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A Cessna Skyhawk Skeleton for Further Development in OpenGL (GLUT)

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29 May 2010CPOL2 min read 39.3K   2.4K   12  
A Cessna Skyhawk Skeleton for further development in OpenGL (GLUT) using a Win32 Console
// *********************************************************************
// *     This software is made available only to individuals and only  *
// *     for educational purposes. Any and all commercial use is       *
// *     stricly prohibited.                                           *
// *********************************************************************
//**********************************************************************
//* Disclaimer: Any borrowed code used in this                         *
//*             program is the property of the                         *
//*             code originator. credit to them.                       *
//*                                                                    *
//*                                                                    *
//*   Unfinished                                                       *
//*   WARNING:                                                         *
//*                                                                    *
//*                                                                    *
//*                                                                    *
//**********************************************************************
#ifndef CESSNASKYHAWK_H_POLYGONS
#define CESSNASKYHAWK_H_POLYGONS


#include  "globals.h"
namespace nsCessna
{


//polygon drawing functions named in form [side l or r][plane part]polygon[number of verticies]
//all of these just create a polygon with the number of verticies in the name with verticies from the arrays
//that are specified

// **********************************************************************
// *                                                                    *
// **********************************************************************


	void nosepolygon4(int a, int b, int c , int d)
	{
 		glBegin(GL_POLYGON);
			glNormal3fv(normalnose[a]);
			glVertex3fv(nose[a]);
			glNormal3fv(normalnose[b]);
			glVertex3fv(nose[b]);
			glNormal3fv(normalnose[c]);
			glVertex3fv(nose[c]);
			glNormal3fv(normalnose[d]);
			glVertex3fv(nose[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************

	void nosepolygon3(int a, int b, int c)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalnose[a]);
			glVertex3fv(nose[a]);
			glNormal3fv(normalnose[b]);
			glVertex3fv(nose[b]);
			glNormal3fv(normalnose[c]);
			glVertex3fv(nose[c]);
		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void proppolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalprop[a]);
			glVertex3fv(prop[a]);
			glNormal3fv(normalprop[b]);
			glVertex3fv(prop[b]);
			glNormal3fv(normalprop[c]);
			glVertex3fv(prop[c]);
			glNormal3fv(normalprop[d]);
			glVertex3fv(prop[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void lbodypolygon5(int a, int b, int c , int d, int e)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyleft[a]);
			glVertex3fv(bodyleft[a]);
			glNormal3fv(normalbodyleft[b]);
			glVertex3fv(bodyleft[b]);
			glNormal3fv(normalbodyleft[c]);
			glVertex3fv(bodyleft[c]);
			glNormal3fv(normalbodyleft[d]);
			glVertex3fv(bodyleft[d]);
			glNormal3fv(normalbodyleft[e]);
			glVertex3fv(bodyleft[e]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void lbodypolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyleft[a]);
			glVertex3fv(bodyleft[a]);
			glNormal3fv(normalbodyleft[b]);
			glVertex3fv(bodyleft[b]);
			glNormal3fv(normalbodyleft[c]);
			glVertex3fv(bodyleft[c]);
			glNormal3fv(normalbodyleft[d]);
			glVertex3fv(bodyleft[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void lbodypolygon3(int a, int b, int c)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyleft[a]);
			glVertex3fv(bodyleft[a]);
			glNormal3fv(normalbodyleft[b]);
			glVertex3fv(bodyleft[b]);
			glNormal3fv(normalbodyleft[c]);
			glVertex3fv(bodyleft[c]);
		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rbodypolygon5(int a, int b, int c , int d, int e)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyright[a]);
			glVertex3fv(bodyright[a]);
			glNormal3fv(normalbodyright[b]);
			glVertex3fv(bodyright[b]);
			glNormal3fv(normalbodyright[c]);
			glVertex3fv(bodyright[c]);
			glNormal3fv(normalbodyright[d]);
			glVertex3fv(bodyright[d]);
			glNormal3fv(normalbodyright[e]);
			glVertex3fv(bodyright[e]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rbodypolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyright[a]);
			glVertex3fv(bodyright[a]);
			glNormal3fv(normalbodyright[b]);
			glVertex3fv(bodyright[b]);
			glNormal3fv(normalbodyright[c]);
			glVertex3fv(bodyright[c]);
			glNormal3fv(normalbodyright[d]);
			glVertex3fv(bodyright[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rbodypolygon3(int a, int b, int c)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyright[a]);
			glVertex3fv(bodyright[a]);
			glNormal3fv(normalbodyright[b]);
			glVertex3fv(bodyright[b]);
			glNormal3fv(normalbodyright[c]);
			glVertex3fv(bodyright[c]);
		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rlbodypolygon4(int a, int b)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalbodyright[a]);
			glVertex3fv(bodyright[a]);
			glNormal3fv(normalbodyleft[a]);
			glVertex3fv(bodyleft[a]);
			glNormal3fv(normalbodyleft[b]);
			glVertex3fv(bodyleft[b]);
			glNormal3fv(normalbodyright[b]);
			glVertex3fv(bodyright[b]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void llandingpolygon6(int a, int b, int c , int d, int e, int f)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalleftlandinggear[a]);
			glVertex3fv(leftlandinggear[a]);
			glNormal3fv(normalleftlandinggear[b]);
			glVertex3fv(leftlandinggear[b]);
			glNormal3fv(normalleftlandinggear[c]);
			glVertex3fv(leftlandinggear[c]);
			glNormal3fv(normalleftlandinggear[d]);
			glVertex3fv(leftlandinggear[d]);
			glNormal3fv(normalleftlandinggear[e]);
			glVertex3fv(leftlandinggear[e]);
			glNormal3fv(normalleftlandinggear[f]);
			glVertex3fv(leftlandinggear[f]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void llandingpolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalleftlandinggear[a]);
			glVertex3fv(leftlandinggear[a]);
			glNormal3fv(normalleftlandinggear[b]);
			glVertex3fv(leftlandinggear[b]);
			glNormal3fv(normalleftlandinggear[c]);
			glVertex3fv(leftlandinggear[c]);
			glNormal3fv(normalleftlandinggear[d]);
			glVertex3fv(leftlandinggear[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rlandingpolygon6(int a, int b, int c , int d, int e, int f)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalrightlandinggear[a]);
			glVertex3fv(rightlandinggear[a]);
			glNormal3fv(normalrightlandinggear[b]);
			glVertex3fv(rightlandinggear[b]);
			glNormal3fv(normalrightlandinggear[c]);
			glVertex3fv(rightlandinggear[c]);
			glNormal3fv(normalrightlandinggear[d]);
			glVertex3fv(rightlandinggear[d]);
			glNormal3fv(normalrightlandinggear[e]);
			glVertex3fv(rightlandinggear[e]);
			glNormal3fv(normalrightlandinggear[f]);
			glVertex3fv(rightlandinggear[f]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void rlandingpolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalrightlandinggear[a]);
			glVertex3fv(rightlandinggear[a]);
			glNormal3fv(normalrightlandinggear[b]);
			glVertex3fv(rightlandinggear[b]);
			glNormal3fv(normalrightlandinggear[c]);
			glVertex3fv(rightlandinggear[c]);
			glNormal3fv(normalrightlandinggear[d]);
			glVertex3fv(rightlandinggear[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void nosegearpolygon6(int a, int b, int c , int d, int e, int f)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalnosegear[a]);
			glVertex3fv(nosegear[a]);
			glNormal3fv(normalnosegear[b]);
			glVertex3fv(nosegear[b]);
			glNormal3fv(normalnosegear[c]);
			glVertex3fv(nosegear[c]);
			glNormal3fv(normalnosegear[d]);
			glVertex3fv(nosegear[d]);
			glNormal3fv(normalnosegear[e]);
			glVertex3fv(nosegear[e]);
			glNormal3fv(normalnosegear[f]);
			glVertex3fv(nosegear[f]);

