// HyperRogue // This file contains the routines to convert HyperRogue's old vector graphics into 3D models // Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details #include "earcut.hpp" namespace hr { ld eyepos; #if MAXMDIM >= 4 #define S (scalefactor / 0.805578) #define SH (scalefactor / 0.805578 * geom3::height_width / 1.5) #define revZ (WDIM == 2 ? -1 : 1) hyperpoint shcenter; vector get_shape(hpcshape sh) { vector res; for(int i=sh.s; i& vh) { hyperpoint h = Hypc; using namespace hyperpoint_vec; for(auto h1: vh) h = h + h1; return normalize(h); } ld zc(ld z) { if(WDIM == 2 && GDIM == 3) return geom3::lev_to_factor(geom3::human_height * z); return geom3::human_height * (z - 0.5); } transmatrix zpush(ld z) { return cpush(2, z); } void add_cone(ld z0, const vector& vh, ld z1) { last->flags |= POLY_TRIANGLES; for(int i=0; i vh0, ld z1, vector vh1) { last->flags |= POLY_TRIANGLES; for(int i=0; i vh0, ld z1, vector vh1) { last->flags |= POLY_TRIANGLES; struct mixed { ld angle; int owner; hyperpoint h; mixed(ld a, int o, hyperpoint _h) : angle(a), owner(o), h(_h) {} }; transmatrix T0 = gpushxto0(get_center(vh0)); transmatrix T1 = gpushxto0(get_center(vh1)); vector pairs; for(auto h: vh0) pairs.emplace_back(atan2(T0*h), 0, h); for(auto h: vh1) pairs.emplace_back(atan2(T1*h), 1, h); sort(pairs.begin(), pairs.end(), [&] (const mixed p, const mixed q) { return p.angle < q.angle; }); hyperpoint lasts[2]; for(auto pp: pairs) lasts[pp.owner] = pp.h; for(auto pp: pairs) { int id = pp.owner; hpcpush(zpush(z0) * lasts[0]); hpcpush(zpush(z1) * lasts[1]); hpcpush(zpush(id == 0 ? z0 : z1) * pp.h); lasts[id] = pp.h; } } void shift_last(ld z) { for(int i=last->s; i scaleshape(const vector& vh, ld s) { vector res; using namespace hyperpoint_vec; for(hyperpoint h: vh) res.push_back(normalize(h * s + shcenter * (1-s))); return res; } void make_ha_3d(hpcshape& sh, bool isarmor, ld scale) { shcenter = C0; auto groin = get_shape(shHumanGroin); auto body = get_shape(shPBodyOnly); auto neck = get_shape(shHumanNeck); auto hand = get_shape(shPBodyHand); auto arm = get_shape(shPBodyArm); groin = scaleshape(groin, scale); neck = scaleshape(neck, scale); auto fullbody = get_shape(sh); auto body7 = body[7]; auto body26 = body[26]; body.clear(); bool foundplus = false, foundminus = false; for(hyperpoint h: fullbody) { if(h[1] > 0.14 * S) { if(foundplus) ; else foundplus = true, body.push_back(body7); } else if(h[1] < -0.14 * S) { if(foundminus) ; else foundminus = true, body.push_back(body26); } else body.push_back(h); } auto arm8 = arm[8]; bool armused = false; arm.clear(); for(hyperpoint h: fullbody) { if(h[1] < 0.08 * S) ; else if(h[0] > -0.03 * S) { if(armused) ; else armused = true, arm.push_back(arm8); } else arm.push_back(h); } auto hand0 = hand[0]; hand.clear(); hand.push_back(hand0); for(hyperpoint h: fullbody) { if(h[1] + h[0] > 0.13 * S) hand.push_back(h); } bshape(sh, PPR::MONSTER_BODY); add_cone(zc(0.4), groin, zc(0.36)); add_prism_sync(zc(0.4), groin, zc(0.6), groin); add_prism(zc(0.6), groin, zc(0.7), body); add_prism(zc(0.7), body, zc(0.8), neck); add_cone(zc(0.8), neck, zc(0.83)); int at0 = isize(hpc); ld h = geom3::human_height; if(isize(arm) > 3) { shcenter = get_center(arm); int arm0 = isize(hpc); add_prism_sync(geom3::BODY - h*.03, arm, geom3::BODY + h*.03, arm); add_cone(geom3::BODY + h*.03, arm, geom3::BODY + h*.05); add_cone(geom3::BODY - h*.03, arm, geom3::BODY - h*.05); int arm1 = isize(hpc); for(int i=arm0; i 3) { shcenter = get_center(hand); add_cone(geom3::BODY, hand, geom3::BODY + 0.05 * geom3::human_height); add_cone(geom3::BODY, hand, geom3::BODY - 0.05 * geom3::human_height); } int at1 = isize(hpc); for(int i=at0; i hs, int kind) { ld ds[3]; ds[0] = hdist(hs[0], hs[1]); ds[1] = hdist(hs[1], hs[2]); ds[2] = hdist(hs[2], hs[0]); ld maxds = 0; for(int i=0; i<3; i++) maxds = max(ds[i], maxds) - 1e-3; if(maxds > 0.02*S) for(int i=0; i<3; i++) { int j = (i+1) % 3; int k = (j+1) % 3; if(hdist(hs[i], hs[j]) > maxds) { auto hm = mid(hs[i], hs[j]); addtri(make_array(hm, hs[i], hs[k]), kind); addtri(make_array(hm, hs[j], hs[k]), kind); return; } } if(kind) { array ht; ld hsh[3]; ld shi[3]; bool ok = true; for(int s=0; s<3; s++) { hs[s] = normalize(hs[s]); hyperpoint h = hs[s]; ld zz = zc(0.78); hsh[s] = abs(h[1]); zz -= h[1] * h[1] / 0.14 / 0.14 * 0.01 / S / S * SH; zz -= h[0] * h[0] / 0.10 / 0.10 * 0.01 / S / S * SH; if(abs(h[1]) > 0.14*S) ok = false, zz -= revZ * (abs(h[1])/S - 0.14) * SH; if(abs(h[0]) > 0.08*S) ok = false, zz -= revZ * (abs(h[0])/S - 0.08) * (abs(h[0])/S - 0.08) * 25 * SH; h = normalize(h); ht[s] = zpush(zz) * h; if(hsh[s] < 0.1*S) shi[s] = 0.5; else if(hsh[s] < 0.12*S) shi[s] = 0.1 + 0.4 * (hsh[s]/S - 0.1) / (0.12 - 0.1); else shi[s] = 0.1; } if(ok && kind == 1) { array, 6> htx; for(int i=0; i<6; i++) htx[i] = ht; for(int i=0; i<3; i++) { htx[0][i][0] *= 0.7; htx[0][i][1] *= 0.7; htx[1][i][0] *= 1.2; htx[1][i][1] *= 1.7; htx[2][i][1] *= 1.7; htx[4][i][0] = htx[4][i][0] * 0.4 + scalefactor * 0.1; htx[5][i][0] = htx[5][i][0] * 0.3 + scalefactor * 0.1; for(int a=0; a<6; a++) htx[a][i] = hpxy3(htx[a][i][0], htx[a][i][1], htx[a][i][2]); } ld levels[6] = {0, 0.125, 0.125, 0.250, 0.375, 0.5}; for(int a=0; a<6; a++) for(int i=0; i<3; i++) htx[a][i] = zpush(-min(shi[i], levels[a]) * geom3::human_height * revZ) * htx[a][i]; hpcpush(htx[0][0]); hpcpush(htx[0][1]); hpcpush(htx[0][2]); for(int a=0; a<5; a++) for(int i=0; i<3; i++) { int j = (i+1) % 3; int b = a+1; hpcpush(htx[a][i]); hpcpush(htx[a][j]); hpcpush(htx[b][i]); hpcpush(htx[a][j]); hpcpush(htx[b][i]); hpcpush(htx[b][j]); } } else hpcpush(ht[0]), hpcpush(ht[1]), hpcpush(ht[2]); } else { for(int s=0; s<3; s++) { hyperpoint h = hs[s]; ld zz = zc(eyepos); if(h[0] < -0.05*S) zz += revZ * (h[0]/S + 0.05) * SH; if(hdist0(h) <= 0.0501*S) { zz += revZ * sqrt(0.0026 - pow(hdist0(h)/S, 2)) * SH; } hpcpush(zpush(zz) * h); } } } void make_armor_3d(hpcshape& sh, int kind = 1) { auto