Beispiel #1
0
        /// <summary>Builds a box model assuming the follow texture layout:<br/>
        /// let SW = sides width, BW = body width, BH = body height<br/>
        /// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈front┈┈┈S┃S┈┈┈back┈┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈bottom┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈┈top┈┈┈B┃ <br/>
        /// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛ </summary>
        public static ModelPart BuildRotatedBox(IModel m, BoxDesc desc)
        {
            int   sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH;
            float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1;
            float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2;
            int   x = desc.TexX, y = desc.TexY;

            CurNormal = Top;
            YQuad(m, x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, z1, z2, y2, false); // top
            CurNormal = Bottom;
            YQuad(m, x + sidesW, y + sidesW, bodyW, bodyH, x2, x1, z1, z2, y1, false);                  // bottom
            CurNormal = Front;
            ZQuad(m, x + sidesW, y, bodyW, sidesW, x2, x1, y1, y2, z1, false);                          // front
            CurNormal = Back;
            ZQuad(m, x + sidesW + bodyW, y, bodyW, sidesW, x1, x2, y2, y1, z2, false);                  // back
            CurNormal = Right;
            XQuad(m, x, y + sidesW, sidesW, bodyH, y2, y1, z2, z1, x2, false);                          // right
            CurNormal = Left;
            XQuad(m, x + sidesW + bodyW, y + sidesW, sidesW, bodyH, y1, y2, z2, z1, x1, false);         // left

            // rotate left and right 90 degrees
            for (int i = m.index - 8; i < m.index; i++)
            {
                ModelVertex vertex = m.vertices[i];
                float       z      = vertex.Z; vertex.Z = vertex.Y; vertex.Y = z;
                m.vertices[i] = vertex;
            }
            return(new ModelPart(m.index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ));
        }
Beispiel #2
0
        public static BoxDesc MakeBoxBounds(int x1, int y1, int z1, int x2, int y2, int z2)
        {
            BoxDesc desc = default(BoxDesc).SetModelBounds(x1, y1, z1, x2, y2, z2);

            desc.SizeX = Math.Abs(x2 - x1);
            desc.SizeY = Math.Abs(y2 - y1);
            desc.SizeZ = Math.Abs(z2 - z1);
            return(desc);
        }
 protected virtual void MakeDescriptions()
 {
     head  = MakeBoxBounds(-4, 24, -4, 4, 32, 4).RotOrigin(0, 24, 0);
     torso = MakeBoxBounds(-4, 12, -2, 4, 24, 2);
     lLeg  = MakeBoxBounds(-4, 0, -2, 0, 12, 2).RotOrigin(0, 12, 0);
     rLeg  = MakeBoxBounds(0, 0, -2, 4, 12, 2).RotOrigin(0, 12, 0);
     lArm  = MakeBoxBounds(-8, 12, -2, -4, 24, 2).RotOrigin(-5, 22, 0);
     rArm  = MakeBoxBounds(4, 12, -2, 8, 24, 2).RotOrigin(5, 22, 0);
 }
Beispiel #4
0
        public static BoxDesc MakeRotatedBoxBounds(int x1, int y1, int z1, int x2, int y2, int z2)
        {
            BoxDesc desc = default(BoxDesc).SetModelBounds(x1, y1, z1, x2, y2, z2);

            desc.SidesW = Math.Abs(y2 - y1);
            desc.BodyW  = Math.Abs(x2 - x1);
            desc.BodyH  = Math.Abs(z2 - z1);
            return(desc);
        }
Beispiel #5
0
        /// <summary>Builds a box model assuming the follow texture layout:<br/>
        /// let SW = sides width, BW = body width, BH = body height<br/>
        /// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈top┈┈┈┈S┃S┈┈bottom┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈front┈┈┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈back┈┈┈B┃ <br/>
        /// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛ </summary>
        public static ModelPart BuildBox(IModel m, BoxDesc desc)
        {
            int   sidesW = desc.SizeZ, bodyW = desc.SizeX, bodyH = desc.SizeY;
            float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1;
            float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2;
            int   x = desc.TexX, y = desc.TexY;

