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hyperrogue/3d-models.cpp
2019-09-12 22:43:00 +02:00

863 lines
25 KiB
C++

// 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 {
#define S (scalefactor / 0.805578)
#define SH (scalefactor / 0.805578 * geom3::height_width / 1.5)
hyperpoint shcenter;
vector<hyperpoint> get_shape(hpcshape sh) {
vector<hyperpoint> res;
for(int i=sh.s; i<sh.e-1; i++) res.push_back(hpc[i]);
return res;
}
hyperpoint get_center(const vector<hyperpoint>& vh) {
hyperpoint h = Hypc;
using namespace hyperpoint_vec;
for(auto h1: vh) h = h + h1;
return normalize(h);
}
ld zc(ld z) { return geom3::human_height * (z - 0.5); }
transmatrix zpush(ld z) {
return cpush(2, z);
}
void add_cone(ld z0, const vector<hyperpoint>& vh, ld z1) {
last->flags |= POLY_TRIANGLES;
for(int i=0; i<isize(vh); i++) {
hpcpush(zpush(z0) * vh[i]);
hpcpush(zpush(z0) * vh[(i+1) % isize(vh)]);
hpcpush(zpush(z1) * shcenter);
}
}
void add_prism_sync(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> vh1) {
last->flags |= POLY_TRIANGLES;
for(int i=0; i<isize(vh0); i++) {
int i1 = (i+1) % isize(vh0);
hpcpush(zpush(z0) * vh0[i]);
hpcpush(zpush(z1) * vh1[i]);
hpcpush(zpush(z0) * vh0[i1]);
hpcpush(zpush(z1) * vh1[i]);
hpcpush(zpush(z0) * vh0[i1]);
hpcpush(zpush(z1) * vh1[i1]);
}
}
void add_prism(ld z0, vector<hyperpoint> vh0, ld z1, vector<hyperpoint> 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<mixed> 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<isize(hpc); i++) hpc[i] = cpush(2, z) * hpc[i];
}
void shift_shape(hpcshape& sh, ld z) {
for(int i=sh.s; i<sh.e; i++) hpc[i] = cpush(2, z) * hpc[i];
}
extern
hpcshape
shSemiFloorSide[SIDEPARS],
shBFloor[2],
shWave[8][2],
shCircleFloor,
shBarrel,
shWall[2], shMineMark[2], shBigMineMark[2], shFan,
shZebra[5],
shSwitchDisk,
shTower[11],
shEmeraldFloor[6],
shSemiFeatherFloor[2],
shSemiFloor[2], shSemiBFloor[2], shSemiFloorShadow,
shMercuryBridge[2],
shTriheptaSpecial[14],
shCross, shGiantStar[2], shLake, shMirror,
shHalfFloor[3], shHalfMirror[3],
shGem[2], shStar, shDisk, shDiskT, shDiskS, shDiskM, shDiskSq, shRing,
shTinyBird, shTinyShark,
shEgg,
shSpikedRing, shTargetRing, shSawRing, shGearRing, shPeaceRing, shHeptaRing,
shSpearRing, shLoveRing,
shDaisy, shTriangle, shNecro, shStatue, shKey, shWindArrow,
shGun,
shFigurine, shTreat,
shElementalShard,
// shBranch,
shIBranch, shTentacle, shTentacleX, shILeaf[2],
shMovestar,
shWolf, shYeti, shDemon, shGDemon, shEagle, shGargoyleWings, shGargoyleBody,
shFoxTail1, shFoxTail2,
shDogBody, shDogHead, shDogFrontLeg, shDogRearLeg, shDogFrontPaw, shDogRearPaw,
shDogTorso,
shHawk,
shCatBody, shCatLegs, shCatHead, shFamiliarHead, shFamiliarEye,
shWolf1, shWolf2, shWolf3,
shDogStripes,
shPBody, shPSword, shPKnife,
shFerocityM, shFerocityF,
shHumanFoot, shHumanLeg, shHumanGroin, shHumanNeck, shSkeletalFoot, shYetiFoot,
shMagicSword, shMagicShovel, shSeaTentacle, shKrakenHead, shKrakenEye, shKrakenEye2,
shArrow,