body = get_shape(sh); vector >> pts(2); for(hyperpoint h: body) { array p; p[0] = h[0] / h[3]; p[1] = h[1] / h[3]; pts[0].emplace_back(p); } bshape(sh, sh.prio); vector indices = mapbox::earcut (pts); last->flags |= POLY_TRIANGLES; last->flags |= POLY_TRIANGLES; for(int k=0; ks; iflags |= POLY_TRIANGLES; for(int d=0; d<360; d+=30) for(int u=-90; u<=90; u+=30) { addpt(d, u); addpt(d+30, u); addpt(d, u+30); addpt(d+30, u+30); addpt(d+30, u); addpt(d, u+30); } add_texture(shPHeadOnly); shift_last(-geom3::HEAD - revZ * 0.01 * SH); } void make_head_3d(hpcshape& sh) { auto head = get_shape(sh); vector >> pts(2); for(hyperpoint h: head) { array p; p[0] = h[0] / h[3]; p[1] = h[1] / h[3]; pts[0].emplace_back(p); } array zero = make_array(0,0); pts[1].emplace_back(zero); head.push_back(C0); bshape(sh, sh.prio); vector indices = mapbox::earcut (pts); last->flags |= POLY_TRIANGLES; for(int k=0; k notail; ld minx = 9; for(hyperpoint h: body) minx = min(minx, h[0]); for(hyperpoint h: body) if(h[0] >= minx + tail) notail.push_back(h); auto body8 = scaleshape(notail, 0.8); bshape(sh, PPR::MONSTER_BODY); add_prism(zc(0.4), body8, zc(0.45), body); add_prism(zc(0.45), body, zc(0.5), notail); add_prism_sync(zc(0.6), body8, zc(0.5), notail); add_cone(zc(0.4), body8, zc(0.36)); add_cone(zc(0.6), body8, zc(0.64)); add_texture(sh); if(GDIM == 3 && WDIM == 2) shift_last(-geom3::ABODY); } void make_ahead_3d(hpcshape& sh) { auto body = get_shape(sh); shcenter = get_center(body); auto body8 = scaleshape(body, 0.5); bshape(sh, PPR::MONSTER_BODY); add_prism_sync(zc(0.4), body8, zc(0.5), body); add_prism_sync(zc(0.6), body8, zc(0.5), body); add_cone(zc(0.4), body8, zc(0.36)); add_cone(zc(0.6), body8, zc(0.64)); add_texture(sh); } void make_skeletal(hpcshape& sh, ld push = 0) { auto body = get_shape(sh); shcenter = get_center(body); bshape(sh, PPR::MONSTER_BODY); add_prism_sync(zc(0.48), body, zc(0.5), body); add_prism_sync(zc(0.52), body, zc(0.5), body); add_cone(zc(0.48), body, zc(0.47)); add_cone(zc(0.52), body, zc(0.53)); add_texture(sh); shift_last(-push); } void make_revolution(hpcshape& sh, int mx = 180, ld push = 0) { auto body = get_shape(sh); bshape(sh, PPR::MONSTER_BODY); int step = (mx == 360 ? 24 : 10); for(int i=0; iflags |= POLY_TRIANGLES; add_texture(sh); shift_last(-push); } void make_revolution_cut(hpcshape &sh, int each = 180, ld push = 0, ld width = 99) { auto body = get_shape(sh); body.resize(isize(body) / 2); ld fx = body[0][0]; ld lx = body.back()[0]; body.insert(body.begin(), hpxy(fx + (fx-lx) * 1e-3, 0)); body.push_back(hpxy(lx + (lx-fx) * 1e-3, 0)); int n = isize(body); auto gbody = body; int it = 0; vector nextid(n); vector lastid(n); vector stillin(n, true); for(int i=0; i gbody[lastid[i]][0] && gbody[i][0] > gbody[nextid[i]][0]) || abs(gbody[i][1]) > width) if(abs(gbody[i][1]) > cv) cand = i, cv = abs(gbody[i][1]); } if(cand == -1) break; int i = cand; lastid[nextid[i]] = lastid[i]; nextid[lastid[i]] = nextid[i]; stillin[i] = false; } for(int