//Makes a mesh ball. #define VERTICES_NUM 1024 #define TRIS_NUM 1024 class Ball { I32 vertex_cnt; I32 tri_cnt; CD3I32 v[VERTICES_NUM]; CMeshTri t[TRIS_NUM]; } *b; class BallDefineStruct { F64 radius format "$DA-TRM,A=\"Radius :%8.3f\"$\n"; I64 n_longitude format "$DA-TRM,A=\"Longitude Faces:%5d\"$\n"; I64 n_lattitude format "$DA-TRM,A=\"Lattitude Rings:%5d\"$\n"; }; U0 BDInit(BallDefineStruct *bd) { MemSet(bd,0,sizeof(BallDefineStruct)); bd->n_longitude=16; bd->n_lattitude=8; bd->radius =20.0; } U0 BDCorrect(BallDefineStruct *bd) { bd->n_longitude=(bd->n_longitude+1)/2; bd->n_lattitude=(bd->n_lattitude+1)/2; } I64 AddVertex(BallDefineStruct *,I64 x,I64 y,I64 z) { I64 i; for (i=0; i<b->vertex_cnt; i++) if (b->v[i].x==x && b->v[i].y==y && b->v[i].z==z) return i; i=b->vertex_cnt++; b->v[i].x=x; b->v[i].y=y; b->v[i].z=z; return i; } I64 AddTri(BallDefineStruct *,I64 c,I64 n0,I64 n1,I64 n2) { I64 res=b->tri_cnt++; b->t[res].color=c; b->t[res].nums[0]=n0; b->t[res].nums[1]=n1; b->t[res].nums[2]=n2; return res; } U8 *Ball2CSprite() {//See ::/Adam/Gr/GrSpritePlot.HC for how CSprite are stored. U8 *res=MAlloc(sizeof(CSpriteMeshU8s)+ b->vertex_cnt*sizeof(CD3I32)+b->tri_cnt*sizeof(CMeshTri) +sprite_elem_base_sizes[SPT_END]), *dst=res; *dst++ =SPT_MESH; *dst(I32 *)++ =b->vertex_cnt; *dst(I32 *)++ =b->tri_cnt; MemCpy(dst,&b->v,b->vertex_cnt*sizeof(CD3I32)); dst+=b->vertex_cnt*sizeof(CD3I32); MemCpy(dst,&b->t,b->tri_cnt*sizeof(CMeshTri)); dst+=b->tri_cnt*sizeof(CMeshTri); *dst++ =SPT_END; return res; } public U8 *BallGen() { U8 *res; I64 i,j,n,m,c,p1,p2,p3,p4; BallDefineStruct bd1,bd2; F64 r,r1,r2,z1,z2,d_a1,d_a2; BDInit(&bd1); while (TRUE) { if (!DocForm(&bd1)) return NULL; MemCpy(&bd2,&bd1,sizeof(BallDefineStruct)); BDCorrect(&bd2); c=PopUpColorLighting; if (c<0) return NULL; b=CAlloc(sizeof(Ball)); r=bd2.radius; n=bd2.n_lattitude; m=bd2.n_longitude; d_a1=2*pi/n/4; d_a2=2*pi/m/2; for (j=-n; j<n; j++) { r1=r*Cos( j *d_a1); r2=r*Cos((j+1)*d_a1); z1=r*Sin( j *d_a1); z2=r*Sin((j+1)*d_a1); for (i=0; i<m; i++) { p1=AddVertex(&bd2,r1*Cos((2*i +j)*d_a2),r1*Sin((2*i +j)*d_a2),z1); p2=AddVertex(&bd2,r1*Cos((2*i+2+j)*d_a2),r1*Sin((2*i+2+j)*d_a2),z1); p3=AddVertex(&bd2,r2*Cos((2*i+1+j)*d_a2),r2*Sin((2*i+1+j)*d_a2),z2); p4=AddVertex(&bd2,r2*Cos((2*i+3+j)*d_a2),r2*Sin((2*i+3+j)*d_a2),z2); AddTri(&bd2,c,p1,p2,p3); AddTri(&bd2,c,p3,p2,p4); } } res=Ball2CSprite; "%h7c" ,'\n'; Sprite(res,"\t\t$SP,\"<1>\",BI=%d$"); "%h7c" ,'\n'; "Vertices:%d\n" ,b->vertex_cnt; Free(b); "Do another"; if (YorN) Free(res); else break; } return res; }