shPHead, shPFace, shGolemhead, shHood, shArmor,
shAztecHead, shAztecCap,
shSabre, shTurban1, shTurban2, shVikingHelmet, shRaiderHelmet, shRaiderArmor, shRaiderBody, shRaiderShirt,
shWestHat1, shWestHat2, shGunInHand,
shKnightArmor, shKnightCloak, shWightCloak,
shGhost, shEyes, shSlime, shJelly, shJoint, shWormHead, shTentHead, shShark, shWormSegment, shSmallWormSegment, shWormTail, shSmallWormTail,
shMiniGhost, shMiniEyes,
shHedgehogBlade, shHedgehogBladePlayer,
shWolfBody, shWolfHead, shWolfLegs, shWolfEyes,
shWolfFrontLeg, shWolfRearLeg, shWolfFrontPaw, shWolfRearPaw,
shFemaleBody, shFemaleHair, shFemaleDress, shWitchDress,
shWitchHair, shBeautyHair, shFlowerHair, shFlowerHand, shSuspenders, shTrophy,
shBugBody, shBugArmor, shBugLeg, shBugAntenna,
shPickAxe, shPike, shFlailBall, shFlailTrunk, shFlailChain, shHammerHead,
shBook, shBookCover, shGrail,
shBoatOuter, shBoatInner, shCompass1, shCompass2, shCompass3,
shKnife, shTongue, shFlailMissile, shTrapArrow,
shPirateHook, shPirateHood, shEyepatch, shPirateX,
// shScratch,
shHeptaMarker, shSnowball,
shSkeletonBody, shSkull, shSkullEyes, shFatBody, shWaterElemental,
shPalaceGate, shFishTail,
shMouse, shMouseLegs, shMouseEyes,
shPrincessDress, shPrinceDress,
shWizardCape1, shWizardCape2,
shBigCarpet1, shBigCarpet2, shBigCarpet3,
shGoatHead, shRose, shThorns,
shRatHead, shRatTail, shRatEyes, shRatCape1, shRatCape2,
shWizardHat1, shWizardHat2,
shTortoise[13][6],
shDragonLegs, shDragonTail, shDragonHead, shDragonSegment, shDragonNostril,
shDragonWings,
shSolidBranch, shWeakBranch, shBead0, shBead1,
shBatWings, shBatBody, shBatMouth, shBatFang, shBatEye,
shParticle[16], shAsteroid[8],
shReptile[5][4],
shReptileBody, shReptileHead, shReptileFrontFoot, shReptileRearFoot,
shReptileFrontLeg, shReptileRearLeg, shReptileTail, shReptileEye,
shTrylobite, shTrylobiteHead, shTrylobiteBody,
shTrylobiteFrontLeg, shTrylobiteRearLeg, shTrylobiteFrontClaw, shTrylobiteRearClaw,
shBullBody, shBullHead, shBullHorn, shBullRearHoof, shBullFrontHoof,
shButterflyBody, shButterflyWing, shGadflyBody, shGadflyWing, shGadflyEye,
shTerraArmor1, shTerraArmor2, shTerraArmor3, shTerraHead, shTerraFace,
shJiangShi, shJiangShiDress, shJiangShiCap1, shJiangShiCap2,
shAsymmetric,
shPBodyOnly, shPBodyArm, shPBodyHand, shPHeadOnly,
shDodeca;
extern renderbuffer *floor_textures;
basic_textureinfo models_texture;
void add_texture(hpcshape& sh) {
if(!floor_textures) return;
auto& utt = models_texture;
sh.tinf = &utt;
sh.texture_offset = isize(utt.tvertices);
for(int i=sh.s; i<isize(hpc); i++) {
hyperpoint h = hpc[i];
ld rad = hypot_d(3, h);
ld factor = 0.50 + (0.17 * h[2] + 0.13 * h[1] + 0.15 * h[0]) / rad;
utt.tvertices.push_back(glhr::makevertex(0, factor, 0));
}
}
vector<hyperpoint> scaleshape(const vector<hyperpoint>& vh, ld s) {
vector<hyperpoint> 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<arm1; i++) {
hyperpoint h = hpc[i];
ld zl = asinh(h[2]);
h = zpush(-zl) * h;
ld rad = hdist0(h);
rad = (rad - 0.1124*S) / (0.2804*S - 0.1124*S);