i=n-1; i>=0; i--) if(!stillin[i] && !stillin[nextid[i]]) nextid[i] = nextid[nextid[i]]; for(int i=0; iflags |= POLY_TRIANGLES; add_texture(sh); shift_last(-push); } void disable(hpcshape& sh) { sh.s = sh.e = 0; } void clone_shape(hpcshape& sh, hpcshape& target) { target = sh; target.s = isize(hpc); for(int i=sh.s; i body) { ld off = hpc[i][1] > 0 ? body : -body; hpc[i][2] += abs(hpc[i][1] - off) * sin(alpha); hpc[i][1] = off + (hpc[i][1] - off) * cos(alpha); hpc[i] = normalize(hpc[i]); } } } for(int i=0; i<30; i++) shift_shape(animated[i], geom3::BIRD); shift_shape(orig, geom3::BIRD); } void slimetriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev) { dynamicval d(vid.texture_step, 8); texture_order([&] (ld x, ld y) { using namespace hyperpoint_vec; ld z = 1-x-y; ld r = scalefactor * hcrossf7 * (0 + pow(max(x,max(y,z)), .3) * 0.8); hyperpoint h = rspintox(a*x+b*y+c*z) * xpush0(r); hpcpush(h); }); } void balltriangle(hyperpoint a, hyperpoint b, hyperpoint c, ld rad, int lev) { if(lev == 0) { hpcpush(a); hpcpush(b); hpcpush(c); } else { hyperpoint cx = rspintox(mid(a,b)) * xpush0(rad); hyperpoint ax = rspintox(mid(b,c)) * xpush0(rad); hyperpoint bx = rspintox(mid(c,a)) * xpush0(rad); balltriangle(ax, bx, cx, rad, lev-1); balltriangle(ax, bx, c , rad, lev-1); balltriangle(ax, b , cx, rad, lev-1); balltriangle(a , bx, cx, rad, lev-1); } } void make_ball(hpcshape& sh, ld rad, int lev) { bshape(sh, sh.prio); sh.flags |= POLY_TRIANGLES; hyperpoint tip = xpush0(rad); hyperpoint atip = xpush0(-rad); ld z = 63.43 * degree; for(int i=0; i<5; i++) { hyperpoint a = cspin(1, 2, (72 * i ) * degree) * spin(z) * tip; hyperpoint b = cspin(1, 2, (72 * i-72) * degree) * spin(z) * tip; hyperpoint c = cspin(1, 2, (72 * i+36) * degree) * spin(M_PI-z) * tip; hyperpoint d = cspin(1, 2, (72 * i-36) * degree) * spin(M_PI-z) * tip; balltriangle(tip, a, b, rad, lev); balltriangle(a, b, c, rad, lev); balltriangle(b, c, d, rad, lev); balltriangle(c, d, atip, rad, lev); } add_texture(sh); } hyperpoint psmin(hyperpoint H) { hyperpoint res; res[2] = asin_auto(H[2]); ld cs = pow(cos_auto(res[2]), 2); ld r = sqrt(cs+H[0]*H[0]+H[1]*H[1]); res[0] = H[0] / r; res[1] = H[1] / r; return res; } void adjust_eye(hpcshape& eye, hpcshape head, ld shift_eye, ld shift_head, int q, ld zoom=1) { using namespace hyperpoint_vec; hyperpoint center = Hypc; for(int i=eye.s; i 0) center += hpc[i]; center = normalize(center); // center /= (eye.e - eye.s); ld rad = 0; for(int i=eye.s; i 0) rad += hdist(center, hpc[i]); rad /= (eye.e - eye.s); hyperpoint pscenter = psmin(center); ld pos = 0; int qty = 0, qtyall = 0; vector pss; for(int i=head.s; is; irenderedTexture; } if(WDIM == 2) { DEBB(DF_POLY, ("shadows")); for(hpcshape* sh: {&shBatWings, &shBugBody, &shBullBody, &shButterflyWing, &shCatBody, &shDogBody, &shDogTorso, &shEagle, &shFemaleBody, &shFlailMissile, &shGadflyWing, &shGargoyleWings, &shHawk, &shJiangShi, &shKnife, &shPBody, &shPHead, &shRaiderBody, &shReptileBody, &shSkeletonBody, &shTongue, &shTrapArrow, &shTrylobite, &shWaterElemental, &shWolfBody, &shYeti}) make_shadow(*sh); for(int