		glEnd();
	}
	// **********************************************************************
	// *                                                                    *
	// **********************************************************************


	void nosegearpolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalnosegear[a]);
			glVertex3fv(nosegear[a]);
			glNormal3fv(normalnosegear[b]);
			glVertex3fv(nosegear[b]);
			glNormal3fv(normalnosegear[c]);
			glVertex3fv(nosegear[c]);
			glNormal3fv(normalnosegear[d]);
			glVertex3fv(nosegear[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************




	void strutspolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalstruts[a]);
			glVertex3fv(struts[a]);
			glNormal3fv(normalstruts[b]);
			glVertex3fv(struts[b]);
			glNormal3fv(normalstruts[c]);
			glVertex3fv(struts[c]);
			glNormal3fv(normalstruts[d]);
			glVertex3fv(struts[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************



	void millerpolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalmiller[a]);
			glVertex3fv(miller[a]);
			glNormal3fv(normalmiller[b]);
			glVertex3fv(miller[b]);
			glNormal3fv(normalmiller[c]);
			glVertex3fv(miller[c]);
			glNormal3fv(normalmiller[d]);
			glVertex3fv(miller[d]);

		glEnd();
	}

	// **********************************************************************
	// *                                                                    *
	// **********************************************************************




	void henrypolygon4(int a, int b, int c , int d)
	{

 		glBegin(GL_POLYGON);
			glNormal3fv(normalhenry[a]);
			glVertex3fv(henry[a]);
			glNormal3fv(normalhenry[b]);
			glVertex3fv(henry[b]);
			glNormal3fv(normalhenry[c]);
			glVertex3fv(henry[c]);
			glNormal3fv(normalhenry[d]);
			glVertex3fv(henry[d]);

		glEnd();
	}
}

#endif CESSNASKYHAWK_H_POLYGONS

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Written By
Sweden Sweden
About me:
I attended programming college and I have a degree in three most famous and successful programming languages. C/C++, Visual Basic and Java. So i know i can code. And there is a diploma hanging on my wall to prove it.
.
I am a professional, I am paid tons of cash to teach or do software development. I am roughly 30 years old .

I hold lectures in programming. I have also coached students in C++, Java and Visual basic.

In my spare time i do enjoy developing computer games, and i am developing a rather simple flight simulator game
in the c++ programming language using the openGL graphics libray.

I've written hundreds of thousands of code syntax lines for small simple applications and games.

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