rad = 1 - rad;
rad *= zc(0.7) - geom3::BODY;
hpc[i] = zpush(rad) * hpc[i];
}
}
// 0.2804 - keep
// 0.1124 - move
if(isize(hand) > 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<at1; i++) hpc.push_back(Mirror * hpc[i]);
add_texture(shPBody);
shift_last(-geom3::BODY);
}
/*
void make_humanoid_3d(hpcshape& sh) { make_ha_3d(sh, false, 0.90); }
void make_armor_3d(hpcshape& sh, ld scale = 1) { make_ha_3d(sh, true, scale); }
*/
void make_humanoid_3d(hpcshape& sh) { make_ha_3d(sh, false, 1); }
void addtri(array<hyperpoint, 3> 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) {
hyperpoint ht[3];
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 -= (abs(h[1])/S - 0.14) * SH;
if(abs(h[0]) > 0.08*S) ok = false, zz -= (abs(h[0])/S - 0.08) * (abs(h[0])/S - 0.08) * 25 * SH;
hpcpush(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;
shi[s] *= geom3::human_height;
}
if(ok && kind == 1) for(int i=0; i<3; i++) {
int j = (i+1) % 3;
hpcpush(ht[i]);
hpcpush(ht[j]);
hpcpush(zpush(shi[i]) * ht[i]);
hpcpush(ht[j]);
hpcpush(zpush(shi[i]) * ht[i]);
hpcpush(zpush(shi[i]) * ht[j]);
}
}
else {
for(int s=0; s<3; s++) {
hyperpoint h = hs[s];
ld zz = zc(0.925);
if(h[0] < -0.05*S) zz += (h[0]/S + 0.05) * SH;
if(hdist0(h) <= 0.0501*S) {
zz += 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<vector<array<ld, 2> >> pts(2);
for(hyperpoint h: body) {
array<ld, 2> p;
p[0] = h[0] / h[3];
p[1] = h[1] / h[3];
pts[0].emplace_back(p);
}
bshape(sh, sh.prio);
vector<int> indices = mapbox::earcut<int> (pts);
last->flags |= POLY_TRIANGLES;
last->flags |= POLY_TRIANGLES;
for(int k=0; k<isize(indices); k+=3) {
addtri(make_array(body[indices[k]], body[indices[k+1]], body[indices[k+2]]), kind);
}
add_texture(sh);
if(&sh == &shHood || &sh == &shWightCloak || &sh == &shArmor)
shift_last(-geom3::HEAD);
else
shift_last(-geom3::BODY);
}
void make_foot_3d(hpcshape& sh) {
auto foot = get_shape(sh);
auto leg = get_shape(shHumanLeg);
auto leg5 = scaleshape(leg, 0.8);
bshape(sh, PPR::MONSTER_BODY);
shcenter = get_center(leg);
add_cone(zc(0), foot, zc(0));
add_prism(zc(0), foot, zc(0.1), leg);
add_prism_sync(zc(0.1), leg, zc(0.4), leg5);
add_cone(zc(0.4), leg5, zc(0.45));
add_texture(sh);
// shift_last(-geom3::LEG0);
for(int i=last->s; i<isize(hpc); i++) hpc[i] = cpush(0, -0.0125*S) * hpc[i];
}
void make_head_only() {
auto addpt = [] (int d, int u) {
hpcpush(zpush(zc(0.925) + 0.06 * SH * sin(u * degree)) * xspinpush0(d * degree, 0.05 * S * cos(u * degree)));
};
bshape(shPHeadOnly, shPHeadOnly.prio);
last->flags |= 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 - 0.01 * SH);
}
void make_head_3d(hpcshape& sh) {
auto head = get_shape(sh);
vector<vector<array<ld, 2> >> pts(2);
for(hyperpoint h: head) {
array<ld, 2> p;
p[0] = h[0] / h[3];
p[1] = h[1] / h[3];
pts[0].emplace_back(p);
}
array<ld, 2> zero = make_array<ld>(0,0);
pts[1].emplace_back(zero);
head.push_back(C0);
bshape(sh, sh.prio);
vector<int> indices = mapbox::earcut<int> (pts);