            YQuad(m, x + sidesW, y, bodyW, sidesW, x1, x2, z2, z1, y2, true);                                        // top
            YQuad(m, x + sidesW + bodyW, y, bodyW, sidesW, x2, x1, z2, z1, y1, false);                               // bottom
            ZQuad(m, x + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z1, true);                                // front
            ZQuad(m, x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x2, x1, y1, y2, z2, true);               // back
            XQuad(m, x, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x2, true);                                        // right
            XQuad(m, x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x1, true);                       // left
            return(new ModelPart(m.index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ));
        }
Beispiel #6
0
        /// <summary>Builds a box model assuming the follow texture layout:<br/>
        /// let SW = sides width, BW = body width, BH = body height<br/>
        /// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈top┈┈┈┈S┃S┈┈bottom┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈front┈┈┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈back┈┈┈B┃ <br/>
        /// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┃ <br/>
        /// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛ </summary>
        public static ModelPart BuildBox(IModel m, BoxDesc desc)
        {
            int   sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH;
            float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1;
            float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2;
            int   x = desc.TexX, y = desc.TexY;

            CurNormal = Top;
            YQuad(m, x + sidesW, y, bodyW, sidesW, x1, x2, z2, z1, y2, true);                          // top
            CurNormal = Bottom;
            YQuad(m, x + sidesW + bodyW, y, bodyW, sidesW, x2, x1, z2, z1, y1, false);                 // bottom
            CurNormal = Front;
            ZQuad(m, x + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z1, true);                  // front
            CurNormal = Back;
            ZQuad(m, x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x2, x1, y1, y2, z2, true); // back
            CurNormal = Right;
            XQuad(m, x, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x2, true);                          // right
            CurNormal = Left;
            XQuad(m, x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x1, true);         // left
            return(new ModelPart(m.index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ));
        }
Beispiel #7
0
        void MakeFurModel()
        {
            FurHead = BuildBox(MakeBoxBounds(-3, -3, -3, 3, 3, 3)
                               .TexOrigin(0, 0)
                               .SetModelBounds(-3.5f, 15.5f, -12.5f, 3.5f, 22.5f, -5.5f)
                               .RotOrigin(0, 18, -8));
            FurTorso = BuildRotatedBox(MakeRotatedBoxBounds(-4, 12, -8, 4, 18, 8)
                                       .TexOrigin(28, 8)
                                       .SetModelBounds(-6f, 10.5f, -10f, 6f, 19.5f, 10f));

            BoxDesc legDesc = MakeBoxBounds(-2, -3, -2, 2, 3, 2)
                              .TexOrigin(0, 16);

            FurLeftLegFront = BuildBox(legDesc.SetModelBounds(-5.5f, 5.5f, -7.5f, -0.5f, 12.5f, -2.5f)
                                       .RotOrigin(0, 12, -5));
            FurRightLegFront = BuildBox(legDesc.SetModelBounds(0.5f, 5.5f, -7.5f, 5.5f, 12.5f, -2.5f)
                                        .RotOrigin(0, 12, -5));
            FurLeftLegBack = BuildBox(legDesc.SetModelBounds(-5.5f, 5.5f, 4.5f, -0.5f, 12.5f, 9.5f)
                                      .RotOrigin(0, 12, 7));
            FurRightLegBack = BuildBox(legDesc.SetModelBounds(0.5f, 5.5f, 4.5f, 5.5f, 12.5f, 9.5f)
                                       .RotOrigin(0, 12, 7));
        }
 protected ModelPart BuildRotatedBox(BoxDesc desc)
 {
     return(ModelBuilder.BuildRotatedBox(this, desc));
 }
        /// <summary>Builds a box model assuming the follow texture layout:<br/>
        /// let SW = sides width, BW = body width, BH = body height<br/>
        /// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈front┈┈┈S┃S┈┈┈back┈┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃ <br/>
        /// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈bottom┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈┈top┈┈┈B┃ <br/>
        /// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃ <br/>
        /// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛ </summary>
        public static ModelPart BuildRotatedBox( IModel m, BoxDesc desc )
        {
            int sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH;
            float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1;
            float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2;
            int x = desc.TexX, y = desc.TexY;

            YQuad( m, x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, z1, z2, y2 ); // top
            YQuad( m, x + sidesW, y + sidesW, bodyW, bodyH, x2, x1, z1, z2, y1 ); // bottom
            ZQuad( m, x + sidesW, y, bodyW, sidesW, x2, x1, y1, y2, z1 ); // front
            ZQuad( m, x + sidesW + bodyW, y, bodyW, sidesW, x1, x2, y2, y1, z2 ); // back
            XQuad( m, x, y + sidesW, sidesW, bodyH, y2, y1, z2, z1, x2 ); // left
            XQuad( m, x + sidesW + bodyW, y + sidesW, sidesW, bodyH, y1, y2, z2, z1, x1 ); // right

