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公共汽车维修车间3d

发布时间:2020-08-26 10:02:34

1、3D软件可以画汽车维修厂吗

楼主:应当可以的

2、汽车维修车间,工作岗位的类型,有哪几类?

你好,我是国家二级汽修技师。4S店一般分为:机电工、钣金工、油漆工、美容装饰、洗车工、仓库管理员,维修顾问,服务顾问,金融服务专员,销售顾问,等等;
希望对你有帮助。

3、什么是汽车维修车间内的“三不落地”原则

油 水 配件

4、汽车维修车间工位利用率如何计算

工位利用率=月度维修总产值/(可用工时*车间工位数)

可用工时=技师数量*工作天数*工作时间(即每天按照工作8小时计算)

备注:工位利用率可分为机电车间工位利用率和钣喷工位利用率

效率提升的话,用仓库周转率、物流效率(细分为单次出库时间、单自次入库时间、单程物流配送时间等)、现场7S整洁度、客户度体验等指标;成本降低方面,可以从节省人力成本、降低产品件损坏率等方道面衡量。

(4)公共汽车维修车间3d扩展资料:

反映工时的统计指标一般有:

1、日历工时,表示报告期全部可以利用的时间(包括公休和假日时间)。

2、制度公休工时,指国家(或企业)规定的公休,节假日中职工应休息的天数之和。

3、制度工作工时,指国家规定职工应工作的工时,即每天8小时或每周40小时。

4、停工工时,指职工在规定的工作小时内,由于某种原因(如动力不足、检修设备等,未能工作的工时,与职工停工后被调作其他非本职工作或非生产性工作的工时数。

5、请问在汽车4s店中回访进厂维修保养的客户叫做3DC,这个3DC具体是什么的缩写,哪位高人可以指点一下?

3DC=three days call

6、像4S店售后维修车间那样的修理厂,用什么软件做出3D效果图出来?如下图

C

7、超级跑车维修模拟3d set doшn painting mats

这样的opengl例子很多,代码量都比较大,如果你要的话,告诉我你的邮箱,我发给你几个。现在我把其中比较简单的一个类定义及说明和里面主要的函数贴在下面:
放大/缩小/旋转效果是在显示时(响应WM_PAINT消息)实现的,操作仅仅是改变了显示的参数,这些参数包括:m_ScaleX、m_ScaleY、m_ScaleZ用来处理放大/缩小;m_xRotate、m_yRotate用来处理旋转。类定义如下:
class CDialogGLDlg : public CDialog
{
// Construction
public:
CDialogGLDlg(CWnd* pParent = NULL); // standard constructor BOOL SetWindowPixelFormat(HDC hDC); // 设置当前窗口的属性适应opengl显示
BOOL CreateViewGLContext(HDC hDC); // 将opengl与当前窗口绑定
void BuildList(); // 将显示的图像信息传递到opengl系统中 HGLRC m_hGLContext;
int m_GLPixelIndex; void RenderScene(); // 将操作时设置的显示参数传递到opengl系统中并显示图像
float m_ScaleX;
float m_ScaleY;
float m_ScaleZ;
GLdouble m_xRotate;
GLdouble m_yRotate;
CPoint m_LeftDownPos; // 处理鼠标拖动操作时用来设置旋转参数
BOOL m_LeftButtonDown; // 用来判断鼠标是否在拖动// Dialog Data
enum { IDD = IDD_DIALOGGL_DIALOG };
protected:
virtual void DoDataExchange(CDataExchange* pDX);protected:
HICON m_hIcon;
afx_msg void OnContextMenu(CWnd*, CPoint point);
virtual BOOL OnInitDialog();
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg void OnPaint();
afx_msg HCURSOR OnQueryDragIcon();
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnDestroy();
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);//处理鼠标左键拖动时旋转操作
afx_msg void OnTimer(UINT nIDEvent);// 定时改变坐标系,并刷新屏幕达到旋转的效果
afx_msg void OnPopupRotate();// 处理右键弹出菜单中的旋转命令
afx_msg void OnPopupSizeDecrease();//处理右键弹出菜单中的缩小命令
afx_msg void OnPopupSizeIncrease();//处理右键弹出菜单中的放大命令
afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);//处理键盘输入的命令(放大、缩小)
DECLARE_MESSAGE_MAP()
};int CDialogGLDlg::OnCreate(LPCREATESTRUCT lpCreateStruct)
{
if(CDialog::OnCreate(lpCreateStruct) == -1)return -1;

