//Makes a mesh man. #define VERTICES_NUM 1024 #define TRIS_NUM 1024 class Man { I32 vertex_count; I32 tri_count; CD3I32 v[VERTICES_NUM]; CMeshTri t[TRIS_NUM]; } *m; class ManDefineStruct { F64 head_rad format "$DA-TRM,A=\"Head Radius :%8.3f\"$\n"; F64 torso_len format "$DA-TRM,A=\"Torso Length :%8.3f\"$\n"; F64 arm_len format "$DA-TRM,A=\"Arm Length :%8.3f\"$\n"; F64 hand_len format "$DA-TRM,A=\"Hand Length :%8.3f\"$\n"; F64 leg_len format "$DA-TRM,A=\"Leg Length :%8.3f\"$\n"; F64 foot_len format "$DA-TRM,A=\"Foot Length :%8.3f\"$\n"; F64 torso_width format "$DA-TRM,A=\"Torso Width :%8.3f\"$\n"; F64 torso_depth format "$DA-TRM,A=\"Torso Depth :%8.3f\"$\n"; F64 arm_rad format "$DA-TRM,A=\"Arm Radius :%8.3f\"$\n"; F64 hand_rad format "$DA-TRM,A=\"Hand Radius :%8.3f\"$\n"; F64 leg_rad format "$DA-TRM,A=\"Leg Radius :%8.3f\"$\n"; F64 foot_rad format "$DA-TRM,A=\"Foot Radius :%8.3f\"$\n\n"; F64 r_shoulder_a1 format "$DA-TRM,A=\"R.Shoulder Front/Back Angle:%8.3f\"$\n"; F64 l_shoulder_a1 format "$DA-TRM,A=\"L.Shoulder Front/Back Angle:%8.3f\"$\n"; F64 r_hip_a1 format "$DA-TRM,A=\"R.Hip Front/Back Angle :%8.3f\"$\n"; F64 l_hip_a1 format "$DA-TRM,A=\"L.Hip Front/Back Angle :%8.3f\"$\n"; F64 r_shoulder_a2 format "$DA-TRM,A=\"R.Shoulder Side Angle :%8.3f\"$\n"; F64 l_shoulder_a2 format "$DA-TRM,A=\"L.Shoulder Side Angle :%8.3f\"$\n"; F64 r_hip_a2 format "$DA-TRM,A=\"R.Hip Side Angle :%8.3f\"$\n"; F64 l_hip_a2 format "$DA-TRM,A=\"L.Hip Side Angle :%8.3f\"$\n"; F64 r_elbow_a format "$DA-TRM,A=\"R.Elbow Angle :%8.3f\"$\n"; F64 l_elbow_a format "$DA-TRM,A=\"L.Elbow Angle :%8.3f\"$\n"; F64 r_knee_a format "$DA-TRM,A=\"R.Knee Angle :%8.3f\"$\n"; F64 l_knee_a format "$DA-TRM,A=\"L.Knee Angle :%8.3f\"$\n"; F64 r_wrist_a format "$DA-TRM,A=\"R.Wrist Angle :%8.3f\"$\n"; F64 l_wrist_a format "$DA-TRM,A=\"L.Wrist Angle :%8.3f\"$\n"; F64 r_ankle_a format "$DA-TRM,A=\"R.Ankle Angle :%8.3f\"$\n"; F64 l_ankle_a format "$DA-TRM,A=\"L.Ankle Angle :%8.3f\"$\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_count++; 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_count++; 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 ::/System/Gr/GrSpritePlot.CC for how CSprite are stored. U8 *res = MAlloc(sizeof(CSpriteMeshU8s) + m->vertex_count * sizeof(CD3I32) + m->tri_count * sizeof(CMeshTri) + sprite_elem_base_sizes[SPT_END]), *dst = res; *dst++ = SPT_MESH; *dst(I32 *)++ = m->vertex_count; *dst(I32 *)++ = m->tri_count; MemCopy(dst, &m->v, m->vertex_count * sizeof(CD3I32)); dst += m->vertex_count * sizeof(CD3I32); MemCopy(dst, &m->t, m->tri_count * sizeof(CMeshTri)); dst += m->tri_count * 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; MemCopy(&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; }