i=0; i<8; i++) make_shadow(shAsteroid[i]); } DEBB(DF_POLY, ("humanoids")); make_humanoid_3d(shPBody); make_humanoid_3d(shYeti); make_humanoid_3d(shFemaleBody); make_humanoid_3d(shRaiderBody); make_humanoid_3d(shSkeletonBody); make_humanoid_3d(shFatBody); make_humanoid_3d(shWaterElemental); make_humanoid_3d(shJiangShi); // shFatBody = shPBody; // shFemaleBody = shPBody; // shRaiderBody = shPBody; // shJiangShi = shPBody; DEBB(DF_POLY, ("heads")); make_head_3d(shFemaleHair); make_head_3d(shPHead); make_head_3d(shTurban1); make_head_3d(shTurban2); make_head_3d(shAztecHead); make_head_3d(shAztecCap); make_head_3d(shVikingHelmet); make_head_3d(shRaiderHelmet); make_head_3d(shWestHat1); make_head_3d(shWestHat2); make_head_3d(shWitchHair); make_head_3d(shBeautyHair); make_head_3d(shFlowerHair); make_head_3d(shGolemhead); make_head_3d(shPirateHood); make_head_3d(shEyepatch); make_head_3d(shSkull); make_head_3d(shRatHead); make_head_3d(shDemon); make_head_3d(shGoatHead); make_head_3d(shRatCape1); make_head_3d(shJiangShiCap1); make_head_3d(shJiangShiCap2); make_head_3d(shTerraHead); DEBB(DF_POLY, ("armors")); make_armor_3d(shKnightArmor); make_armor_3d(shKnightCloak, 2); make_armor_3d(shPrinceDress); make_armor_3d(shPrincessDress, 2); make_armor_3d(shTerraArmor1); make_armor_3d(shTerraArmor2); make_armor_3d(shTerraArmor3); make_armor_3d(shSuspenders); make_armor_3d(shJiangShiDress); make_armor_3d(shFemaleDress); make_armor_3d(shWightCloak, 2); make_armor_3d(shRaiderArmor); make_armor_3d(shRaiderShirt); make_armor_3d(shArmor); make_armor_3d(shRatCape2, 2); make_armor_3d(shHood, 2); DEBB(DF_POLY, ("feet and paws")); make_foot_3d(shHumanFoot); make_foot_3d(shYetiFoot); make_skeletal(shSkeletalFoot, WDIM == 2 ? zc(0.5) + geom3::human_height/40 - geom3::FLOOR : 0); make_paw_3d(shWolfFrontPaw, shWolfFrontLeg); make_paw_3d(shWolfRearPaw, shWolfRearLeg); make_paw_3d(shDogFrontPaw, shDogFrontLeg); make_paw_3d(shDogRearPaw, shDogRearLeg); DEBB(DF_POLY, ("revolution")); // make_abody_3d(shWolfBody, 0.01); // make_ahead_3d(shWolfHead); // make_ahead_3d(shFamiliarHead); ld g = WDIM == 2 ? geom3::ABODY - zc(0.4) : 0; make_revolution_cut(shWolfBody, 30, g, 0.01*S); make_revolution_cut(shWolfHead, 180, geom3::AHEAD - geom3::ABODY +g); make_revolution_cut(shFamiliarHead, 30, geom3::AHEAD - geom3::ABODY +g); // make_abody_3d(shDogTorso, 0.01); make_revolution_cut(shDogTorso, 30, +g); make_revolution_cut(shDogHead, 180, geom3::AHEAD - geom3::ABODY +g); // make_ahead_3d(shDogHead); // make_abody_3d(shCatBody, 0.05); // make_ahead_3d(shCatHead); make_revolution_cut(shCatBody, 30, +g); make_revolution_cut(shCatHead, 180, geom3::AHEAD - geom3::ABODY +g); make_paw_3d(shReptileFrontFoot, shReptileFrontLeg); make_paw_3d(shReptileRearFoot, shReptileRearLeg); make_abody_3d(shReptileBody, -1); // make_ahead_3d(shReptileHead); make_revolution_cut(shReptileHead, 