321 lines
9.1 KiB
C++
321 lines
9.1 KiB
C++
//Makes a mesh man.
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#define MAX_VERTICES 1024
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#define MAX_TRIS 1024
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class Man
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{
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I32 vertex_cnt;
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I32 tri_cnt;
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CD3I32 v[MAX_VERTICES];
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CMeshTri t[MAX_TRIS];
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} *m;
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class ManDefineStruct
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{
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F64 head_rad fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Head Radius :%8.3f\"$$\n";
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F64 torso_len fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Torso Length :%8.3f\"$$\n";
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F64 arm_len fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Arm Length :%8.3f\"$$\n";
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F64 hand_len fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Hand Length :%8.3f\"$$\n";
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F64 leg_len fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Leg Length :%8.3f\"$$\n";
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F64 foot_len fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Foot Length :%8.3f\"$$\n";
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F64 torso_width fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Torso Width :%8.3f\"$$\n";
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F64 torso_depth fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Torso Depth :%8.3f\"$$\n";
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F64 arm_rad fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Arm Radius :%8.3f\"$$\n";
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F64 hand_rad fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Hand Radius :%8.3f\"$$\n";
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F64 leg_rad fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Leg Radius :%8.3f\"$$\n";
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F64 foot_rad fmtstr
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"$$DA-TRM,32,RT=F64,A=\"Foot Radius :%8.3f\"$$\n\n";
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F64 r_shoulder_a1 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Shoulder Front/Back Angle:%8.3f\"$$\n";
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F64 l_shoulder_a1 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Shoulder Front/Back Angle:%8.3f\"$$\n";
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F64 r_hip_a1 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Hip Front/Back Angle :%8.3f\"$$\n";
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F64 l_hip_a1 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Hip Front/Back Angle :%8.3f\"$$\n";
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F64 r_shoulder_a2 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Shoulder Side Angle :%8.3f\"$$\n";
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F64 l_shoulder_a2 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Shoulder Side Angle :%8.3f\"$$\n";
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F64 r_hip_a2 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Hip Side Angle :%8.3f\"$$\n";
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F64 l_hip_a2 fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Hip Side Angle :%8.3f\"$$\n";
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F64 r_elbow_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Elbow Angle :%8.3f\"$$\n";
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F64 l_elbow_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Elbow Angle :%8.3f\"$$\n";
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F64 r_knee_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Knee Angle :%8.3f\"$$\n";
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F64 l_knee_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Knee Angle :%8.3f\"$$\n";
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F64 r_wrist_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Wrist Angle :%8.3f\"$$\n";
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F64 l_wrist_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Wrist Angle :%8.3f\"$$\n";
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F64 r_ankle_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"R.Ankle Angle :%8.3f\"$$\n";
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F64 l_ankle_a fmtstr
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"$$DA-TRM,32,RT=F64,A=\"L.Ankle Angle :%8.3f\"$$\n";
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};
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U0 MDInit(ManDefineStruct *md)
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{
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MemSet(md,0,sizeof(ManDefineStruct));
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md->head_rad =5.0;
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md->torso_len =35.0;
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md->arm_len =30.0;
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md->hand_len =8.0;
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md->leg_len =32.0;
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md->foot_len =16.0;
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md->torso_width=20.0;
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md->torso_depth=10.0;
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md->arm_rad =3.5;
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md->hand_rad =2.0;
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md->leg_rad =4.0;
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md->foot_rad =3.0;
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md->r_shoulder_a1 =30;
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md->l_shoulder_a1 =-30;
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md->r_hip_a1 =-45;
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md->l_hip_a1 =45;
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md->r_shoulder_a2 =10;
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md->l_shoulder_a2 =10;
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md->r_hip_a2 =-5;
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md->l_hip_a2 =-5;
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md->r_elbow_a =30;
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md->l_elbow_a =0;
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md->r_knee_a =0;
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md->l_knee_a =30;