            // rotate left and right 90 degrees
            for( int i = m.index - 8; i < m.index; i++ ) {
                ModelVertex vertex = m.vertices[i];
                float z = vertex.Z; vertex.Z = vertex.Y; vertex.Y = z;
                m.vertices[i] = vertex;
            }
            return new ModelPart( m.index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ );
        }
        /// <summary>Builds a box model assuming the follow texture layout:<br/>
        /// let SW = sides width, BW = body width, BH = body height<br/>
        /// ┏━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━━━┳━━━━━━━━━━━━┓ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃S┈┈┈┈┈┈┈┈┈┈┈S┃S┈┈┈┈top┈┈┈┈S┃S┈┈bottom┈┈┈S┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃W┈┈┈┈┈┈┈┈┈W┃W┈┈┈┈tex┈┈┈W┃W┈┈┈┈tex┈┈┈┈W┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈┈┈┈┈┈┈┈┃ <br/>
        /// ┣━━━━━━━━━━━━━╋━━━━━━━━━━━━━╋━━━━━━━━━━━━━━╋━━━━━━━━━━━━┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃ <br/>
        /// ┃B┈┈┈left┈┈┈┈┈B┃B┈┈front┈┈┈┈B┃B┈┈┈right┈┈┈┈B┃B┈┈┈back┈┈┈B┃ <br/>
        /// ┃H┈┈┈tex┈┈┈┈┈H┃H┈┈tex┈┈┈┈┈H┃H┈┈┈tex┈┈┈┈┈H┃H┈┈┈┈tex┈┈┈H┃ <br/>
        /// ┃┈┈┈┈┈SW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┃┈┈┈┈┈BW┈┈┈┈┈┈┃┈┈┈┈┈SW┈┈┈┈┃ <br/>
        /// ┗━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┻━━━━━━━━━━━━━┛ </summary>
        public static ModelPart BuildBox( IModel m, BoxDesc desc )
        {
            int sidesW = desc.SidesW, bodyW = desc.BodyW, bodyH = desc.BodyH;
            float x1 = desc.X1, y1 = desc.Y1, z1 = desc.Z1;
            float x2 = desc.X2, y2 = desc.Y2, z2 = desc.Z2;
            int x = desc.TexX, y = desc.TexY;

            YQuad( m, x + sidesW, y, bodyW, sidesW, x2, x1, z2, z1, y2 ); // top
            YQuad( m, x + sidesW + bodyW, y, bodyW, sidesW, x2, x1, z2, z1, y1 ); // bottom
            ZQuad( m, x + sidesW, y + sidesW, bodyW, bodyH, x2, x1, y1, y2, z1 ); // front
            ZQuad( m, x + sidesW + bodyW + sidesW, y + sidesW, bodyW, bodyH, x1, x2, y1, y2, z2 ); // back
            XQuad( m, x, y + sidesW, sidesW, bodyH, z2, z1, y1, y2, x2 ); // left
            XQuad( m, x + sidesW + bodyW, y + sidesW, sidesW, bodyH, z1, z2, y1, y2, x1 ); // right
            return new ModelPart( m.index - 6 * 4, 6 * 4, desc.RotX, desc.RotY, desc.RotZ );
        }
 protected ModelPart BuildRotatedBox( BoxDesc desc )
 {
     return ModelBuilder.BuildRotatedBox( this, desc );
 }
Beispiel #12
0
 protected virtual void MakeDescriptions()
 {
     head = MakeBoxBounds( -4, 24, -4, 4, 32, 4 ).RotOrigin( 0, 24, 0 );
     torso = MakeBoxBounds( -4, 12, -2, 4, 24, 2 );
     lLeg = MakeBoxBounds( -4, 0, -2, 0, 12, 2 ).RotOrigin( 0, 12, 0 );
     rLeg = MakeBoxBounds( 0, 0, -2, 4, 12, 2 ).RotOrigin( 0, 12, 0 );
     lArm = MakeBoxBounds( -8, 12, -2, -4, 24, 2 ).RotOrigin( -5, 22, 0 );
     rArm = MakeBoxBounds( 4, 12, -2, 8, 24, 2 ).RotOrigin( 5, 22, 0 );
 }