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📄 shark.cpp

📁 Fishes, is fish some prorgan
💻 CPP
📖 第 1 页 / 共 3 页
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    glNormal3fv(N050);
    glVertex3fv(P050);
    glNormal3fv(N051);
    glVertex3fv(P051);
    glNormal3fv(N069);
    glVertex3fv(P069);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N051);
    glVertex3fv(P051);
    glNormal3fv(N002);
    glVertex3fv(P002);
    glNormal3fv(N069);
    glVertex3fv(P069);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N050);
    glVertex3fv(P050);
    glNormal3fv(N069);
    glVertex3fv(P069);
    glNormal3fv(N002);
    glVertex3fv(P002);
    glEnd();
}

void
Fish006(void)
{
    glBegin(GL_POLYGON);
    glNormal3fv(N066);
    glVertex3fv(P066);
    glNormal3fv(N016);
    glVertex3fv(P016);
    glNormal3fv(N026);
    glVertex3fv(P026);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N015);
    glVertex3fv(P015);
    glNormal3fv(N066);
    glVertex3fv(P066);
    glNormal3fv(N025);
    glVertex3fv(P025);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N025);
    glVertex3fv(P025);
    glNormal3fv(N066);
    glVertex3fv(P066);
    glNormal3fv(N026);
    glVertex3fv(P026);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N066);
    glVertex3fv(P066);
    glNormal3fv(N058);
    glVertex3fv(P058);
    glNormal3fv(N016);
    glVertex3fv(P016);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N015);
    glVertex3fv(P015);
    glNormal3fv(N058);
    glVertex3fv(P058);
    glNormal3fv(N066);
    glVertex3fv(P066);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N058);
    glVertex3fv(P058);
    glNormal3fv(N015);
    glVertex3fv(P015);
    glNormal3fv(N016);
    glVertex3fv(P016);
    glEnd();
}

void
Fish007(void)
{
    glBegin(GL_POLYGON);
    glNormal3fv(N062);
    glVertex3fv(P062);
    glNormal3fv(N022);
    glVertex3fv(P022);
    glNormal3fv(N032);
    glVertex3fv(P032);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N062);
    glVertex3fv(P062);
    glNormal3fv(N032);
    glVertex3fv(P032);
    glNormal3fv(N064);
    glVertex3fv(P064);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N022);
    glVertex3fv(P022);
    glNormal3fv(N062);
    glVertex3fv(P062);
    glNormal3fv(N032);
    glVertex3fv(P032);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N062);
    glVertex3fv(P062);
    glNormal3fv(N064);
    glVertex3fv(P064);
    glNormal3fv(N032);
    glVertex3fv(P032);
    glEnd();
}

void
Fish008(void)
{
    glBegin(GL_POLYGON);
    glNormal3fv(N063);
    glVertex3fv(P063);
    glNormal3fv(N019);
    glVertex3fv(P019);
    glNormal3fv(N029);
    glVertex3fv(P029);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N019);
    glVertex3fv(P019);
    glNormal3fv(N063);
    glVertex3fv(P063);
    glNormal3fv(N029);
    glVertex3fv(P029);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N063);
    glVertex3fv(P063);
    glNormal3fv(N029);
    glVertex3fv(P029);
    glNormal3fv(N065);
    glVertex3fv(P065);
    glEnd();
    glBegin(GL_POLYGON);
    glNormal3fv(N063);
    glVertex3fv(P063);
    glNormal3fv(N065);
    glVertex3fv(P065);
    glNormal3fv(N029);
    glVertex3fv(P029);
    glEnd();
}

void
Fish009(void)
{
    glBegin(GL_POLYGON);
    glVertex3fv(P059);
    glVertex3fv(P012);
    glVertex3fv(P009);
    glVertex3fv(P060);
    glEnd();
    glBegin(GL_POLYGON);
    glVertex3fv(P012);
    glVertex3fv(P004);
    glVertex3fv(P007);
    glVertex3fv(P009);
    glEnd();
}

void
Fish_1(void)
{
    Fish004();
    Fish005();
    Fish003();
    Fish007();
    Fish006();
    Fish002();
    Fish008();
    Fish009();
    Fish001();
}

void
Fish_2(void)
{
    Fish005();
    Fish004();
    Fish003();
    Fish008();
    Fish006();
    Fish002();
    Fish007();
    Fish009();
    Fish001();
}

void
Fish_3(void)
{
    Fish005();
    Fish004();
    Fish007();
    Fish003();
    Fish002();
    Fish008();
    Fish009();
    Fish001();
    Fish006();
}

void
Fish_4(void)
{
    Fish005();
    Fish004();
    Fish008();
    Fish003();
    Fish002();
    Fish007();
    Fish009();
    Fish001();
    Fish006();
}

void
Fish_5(void)
{
    Fish009();
    Fish006();
    Fish007();
    Fish001();
    Fish002();
    Fish003();
    Fish008();
    Fish004();
    Fish005();
}

void
Fish_6(void)
{
    Fish009();
    Fish006();
    Fish008();
    Fish001();
    Fish002();
    Fish007();
    Fish003();
    Fish004();
    Fish005();
}

void
Fish_7(void)
{
    Fish009();
    Fish001();
    Fish007();
    Fish005();
    Fish002();
    Fish008();
    Fish003();
    Fish004();
    Fish006();
}

void
Fish_8(void)
{
    Fish009();
    Fish008();
    Fish001();
    Fish002();
    Fish007();
    Fish003();
    Fish005();
    Fish004();
    Fish006();
}

void
DrawShark(fishRec * fish)
{
    float mat[4][4];
    int n;
    float seg1, seg2, seg3, seg4, segup;
    float thrash, chomp;