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md->r_wrist_a =0;
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md->l_wrist_a =0;
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md->r_ankle_a =0;
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md->l_ankle_a =0;
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}
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U0 MDCorrect(ManDefineStruct *md)
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{
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md->r_ankle_a =-md->r_ankle_a;
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md->l_ankle_a =-md->l_ankle_a;
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md->r_knee_a =-md->r_knee_a;
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md->l_knee_a =-md->l_knee_a;
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md->r_hip_a2 =-md->r_hip_a2;
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md->r_shoulder_a2=-md->r_shoulder_a2;
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md->r_ankle_a+=90;
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md->l_ankle_a+=90;
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md->foot_len-=md->leg_rad;
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md->r_elbow_a+=md->r_shoulder_a1;
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md->l_elbow_a+=md->l_shoulder_a1;
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md->r_knee_a+=md->r_hip_a1;
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md->l_knee_a+=md->l_hip_a1;
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md->r_wrist_a+=md->r_elbow_a;
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md->l_wrist_a+=md->l_elbow_a;
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md->r_ankle_a+=md->r_knee_a;
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md->l_ankle_a+=md->l_knee_a;
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}
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I64 AddVertex(ManDefineStruct *md,I64 x,I64 y,I64 z)
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{
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I64 result=m->vertex_cnt++;
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m->v[result].x=-x;
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m->v[result].y=-y-md->leg_len-md->foot_rad*2;
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m->v[result].z=-z;
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return result;
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}
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I64 AddTri(ManDefineStruct *,I64 c,I64 n0,I64 n1,I64 n2)
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{
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I64 result=m->tri_cnt++;
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m->t[result].color=c;
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m->t[result].nums[0]=n1;
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m->t[result].nums[1]=n0;
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m->t[result].nums[2]=n2;
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return result;
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}
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U0 AddBox(ManDefineStruct *md,I64 c,I64 x1,I64 y1,I64 z1,
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F64 w,F64 h,F64 d,F64 h2,F64 h3,F64 az,F64 ay,F64 ax,
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I64 *ox,I64 *oy,I64 *oz)
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{
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I64 *r;
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I64 p1a,p2a,p3a,p4a;
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I64 p1b,p2b,p3b,p4b;
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I64 wx=w/2,wy=0,wz=0,hx=0,hy=h,hz=0,h2x=0,h2y=h2,h2z=0,
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h3x=0,h3y=h3,h3z=0,dx=0,dy=0,dz=d/2;
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r=Mat4x4IdentNew;
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Mat4x4RotZ(r,az*ã/180.0);
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Mat4x4RotY(r,ay*ã/180.0);
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Mat4x4RotX(r,ax*ã/180.0);
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Mat4x4MulXYZ(r,&wx,&wy,&wz);
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Mat4x4MulXYZ(r,&hx,&hy,&hz);
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Mat4x4MulXYZ(r,&h2x,&h2y,&h2z);
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Mat4x4MulXYZ(r,&h3x,&h3y,&h3z);
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Mat4x4MulXYZ(r,&dx,&dy,&dz);
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p1a=AddVertex(md,x1+dx -wx+h2x,y1+dy -wy+h2y,z1+dz -wz+h2z);
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p2a=AddVertex(md,x1+dx +wx+h2x,y1+dy +wy+h2y,z1+dz +wz+h2z);
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p3a=AddVertex(md,x1+dx+hx-wx ,y1+dy+hy-wy ,z1+dz+hz-wz);
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p4a=AddVertex(md,x1+dx+hx+wx ,y1+dy+hy+wy ,z1+dz+hz+wz);
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AddTri(md,c,p1a,p2a,p3a);
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AddTri(md,c,p4a,p3a,p2a);
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p1b=AddVertex(md,x1-dx -wx+h2x,y1-dy -wy+h2y,z1-dz -wz+h2z);
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p2b=AddVertex(md,x1-dx +wx+h2x,y1-dy +wy+h2y,z1-dz +wz+h2z);
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p3b=AddVertex(md,x1-dx+hx-wx ,y1-dy+hy-wy ,z1-dz+hz-wz);
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p4b=AddVertex(md,x1-dx+hx+wx ,y1-dy+hy+wy ,z1-dz+hz+wz);
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AddTri(md,c,p1b,p2b,p3b);
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AddTri(md,c,p4b,p3b,p2b);
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AddTri(md,c,p1a,p2a,p1b);
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AddTri(md,c,p2b,p1b,p2a);
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AddTri(md,c,p3a,p4a,p3b);
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AddTri(md,c,p4b,p3b,p4a);
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AddTri(md,c,p1a,p3a,p1b);
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AddTri(md,c,p3b,p1b,p3a);
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AddTri(md,c,p2a,p4a,p2b);
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AddTri(md,c,p4b,p2b,p4a);
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*ox=x1+hx-h3x;
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*oy=y1+hy-h3y;
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*oz=z1+hz-h3z;
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Free(r);
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}
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U8 *Man2CSprite()
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{
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//See $LK,"::/Adam/Gr/GrSpritePlot.CPP",A="FL:::/Adam/Gr/GrSpritePlot.CPP,1"$ for how CSprite are stored.