180, geom3::AHEAD - geom3::ABODY+g); make_paw_3d(shBullFrontHoof, shBullFrontHoof); make_paw_3d(shBullRearHoof, shBullRearHoof); // make_abody_3d(shBullBody, 0.05); // make_ahead_3d(shBullHead); // make_ahead_3d(shBullHorn); make_revolution_cut(shBullBody, 180, +g); make_revolution_cut(shBullHead, 60, geom3::AHEAD - geom3::ABODY +g); shift_shape(shBullHorn, g-(geom3::AHEAD - geom3::ABODY)); // make_revolution_cut(shBullHorn, 180, geom3::AHEAD - geom3::ABODY); make_paw_3d(shTrylobiteFrontClaw, shTrylobiteFrontLeg); make_paw_3d(shTrylobiteRearClaw, shTrylobiteRearLeg); make_abody_3d(shTrylobiteBody, 0); // make_ahead_3d(shTrylobiteHead); make_revolution_cut(shTrylobiteHead, 180, geom3::AHEAD - geom3::ABODY +g); make_revolution_cut(shShark, 180, WDIM == 2 ? -geom3::FLOOR : 0); make_revolution_cut(shGhost, 60, geom3::GHOST + g); make_revolution_cut(shEagle, 180, -geom3::BIRD, 0.05*S); make_revolution_cut(shHawk, 180, -geom3::BIRD, 0.05*S); make_revolution_cut(shTinyBird, 180, 0, 0.025 * S); make_revolution_cut(shTinyShark, 90); make_revolution_cut(shMiniGhost, 60); make_revolution_cut(shGargoyleWings, 180, 0, 0.05*S); make_revolution_cut(shGargoyleBody, 180, 0, 0.05*S); make_revolution_cut(shGadflyWing, 180, -geom3::BIRD, 0.05*S); make_revolution_cut(shBatWings, 180, -geom3::BIRD, 0.05*S); make_revolution_cut(shBatBody, 180, -geom3::BIRD, 0.05*S); make_revolution_cut(shJelly, 60); make_revolution(shFoxTail1); make_revolution(shFoxTail2); make_revolution(shGadflyBody, 180, -geom3::BIRD); for(int i=0; i<8; i++) make_revolution(shAsteroid[i], 360); make_revolution_cut(shBugLeg, 60); make_revolution(shBugArmor, 180, geom3::ABODY); make_revolution_cut(shBugAntenna, 90, geom3::ABODY); make_revolution_cut(shButterflyBody, 180, -geom3::BIRD); animate_bird(shEagle, shAnimatedEagle, 0.05*S); animate_bird(shTinyBird, shAnimatedTinyEagle, 0.05*S/2); disable(shWolfRearLeg); disable(shWolfFrontLeg); disable(shDogRearLeg); disable(shDogFrontLeg); disable(shReptileFrontLeg); disable(shReptileRearLeg); disable(shTrylobiteFrontLeg); disable(shTrylobiteRearLeg); disable(shPFace); disable(shJiangShi); make_revolution_cut(shDragonSegment, 60, g); make_revolution_cut(shDragonHead, 60, g); make_revolution_cut(shDragonTail, 60, g); make_revolution_cut(shWormSegment, 60, g); make_revolution_cut(shSmallWormSegment, 60, g); make_revolution_cut(shWormHead, 60, g); make_revolution_cut(shWormTail, 60, g); make_revolution_cut(shSmallWormTail, 60, g); make_revolution_cut(shTentHead, 60, g); make_revolution_cut(shKrakenHead, 60, -geom3::FLOOR); make_revolution_cut(shSeaTentacle, 60, -geom3::FLOOR); make_revolution_cut(shDragonLegs, 60, g); make_revolution_cut(shDragonWings, 60, g); disable(shDragonNostril); make_head_only(); DEBB(DF_POLY, ("balls")); make_ball(shDisk, orbsize*.2, 2); make_ball(shHeptaMarker, zhexf*.2, 1); make_ball(shSnowball, zhexf*.1, 0); if(WDIM == 2) { for(int