// *********** Ghost Object ************ //An OpenGL model of a ghost. //Copyright (C) 2006 by Eylul Dogruel/autumnus.net //This program is released under the GNU General Public Licence. //fully customazible ghost. //Ghost's handle is at the center of where the bottom surface would be //if ghost is perfectly straight. //All sizes and rotations are relative //for rotations 0 is always the default //1/-1 is the max/min values that can be kept for a normal looking figure //e.g. eyeRotateY=1 looks to right but eyeRotateY=1.5 has no visible iris //the angles are all relative to the previous piece. //e.g if chest rotates, everything below chest moves so that body in itself //is straight. If torso moves, chest remains in place but legs and hips move. //for sizes default proportions is always 1. //Height: height of the whole figure. Default is 1. (2 Units) //headHeight: height of the head. Default is 1. (1 unit) //headWidth: width of the head. Default is 1. (.8 unit) //neckAngle:XYZ rotation of the neck around the connection of chest and neck //headAngle: XYZ rotation of the head around the connection of neck and head //eyeRotateX: if eye is looking up or down //eyeRotateY: if eye is looking left or right //chestAngle: the XYZ rotation of chest around the connection of neck and chest //torsoAngle: the XYZ rot. of torso around the connection of chest and torso //hipAngle: the XYZ rot. of hip around the connection of torso and hips //legAngle: the XYZ rot. of legs around the connection of leg and hips //gColorSkin: RGB color of head and neck //gColorDress: color of the rest of the body //gColorEye: color of the eyeball //gColorIris: color of the iris of the eye //gColorHair: color of the hair //iRotationP: internal rotation point. The joint that stays fixed //while the rest of the pieces move depending on its position //this is a future addition. Only one option is implemented at the moment //0: Bottom (same as the handle) //1: knees (between legs and hips) //2: waist (between hips and torso) //3: center (between torso and chest) //4*: shoulders (between chest and neck) //5: chin (between neck and head) //6: top (above head) void eylul_Ghost( float Height, float headHeight, float headWidth, twTriple neckAngle, twTriple headAngle, float eyeRotateX, float eyeRotateY, twTriple chestAngle, twTriple torsoAngle, twTriple hipAngle, twTriple legAngle, twTriple gColorSkin, twTriple gColorDress, twTriple gColorEye, twTriple gColorIris, twTriple gColorHair, int iRotationP);