    fish->htail = (int) (fish->htail - (int) (5.0 * fish->v)) % 360;

    thrash = 50.0 * fish->v;

    seg1 = 0.6 * thrash * sin(fish->htail * RRAD);
    seg2 = 1.8 * thrash * sin((fish->htail + 45.0) * RRAD);
    seg3 = 3.0 * thrash * sin((fish->htail + 90.0) * RRAD);
    seg4 = 4.0 * thrash * sin((fish->htail + 110.0) * RRAD);

    chomp = 0.0;
    if (fish->v > 2.0) {
        chomp = -(fish->v - 2.0) * 200.0;
    }
    P004[1] = iP004[1] + chomp;
    P007[1] = iP007[1] + chomp;
    P010[1] = iP010[1] + chomp;
    P011[1] = iP011[1] + chomp;

    P023[0] = iP023[0] + seg1;
    P024[0] = iP024[0] + seg1;
    P025[0] = iP025[0] + seg1;
    P026[0] = iP026[0] + seg1;
    P027[0] = iP027[0] + seg1;
    P028[0] = iP028[0] + seg1;
    P029[0] = iP029[0] + seg1;
    P030[0] = iP030[0] + seg1;
    P031[0] = iP031[0] + seg1;
    P032[0] = iP032[0] + seg1;
    P033[0] = iP033[0] + seg2;
    P034[0] = iP034[0] + seg2;
    P035[0] = iP035[0] + seg2;
    P036[0] = iP036[0] + seg2;
    P037[0] = iP037[0] + seg2;
    P038[0] = iP038[0] + seg2;
    P039[0] = iP039[0] + seg2;
    P040[0] = iP040[0] + seg2;
    P041[0] = iP041[0] + seg2;
    P042[0] = iP042[0] + seg2;
    P043[0] = iP043[0] + seg3;
    P044[0] = iP044[0] + seg3;
    P045[0] = iP045[0] + seg3;
    P046[0] = iP046[0] + seg3;
    P047[0] = iP047[0] + seg3;
    P048[0] = iP048[0] + seg3;
    P049[0] = iP049[0] + seg3;
    P050[0] = iP050[0] + seg3;
    P051[0] = iP051[0] + seg3;
    P052[0] = iP052[0] + seg3;
    P002[0] = iP002[0] + seg4;
    P061[0] = iP061[0] + seg4;
    P069[0] = iP069[0] + seg4;
    P070[0] = iP070[0] + seg4;

    fish->vtail += ((fish->dtheta - fish->vtail) * 0.1);

    if (fish->vtail > 0.5) {
        fish->vtail = 0.5;
    } else if (fish->vtail < -0.5) {
        fish->vtail = -0.5;
    }
    segup = thrash * fish->vtail;

    P023[1] = iP023[1] + segup;
    P024[1] = iP024[1] + segup;
    P025[1] = iP025[1] + segup;
    P026[1] = iP026[1] + segup;
    P027[1] = iP027[1] + segup;
    P028[1] = iP028[1] + segup;
    P029[1] = iP029[1] + segup;
    P030[1] = iP030[1] + segup;
    P031[1] = iP031[1] + segup;
    P032[1] = iP032[1] + segup;
    P033[1] = iP033[1] + segup * 5.0;
    P034[1] = iP034[1] + segup * 5.0;
    P035[1] = iP035[1] + segup * 5.0;
    P036[1] = iP036[1] + segup * 5.0;
    P037[1] = iP037[1] + segup * 5.0;
    P038[1] = iP038[1] + segup * 5.0;
    P039[1] = iP039[1] + segup * 5.0;
    P040[1] = iP040[1] + segup * 5.0;
    P041[1] = iP041[1] + segup * 5.0;
    P042[1] = iP042[1] + segup * 5.0;
    P043[1] = iP043[1] + segup * 12.0;
    P044[1] = iP044[1] + segup * 12.0;
    P045[1] = iP045[1] + segup * 12.0;
    P046[1] = iP046[1] + segup * 12.0;
    P047[1] = iP047[1] + segup * 12.0;
    P048[1] = iP048[1] + segup * 12.0;
    P049[1] = iP049[1] + segup * 12.0;
    P050[1] = iP050[1] + segup * 12.0;
    P051[1] = iP051[1] + segup * 12.0;
    P052[1] = iP052[1] + segup * 12.0;
    P002[1] = iP002[1] + segup * 17.0;
    P061[1] = iP061[1] + segup * 17.0;
    P069[1] = iP069[1] + segup * 17.0;
    P070[1] = iP070[1] + segup * 17.0;

    glPushMatrix();

    glTranslatef(0.0, 0.0, -3000.0);

    glGetFloatv(GL_MODELVIEW_MATRIX, &mat[0][0]);
    n = 0;
    if (mat[0][2] >= 0.0) {
        n += 1;
    }
    if (mat[1][2] >= 0.0) {
        n += 2;
    }
    if (mat[2][2] >= 0.0) {
        n += 4;
    }
    glScalef(2.0, 1.0, 1.0);

    glEnable(GL_CULL_FACE);
    switch (n) {
    case 0:
        Fish_1();
        break;
    case 1:
        Fish_2();
        break;
    case 2:
        Fish_3();
        break;
    case 3:
        Fish_4();
        break;
    case 4:
        Fish_5();
        break;
    case 5:
        Fish_6();
        break;
    case 6:
        Fish_7();
        break;
    case 7:
        Fish_8();
        break;
    }
    glDisable(GL_CULL_FACE);

    glPopMatrix();
}

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