i=0; i<3; i++) shift_shape(shHalfFloor[i], geom3::lev_to_factor(geom3::human_height * .01)); } shift_shape(shBoatOuter, geom3::FLOOR); shift_shape(shBoatInner, (geom3::FLOOR+geom3::LAKE)/2); for(int i=0; i<14; i++) shift_shape(shTriheptaSpecial[i], geom3::FLOOR); shift_shape(shBigCarpet1, geom3::FLOOR - geom3::human_height * 1/40); shift_shape(shBigCarpet2, geom3::FLOOR - geom3::human_height * 2/40); shift_shape(shBigCarpet3, geom3::FLOOR - geom3::human_height * 3/40); for(int a=0; a<5; a++) for(int b=0; b<4; b++) shift_shape(shReptile[a][b], geom3::FLOOR - geom3::human_height * min(b, 2) / 40); shift_shape(shMineMark[0], geom3::FLOOR - geom3::human_height * 1/40); shift_shape(shMineMark[1], geom3::FLOOR - geom3::human_height * 1/40); for(int a=0; a<5; a++) shift_shape(shZebra[a], geom3::FLOOR); for(int t=0; t<13; t++) for(int u=0; u<6; u++) shift_shape(shTortoise[t][u], geom3::FLOOR - geom3::human_height * (t+1) / 120); make_revolution_cut(shStatue, 60); shift_shape(shThorns, geom3::FLOOR - geom3::human_height * 1/40); shift_shape(shRose, geom3::FLOOR - geom3::human_height * 1/20); DEBB(DF_POLY, ("slime")); bshape(shSlime, PPR::MONSTER_BODY); hyperpoint tip = xpush0(1); hyperpoint atip = xpush0(-1); ld z = 63.43 * degree; for(int i=0; i<5; i++) { auto a = cspin(1, 2, (72 * i ) * degree) * spin(z) * xpush0(1); auto b = cspin(1, 2, (72 * i-72) * degree) * spin(z) * xpush0(1); auto c = cspin(1, 2, (72 * i+36) * degree) * spin(M_PI-z) * xpush0(1); auto d = cspin(1, 2, (72 * i-36) * degree) * spin(M_PI-z) * xpush0(1); slimetriangle(tip, a, b, 1, 0); slimetriangle(a, b, c, 1, 0); slimetriangle(b, c, d, 1, 0); slimetriangle(c, d, atip, 1, 0); } last->flags |= POLY_TRIANGLES; add_texture(*last); finishshape(); if(WDIM == 2) shift_last_straight(geom3::FLOOR); shJelly = shSlime; shift_shape(shMagicSword, geom3::ABODY); shift_shape(shMagicShovel, geom3::ABODY); DEBB(DF_POLY, ("eyes")); adjust_eye(shSlimeEyes, shSlime, geom3::FLATEYE, 0, 2, 2); adjust_eye(shGhostEyes, shGhost, geom3::GHOST, geom3::GHOST, 2, WDIM == 2 ? 2 : 4); adjust_eye(shMiniEyes, shMiniGhost, geom3::GHOST, geom3::GHOST, 2, 2); adjust_eye(shWormEyes, shWormHead, 0, 0, 2, 4); adjust_eye(shDragonEyes, shDragonHead, 0, 0, 2, 4); adjust_eye(shKrakenEye, shKrakenHead, 0, 0, 1); adjust_eye(shKrakenEye2, shKrakenEye, 0, 0, 1, 2); adjust_eye(shWolf1, shDogHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shWolf2, shDogHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shWolf3, shDogHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shFamiliarEye, shWolfHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shWolfEyes, shWolfHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shReptileEye, shReptileHead, geom3::AHEAD, geom3::AHEAD, 1); adjust_eye(shGadflyEye, shGadflyBody, -geom3::BIRD, -geom3::BIRD, 1); adjust_eye(shSkullEyes, shPHeadOnly, geom3::HEAD1, geom3::HEAD, 2, 2); shSkullEyes.tinf = NULL; shift_shape(shRatTail, zc(0.5) - geom3::LEG); for(int i=shRatTail.s; i