last->flags |= POLY_TRIANGLES;
for(int k=0; k<isize(indices); k+=3) {
addtri(make_array(head[indices[k]], head[indices[k+1]], head[indices[k+2]]), 0);
}
add_texture(sh);
shift_last(-geom3::HEAD);
}
void make_paw_3d(hpcshape& sh, hpcshape& legsh) {
auto foot = get_shape(sh);
auto leg = get_shape(legsh);
bshape(sh, PPR::MONSTER_BODY);
shcenter = get_center(leg);
add_cone(zc(0), foot, zc(0));
add_prism(zc(0), foot, zc(0.1), leg);
add_prism_sync(zc(0.1), leg, zc(0.4), leg);
add_cone(zc(0.4), leg, zc(0.45));
add_texture(sh);
shift_last(-geom3::LEG0);
}
void make_abody_3d(hpcshape& sh, ld tail) {
auto body = get_shape(sh);
shcenter = get_center(body);
vector<hyperpoint> 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);
}
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; i<isize(body); i++) {
hyperpoint h0 = body[i];
hyperpoint h1 = body[(i+1) % isize(body)];
for(int s=0; s<mx; s+=step) {
hpcpush(cspin(1, 2, s * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * h0);
hpcpush(cspin(1, 2, (s+step) * degree) * h1);
}
}
last->flags |= 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);
int n = isize(body) / 2;
auto gbody = body;
int it = 0;
vector<int> nextid(n);
vector<int> lastid(n);
vector<bool> stillin(n, true);
for(int i=0; i<n; i++) nextid[i] = i+1;
for(int i=0; i<n; i++) lastid[i] = i-1;
while(true) {
it++;
int cand = -1;
ld cv = 0;
for(int i=1; i<n-1; i++) if(stillin[i]) {
if((gbody[i][0] < gbody[lastid[i]][0] && gbody[i][0] < gbody[nextid[i]][0]) || (gbody[i][0] > 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; i<n; i++) if(!stillin[i] && !stillin[lastid[i]]) lastid[i] = lastid[lastid[i]];
for(int i=0; i<n; i++) {
using namespace hyperpoint_vec;
if(!stillin[i]) gbody[i] = normalize(gbody[lastid[i]] * (i - lastid[i]) + gbody[nextid[i]] * (nextid[i] - i));
}
bshape(sh, PPR::MONSTER_BODY);
int step = 10;
for(int i=0; i<n; i++) {
for(int s=0; s<360; s+=step) {
auto& tbody = (s % each ? gbody : body);
auto& nbody = ((s+step) % each ? gbody : body);
int i1 = (i+1) % isize(body);
hyperpoint h0 = tbody[i];
hyperpoint h1 = tbody[i1];
hyperpoint hs0 = nbody[i];
hyperpoint hs1 = nbody[i1];
hpcpush(cspin(1, 2, s * degree) * h0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * hs0);
hpcpush(cspin(1, 2, s * degree) * h1);
hpcpush(cspin(1, 2, (s+step) * degree) * hs0);
hpcpush(cspin(1, 2, (s+step) * degree) * hs1);
}
}
last->flags |= 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<sh.e; i++) hpc.push_back(hpc[i]);
target.e = isize(hpc);
}
void animate_bird(hpcshape& orig, hpcshape animated[30], ld body) {
for(int i=0; i<30; i++) {
auto& tgt = animated[i];
clone_shape(orig, tgt);
ld alpha = sin(12 * degree * i) * 30 * degree;
for(int i=tgt.s; i<tgt.e; i++) {
if(abs(hpc[i][1]) > 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]);
}
}
}
}
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);
for(int i=0; i<5; i++) {
hyperpoint a = cspin(1, 2, (72 * i ) * degree) * spin(1) * tip;