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U8 *result=MAlloc(sizeof(CSpriteMeshU8s)+
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m->vertex_cnt*sizeof(CD3I32)+m->tri_cnt*sizeof(CMeshTri)+
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sprite_elem_base_sizes[SPT_END]),
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*dst=result;
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*dst++ =SPT_MESH;
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*dst(I32 *)++ =m->vertex_cnt;
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*dst(I32 *)++ =m->tri_cnt;
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MemCpy(dst,&m->v,m->vertex_cnt*sizeof(CD3I32));
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dst+=m->vertex_cnt*sizeof(CD3I32);
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MemCpy(dst,&m->t,m->tri_cnt*sizeof(CMeshTri));
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dst+=m->tri_cnt*sizeof(CMeshTri);
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*dst++ =SPT_END;
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return result;
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}
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public U8 *ManGen()
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{
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U8 *result;
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I64 x,y,z,c1,c2,c3,c4;
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ManDefineStruct md1,md2;
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MDInit(&md1);
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while (TRUE) {
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if (!DocForm(&md1))
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return NULL;
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MemCpy(&md2,&md1,sizeof(ManDefineStruct));
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MDCorrect(&md2);
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c1=PopUpColorLighting("$$BK,1$$Shirt$$BK,0$$\n");
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if (c1<0) return NULL;
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c2=PopUpColorLighting("$$BK,1$$Pants$$BK,0$$\n");
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if (c2<0) return NULL;
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c3=PopUpColorLighting("$$BK,1$$Skin$$BK,0$$\n");
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if (c3<0) return NULL;
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c4=PopUpColorLighting("$$BK,1$$Shoes$$BK,0$$\n");
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if (c4<0) return NULL;
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m=CAlloc(sizeof(Man));
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//Head
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AddBox(&md2,c3,0,md2.torso_len+md2.head_rad*2,0,
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md2.head_rad*2,-md2.head_rad*2,md2.head_rad*2,0,0, 0,0,0,
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&x,&y,&z);
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//Torso
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AddBox(&md2,c1,0,md2.torso_len,0,
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md2.torso_width,-md2.torso_len,md2.torso_depth,0,0, 0,0,0,
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&x,&y,&z);
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//Right Arm
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AddBox(&md2,c1,-md2.torso_width/2-md2.arm_rad,md2.torso_len-md2.arm_rad,0,
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md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,md2.arm_rad,0,
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md2.r_shoulder_a2,0,md2.r_shoulder_a1,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,0,0,
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md2.r_shoulder_a2,0,md2.r_elbow_a,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.arm_rad*2,-md2.hand_len,md2.hand_rad*2,0,0,
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md2.r_shoulder_a2,0,md2.r_wrist_a,&x,&y,&z);
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//Left Arm
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AddBox(&md2,c1,md2.torso_width/2+md2.arm_rad,md2.torso_len-md2.arm_rad,0,
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md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,md2.arm_rad,0,
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md2.l_shoulder_a2,0,md2.l_shoulder_a1,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.arm_rad*2,-md2.arm_len/2,md2.arm_rad*2,0,0,
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md2.l_shoulder_a2,0,md2.l_elbow_a,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.arm_rad*2,-md2.hand_len,md2.hand_rad*2,0,0,
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md2.l_shoulder_a2,0,md2.l_wrist_a,&x,&y,&z);
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//Right Leg
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AddBox(&md2,c2,-md2.torso_width/2+md2.leg_rad,0,0,
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md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,0,
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md2.r_hip_a2,0,md2.r_hip_a1,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,md2.foot_rad,
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md2.r_hip_a2,0,md2.r_knee_a,&x,&y,&z);
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AddBox(&md2,c4,x,y,z,
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md2.leg_rad*2,-md2.foot_len,md2.foot_rad*2,md2.leg_rad,0,
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md2.r_hip_a2,0,md2.r_ankle_a,&x,&y,&z);
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//Left Leg
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AddBox(&md2,c2,md2.torso_width/2-md2.leg_rad,0,0,
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md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,0,
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md2.l_hip_a2,0,md2.l_hip_a1,&x,&y,&z);
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AddBox(&md2,c3,x,y,z,
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md2.leg_rad*2,-md2.leg_len/2,md2.leg_rad*2,0,md2.foot_rad,
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md2.l_hip_a2,0,md2.l_knee_a,&x,&y,&z);
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AddBox(&md2,c4,x,y,z,
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md2.leg_rad*2,-md2.foot_len,md2.foot_rad*2,md2.leg_rad,0,
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md2.l_hip_a2,0,md2.l_ankle_a,&x,&y,&z);
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result=Man2CSprite;
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"%h7c",'\n';
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Sprite(result,"\t\t$$SP,\"<1>\",BI=%d$$");
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"%h7c",'\n';
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Free(m);
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"Do another";
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if (YorN)
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Free(result);
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else
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break;
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}
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return result;
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}
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