HWND hWnd = GetSafeHwnd();
HDC hDC = ::GetDC(hWnd);
if(SetWindowPixelFormat(hDC)==FALSE)return 0;
if(CreateViewGLContext(hDC)==FALSE)return 0; // BackColor
COLORREF color = ::GetSysColor(COLOR_3DFACE);
glClearColor((float)GetRValue(color)/255.0f,(float)GetGValue(color)/255.0f,(float)GetBValue(color)/255.0f,1.0); glPolygonMode(GL_FRONT,GL_FILL);
glPolygonMode(GL_BACK,GL_FILL);
glShadeModel(GL_SMOOTH); BuildList(); SetTimer(0,10,NULL);
return 0;
}BOOL CDialogGLDlg::SetWindowPixelFormat(HDC hDC)
{
PIXELFORMATDESCRIPTOR pixelDesc;
pixelDesc.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pixelDesc.nVersion = 1;
pixelDesc.dwFlags = PFD_DRAW_TO_WINDOW PFD_SUPPORT_OPENGL PFD_DOUBLEBUFFER PFD_STEREO_DONTCARE;
pixelDesc.iPixelType = PFD_TYPE_RGBA;
pixelDesc.cColorBits = 32;
pixelDesc.cRedBits = 8;
pixelDesc.cRedShift = 16;
pixelDesc.cGreenBits = 8;
pixelDesc.cGreenShift = 8;
pixelDesc.cBlueBits = 8;
pixelDesc.cBlueShift = 0;
pixelDesc.cAlphaBits = 0;
pixelDesc.cAlphaShift = 0;
pixelDesc.cAccumBits = 64;
pixelDesc.cAccumRedBits = 16;
pixelDesc.cAccumGreenBits = 16;
pixelDesc.cAccumBlueBits = 16;
pixelDesc.cAccumAlphaBits = 0;
pixelDesc.cDepthBits = 32;
pixelDesc.cStencilBits = 8;
pixelDesc.cAuxBuffers = 0;
pixelDesc.iLayerType = PFD_MAIN_PLANE;
pixelDesc.bReserved = 0;
pixelDesc.dwLayerMask = 0;
pixelDesc.dwVisibleMask = 0;
pixelDesc.dwDamageMask = 0;m_GLPixelIndex = ChoosePixelFormat(hDC,pixelDesc);
if(m_GLPixelIndex==0) // Choose default
{
m_GLPixelIndex = 1;
if(!DescribePixelFormat(hDC,m_GLPixelIndex,sizeof(PIXELFORMATDESCRIPTOR),pixelDesc))return FALSE;
}
if(!SetPixelFormat(hDC,m_GLPixelIndex,pixelDesc))return FALSE;
return TRUE;
}BOOL CDialogGLDlg::CreateViewGLContext(HDC hDC)
{
m_hGLContext = wglCreateContext(hDC);
if(m_hGLContext==NULL)return FALSE;
if(wglMakeCurrent(hDC,m_hGLContext)==FALSE)return FALSE;
return TRUE;
}void CDialogGLDlg::BuildList()
{
::glNewList(1,GL_COMPILE_AND_EXECUTE);
glColor3f(1.0f,1.0f,1.0f); float x = 1.5f; glBegin(GL_POLYGON);
glNormal3d(0.0,0.0,-1.0);
glVertex3d( x, x, x);
glVertex3d( x, -x, x);
glVertex3d(-x, -x, x);
glVertex3d(-x, x, x);
glEnd(); glBegin(GL_POLYGON);
glNormal3d(0.0,0.0,1.0);
glVertex3d(-x, x, -x);
glVertex3d(-x, -x, -x);
glVertex3d( x, -x, -x);
glVertex3d( x, x, -x);
glEnd(); glBegin(GL_POLYGON);
glNormal3d(-1.0,0.0,0.0);
glVertex3d( x, x, x);
glVertex3d( x, x, -x);
glVertex3d( x, -x, -x);
glVertex3d( x, -x, x);
glEnd(); glBegin(GL_POLYGON);
glNormal3d(-1.0,0.0,0.0);
glVertex3d(-x, x, x);
glVertex3d(-x, x, -x);
glVertex3d(-x, -x, -x);
glVertex3d(-x, -x, x);
glEnd(); glBegin(GL_POLYGON);
glNormal3d(0.0,1.0,0.0);
glVertex3d(-x, -x, x);
glVertex3d( x, -x, x);
glVertex3d( x, -x, -x);
glVertex3d(-x, -x, -x);
glEnd();
glBegin(GL_POLYGON);
glNormal3d(0.0,1.0,0.0);
glVertex3d(-x, x, x);
glVertex3d( x, x, x);
glVertex3d( x, x, -x);
glVertex3d(-x, x, -x);
glEnd();
::glEndList();
}void CDialogGLDlg::OnPaint()
{
if (IsIconic())
{
CPaintDC dc(this); // device context for painting SendMessage(WM_ICONERASEBKGND, (WPARAM) dc.GetSafeHdc(), 0); // Center icon in client rectangle
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2; // Draw the icon
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CPaintDC dc(this); // device context for painting
RenderScene();
SwapBuffers(dc.m_ps.hdc);
CDialog::OnPaint(); }
}void CDialogGLDlg::RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT GL_DEPTH_BUFFER_BIT); glPushMatrix(); // Position / translation (mouse rotation)
glTranslated(0.0,0.0,-8.0);
glRotated(m_xRotate, 1.0, 0.0, 0.0);
glRotated(m_yRotate, 0.0, 1.0, 0.0);
glScalef(m_ScaleX,m_ScaleY,m_ScaleZ); // Only one list, the box
::glCallList(1); glPopMatrix();
}


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