//Makes a mesh man. #define VERTICES_NUM 1024 #define TRIS_NUM 1024 class Man { I32 vertex_cnt; I32 tri_cnt; CD3I32 v[VERTICES_NUM]; CMeshTri t[TRIS_NUM]; } *m; class ManDefineStruct { F64 head_rad fmtstr "$DA-TRM,A=\"Head Radius :%8.3f\"$\n"; F64 torso_len fmtstr "$DA-TRM,A=\"Torso Length :%8.3f\"$\n"; F64 arm_len fmtstr "$DA-TRM,A=\"Arm Length :%8.3f\"$\n"; F64 hand_len fmtstr "$DA-TRM,A=\"Hand Length :%8.3f\"$\n"; F64 leg_len fmtstr "$DA-TRM,A=\"Leg Length :%8.3f\"$\n"; F64 foot_len fmtstr "$DA-TRM,A=\"Foot Length :%8.3f\"$\n"; F64 torso_width fmtstr "$DA-TRM,A=\"Torso Width :%8.3f\"$\n"; F64 torso_depth fmtstr "$DA-TRM,A=\"Torso Depth :%8.3f\"$\n"; F64 arm_rad fmtstr "$DA-TRM,A=\"Arm Radius :%8.3f\"$\n"; F64 hand_rad fmtstr "$DA-TRM,A=\"Hand Radius :%8.3f\"$\n"; F64 leg_rad fmtstr "$DA-TRM,A=\"Leg Radius :%8.3f\"$\n"; F64 foot_rad fmtstr "$DA-TRM,A=\"Foot Radius :%8.3f\"$\n\n"; F64 r_shoulder_a1 fmtstr "$DA-TRM,A=\"R.Shoulder Front/Back Angle:%8.3f\"$\n"; F64 l_shoulder_a1 fmtstr "$DA-TRM,A=\"L.Shoulder Front/Back Angle:%8.3f\"$\n"; F64 r_hip_a1 fmtstr "$DA-TRM,A=\"R.Hip Front/Back Angle :%8.3f\"$\n"; F64 l_hip_a1 fmtstr "$DA-TRM,A=\"L.Hip Front/Back Angle :%8.3f\"$\n"; F64 r_shoulder_a2 fmtstr "$DA-TRM,A=\"R.Shoulder Side Angle :%8.3f\"$\n"; F64 l_shoulder_a2 fmtstr "$DA-TRM,A=\"L.Shoulder Side Angle :%8.3f\"$\n"; F64 r_hip_a2 fmtstr "$DA-TRM,A=\"R.Hip Side Angle :%8.3f\"$\n"; F64 l_hip_a2 fmtstr "$DA-TRM,A=\"L.Hip Side Angle :%8.3f\"$\n"; F64 r_elbow_a fmtstr "$DA-TRM,A=\"R.Elbow Angle :%8.3f\"$\n"; F64 l_elbow_a fmtstr "$DA-TRM,A=\"L.Elbow Angle :%8.3f\"$\n"; F64 r_knee_a fmtstr "$DA-TRM,A=\"R.Knee Angle :%8.3f\"$\n"; F64 l_knee_a fmtstr "$DA-TRM,A=\"L.Knee Angle :%8.3f\"$\n"; F64 r_wrist_a fmtstr "$DA-TRM,A=\"R.Wrist Angle :%8.3f\"$\n"; F64 l_wrist_a fmtstr "$DA-TRM,A=\"L.Wrist Angle :%8.3f\"$\n"; F64 r_ankle_a fmtstr "$DA-TRM,A=\"R.Ankle Angle :%8.3f\"$\n"; F64 l_ankle_a fmtstr "$DA-TRM,A=\"L.Ankle Angle :%8.3f\"$\n"; }; U0 MDInit(ManDefineStruct *md) { MemSet(md,0,sizeof(ManDefineStruct)); md->head_rad =5.0; md->torso_len =35.0; md->arm_len =30.0; md->hand_len =8.0; md->leg_len =32.0; md->foot_len =16.0; md->torso_width=20.0; md->torso_depth=10.0; md->arm_rad =3.5; md->hand_rad =2.0; md->leg_rad =4.0; md->foot_rad =3.0; md->r_shoulder_a1 =30; md->l_shoulder_a1 =-30; md->r_hip_a1 =-45; md->l_hip_a1 =45; md->r_shoulder_a2 =10; md->l_shoulder_a2 =10; md->r_hip_a2 =-5; md->l_hip_a2 =-5; md->r_elbow_a =30; md->l_elbow_a =0; md->r_knee_a =0; md->l_knee_a =30; md->r_wrist_a =0; md->l_wrist_a =0; md->r_ankle_a =0; md->l_ankle_a =0; } U0 MDCorrect(ManDefineStruct *md) { md->r_ankle_a =-md->r_ankle_a; md->l_ankle_a =-md->l_ankle_a; md->r_knee_a =-md->r_knee_a; md->l_knee_a =-md->l_knee_a; md->r_hip_a2 =-md->r_hip_a2; md->r_shoulder_a2=-md->r_shoulder_a2; md->r_ankle_a+=90; md->l_ankle_a+=90; md->foot_len-=md->leg_rad; md->r_elbow_a+=md->r_shoulder_a1; md->l_elbow_a+=md->l_shoulder_a1; md->r_knee_a+=md->r_hip_a1; md->l_knee_a+=md->l_hip_a1; md->r_wrist_a+=md->r_elbow_a; md->l_wrist_a+=md->l_elbow_a; md->r_ankle_a+=md->r_knee_a; md->l_ankle_a+=md->l_knee_a; } I64 AddVertex(ManDefineStruct *md,I64 x,I64 y,I64 z) { I64 res=m->vertex_cnt++; m->v[res].x=-x; m->v[res].y=-y-md->leg_len-md->foot_rad*2; m->v[res].z=-z; return res; } I64 AddTri(ManDefineStruct *,I64 c,I64 n0,I64 n1,I64 n2) { I64 res=m->tri_cnt++; m->t[res].color=c; m->t[res].nums[0]=n1; m->t[res].nums[1]=n0; m->t[res].nums[2]=n2; return res; } U0 AddBox(ManDefineStruct *md,I64 c,I64 x1,I64 y1,I64 z1, F64 w,F64 h,F64 d,F64 h2,F64 h3,F64 az,F64 ay,F64 ax, I64 *ox,I64 *oy,I64 *oz) { I64 *r; I64 p1a,p2a,p3a,p4a; I64 p1b,p2b,p3b,p4b; I64 wx=w/2,wy=0,wz=0,hx=0,hy=h,hz=0,h2x=0,h2y=h2,h2z=0, h3x=0,h3y=h3,h3z=0,dx=0,dy=0,dz=d/2; r=Mat4x4IdentNew; Mat4x4RotZ(r,az*pi/180.0); Mat4x4RotY(r,ay*pi/180.0); Mat4x4RotX(r,ax*pi/180.0); Mat4x4MulXYZ(r,&wx,&wy,&wz); Mat4x4MulXYZ(r,&hx,&hy,&hz); Mat4x4MulXYZ(r,&h2x,&h2y,&h2z); Mat4x4MulXYZ(r,&h3x,&h3y,&h3z); Mat4x4MulXYZ(r,&dx,&dy,&dz); p1a=AddVertex(md,x1+dx -wx+h2x,y1+dy -wy+h2y,z1+dz -wz+h2z); p2a=AddVertex(md,x1+dx +wx+h2x,y1+dy +wy+h2y,z1+dz +wz+h2z); p3a=AddVertex(md,x1+dx+hx-wx ,y1+dy+hy-wy ,z1+dz+hz-wz); p4a=AddVertex(md,x1+dx+hx+wx ,y1+dy+hy+wy ,z1+dz+hz+wz); AddTri(md,c,p1a,p2a,p3a); AddTri(md,c,p4a,p3a,p2a); p1b=AddVertex(md,x1-dx -wx+h2x,y1-dy -wy+h2y,z1-dz -wz+h2z); p2b=AddVertex(md,x1-dx +wx+h2x,y1-dy +wy+h2y,z1-dz +wz+h2z); p3b=AddVertex(md,x1-dx+hx-wx ,y1-dy+hy-wy ,z1-dz+hz-wz); p4b=AddVertex(md,x1-dx+hx+wx ,y1-dy+hy+wy ,z1-dz+hz+wz); AddTri(md,c,p1b,p2b,p3b); AddTri(md,c,p4b,p3b,p2b); AddTri(md,c,p1a,p2a,p1b); AddTri(md,c,p2b,p1b,p2a); AddTri(md,c,p3a,p4a,p3b); AddTri(md,c,p4b,p3b,p4a); AddTri(md,c,p1a,p3a,p1b); AddTri(md,c,p3b,p1b,p3a); AddTri(md,c,p2a,p4a,p2b); AddTri(md,c,p4b,p2b,p4a); *ox=x1+hx-h3x; *oy=y1+hy-h3y; *oz=z1+hz-h3z; Free(r); } U8 *Man2CSprite() { //See ::/Adam/Gr/GrSpritePlot.HC for how CSprite are stored. U8 *res=MAlloc(sizeof(CSpriteMeshU8s)+ m->vertex_cnt*sizeof(CD3I32)+m->tri_cnt*sizeof(CMeshTri)+ sprite_elem_base_sizes[SPT_END]), *dst=res; *dst++ =SPT_MESH; *dst(I32 *)++ =m->vertex_cnt; *dst(I32 *)++ =m->tri_cnt; MemCpy(dst,&m->v,m->vertex_cnt*sizeof(CD3I32)); dst+=m->vertex_cnt*sizeof(CD3I32); MemCpy(dst,&m->t,m->tri_cnt*sizeof(CMeshTri)); dst+=m->tri_cnt*sizeof(CMeshTri); *dst++ =SPT_END; return res; } public U8 *ManGen() { U8 *res; I64 x,y,z,c1,c2,c3,c4; ManDefineStruct md1,md2; MDInit(&md1); while (TRUE) { if (!DocForm(&md1)) return NULL; MemCpy(&md2,&md1,sizeof(ManDefineStruct)); MDCorrect(&md2); c1=PopUpColorLighting("$BK,1$Shirt$BK,0$\n"); if (c1<0) return NULL; c2=PopUpColorLighting("$BK,1$Pants$BK,0$\n"); if (c2<0) return NULL; c3=PopUpColorLighting("$BK,1$Skin$BK,0$\n"); if (c3<0) return NULL; c4=PopUpColorLighting("$BK,1$Shoes$BK,0$\n"); if (c4<0) return NULL; m=CAlloc(sizeof(Man)); //Head AddBox(&md2,c3,0,md2.torso_len+md2.head_rad*2,0, md2.head_rad*2,-md2.head_rad*2,md2.head_rad*2,0,0, 0,0,0, &x,&y,&z); //Torso AddBox(&md2,c1,0,md2.torso_len,0, md2.torso_width,-md2.torso_len,md2.torso_depth,0,0, 0,0,0, &x,&y,&z); //Right Arm AddBox(&md2,c1,-md2.torso_width/2-md2.arm_rad,md2.torso_len-md2.arm_rad,0, md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,md2.arm_rad,0, md2.r_shoulder_a2,0,md2.r_shoulder_a1,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,0,0, md2.r_shoulder_a2,0,md2.r_elbow_a,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.arm_rad*2,-md2.hand_len,md2.hand_rad*2,0,0, md2.r_shoulder_a2,0,md2.r_wrist_a,&x,&y,&z); //Left Arm AddBox(&md2,c1,md2.torso_width/2+md2.arm_rad,md2.torso_len-md2.arm_rad,0, md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,md2.arm_rad,0, md2.l_shoulder_a2,0,md2.l_shoulder_a1,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,0,0, md2.l_shoulder_a2,0,md2.l_elbow_a,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.arm_rad*2,-md2.hand_len,md2.hand_rad*2,0,0, md2.l_shoulder_a2,0,md2.l_wrist_a,&x,&y,&z); //Right Leg AddBox(&md2,c2,-md2.torso_width/2+md2.leg_rad,0,0, md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,0, md2.r_hip_a2,0,md2.r_hip_a1,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,md2.foot_rad, md2.r_hip_a2,0,md2.r_knee_a,&x,&y,&z); AddBox(&md2,c4,x,y,z, md2.leg_rad*2,-md2.foot_len,md2.foot_rad*2,md2.leg_rad,0, md2.r_hip_a2,0,md2.r_ankle_a,&x,&y,&z); //Left Leg AddBox(&md2,c2,md2.torso_width/2-md2.leg_rad,0,0, md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,0, md2.l_hip_a2,0,md2.l_hip_a1,&x,&y,&z); AddBox(&md2,c3,x,y,z, md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,md2.foot_rad, md2.l_hip_a2,0,md2.l_knee_a,&x,&y,&z); AddBox(&md2,c4,x,y,z, md2.leg_rad*2,-md2.foot_len,md2.foot_rad*2,md2.leg_rad,0, md2.l_hip_a2,0,md2.l_ankle_a,&x,&y,&z); res=Man2CSprite; "%h7c",'\n'; Sprite(res,"\t\t$SP,\"<1>\",BI=%d$"); "%h7c",'\n'; Free(m); "Do another"; if (YorN) Free(res); else break; } return res; }