hyperpoint b = cspin(1, 2, (72 * i-72) * degree) * spin(1) * tip;
hyperpoint c = cspin(1, 2, (72 * i+36) * degree) * spin(M_PI-1) * tip;
hyperpoint d = cspin(1, 2, (72 * i-36) * degree) * spin(M_PI-1) * 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);
}
void make_3d_models() {
if(DIM == 2) return;
shcenter = C0;
if(floor_textures) {
auto& utt = models_texture;
utt.tvertices.clear();
utt.texture_id = floor_textures->renderedTexture;
}
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;
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);
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);
make_foot_3d(shHumanFoot);
make_foot_3d(shYetiFoot);
make_skeletal(shSkeletalFoot);
make_paw_3d(shWolfFrontPaw, shWolfFrontLeg);
make_paw_3d(shWolfRearPaw, shWolfRearLeg);
make_paw_3d(shDogFrontPaw, shDogFrontLeg);
make_paw_3d(shDogRearPaw, shDogRearLeg);
// make_abody_3d(shWolfBody, 0.01);
// make_ahead_3d(shWolfHead);
// make_ahead_3d(shFamiliarHead);
make_revolution_cut(shWolfBody, 30, 0, 0.01*S);
make_revolution_cut(shWolfHead, 180, geom3::AHEAD - geom3::ABODY);
make_revolution_cut(shFamiliarHead, 30, geom3::AHEAD - geom3::ABODY);
// make_abody_3d(shDogTorso, 0.01);
make_revolution_cut(shDogTorso, 30);
make_revolution_cut(shDogHead, 180, geom3::AHEAD - geom3::ABODY);
// make_ahead_3d(shDogHead);
// make_abody_3d(shCatBody, 0.05);
// make_ahead_3d(shCatHead);
make_revolution_cut(shCatBody, 30);
make_revolution_cut(shCatHead, 180, geom3::AHEAD - geom3::ABODY);
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);
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);
make_revolution_cut(shBullHead, 60, geom3::AHEAD - geom3::ABODY);
shift_shape(shBullHorn, -(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);
make_revolution_cut(shShark, 180);
make_revolution_cut(shGhost, 60);
make_revolution_cut(shSlime, 60);
make_revolution_cut(shEagle, 180, 0, 0.05*S);
make_revolution_cut(shHawk, 180, 0, 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, 0, 0.05*S);
make_revolution_cut(shBatWings, 180, 0, 0.05*S);
make_revolution_cut(shBatBody, 180, 0, 0.05*S);
make_revolution_cut(shJelly, 60);
make_revolution(shFoxTail1);
make_revolution(shFoxTail2);
make_revolution(shGadflyBody);
for(int i=0; i<8; i++)
make_revolution(shAsteroid[i], 360);
make_revolution_cut(shBugLeg, 60, geom3::ALEG0);
make_revolution(shBugArmor, 180, geom3::ABODY);
make_revolution_cut(shBugAntenna, 90, geom3::ABODY);
make_revolution_cut(shButterflyBody, 180);
shift_shape(shWolf1, -0.088 * S);
shift_shape(shWolf2, -0.088 * S);
shift_shape(shWolf3, -0.098 * S);
shift_shape(shFamiliarEye, -0.088 * S);
shift_shape(shWolfEyes, (-0.088 - 0.01 * 0.9) * S);
shift_shape(shEyes, (-3.3) * S / -20);
for(int i=shEyes.s; i<shEyes.e; i++) hpc[i] = cspin(0, 2, M_PI/2) * hpc[i];
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_head_only();
make_ball(shDisk, orbsize*.2, 2);
make_ball(shHeptaMarker, zhexf*.2, 1);
make_ball(shSnowball, zhexf*.1, 0);
}
#undef S
#undef SH
}