000, 2.800000, -1.100000 ); glVertex3f( -1.600000, 2.800000, -1.500000 ); glVertex3f( -1.600000, 1.200000, -1.500000 ); glNormal3f( 0.800000, 0.000000, -0.100000 ); glVertex3f( -1.400000, 2.800000, -0.300000 ); glVertex3f( -1.500000, 2.800000, -1.100000 ); glVertex3f( -1.600000, 1.200000, -1.500000 ); glVertex3f( -1.400000, 1.200000, -0.500000 );glEnd();// # Ring 3 roofglBegin( GL_QUADS ); glNormal3f( 0.100000, 0.100000, -0.700000 ); glVertex3f( -1.400000, 2.800000, -0.300000 ); glVertex3f( -1.400000, 1.200000, -0.500000 ); glVertex3f( 0.000000, 1.200000, -0.500000 ); glVertex3f( 0.000000, 2.800000, -0.300000 ); glNormal3f( -0.100000, 0.100000, -0.700000 ); glVertex3f( 0.000000, 2.800000, -0.300000 ); glVertex3f( 0.000000, 1.200000, -0.500000 ); glVertex3f( 1.400000, 1.200000, -0.500000 ); glVertex3f( 1.400000, 2.800000, -0.300000 );glEnd();// # Ring 4glBegin( GL_QUADS ); glNormal3f( 0.993884, 0.000000, 0.110432 ); glVertex3f( -1.500000, -1.300000, -1.800000 ); glVertex3f( -1.600000, -1.300000, -1.500000 ); glVertex3f( -1.600000, 1.200000, -1.500000 ); glVertex3f( -1.500000, 1.200000, -1.800000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( -1.400000, 1.200000, -0.500000 ); glVertex3f( -1.600000, 1.200000, -1.500000 ); glVertex3f( -1.600000, 0.920000, -1.500000 ); glVertex3f( -1.400000, 0.920000, -0.500000 ); glNormal3f( 1.000000, 0.000000, 0.000000 ); glVertex3f( -1.400000, 0.250000, -0.500000 ); glVertex3f( -1.600000, 0.250000, -1.500000 ); glVertex3f( -1.600000, -0.050000, -1.500000 ); glVertex3f( -1.400000, -0.050000, -0.500000 );
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