Lines Matching +refs:check +refs:extremes +refs:z

10   float x = 0, y = 0, z = 0, w = 150, ht = 125;
27 Legs(float x, float z, float w, float ht, color col) {
29 this.z = z;
42 Legs(float x, float z, float w, float ht, color col, float detailW,
45 this.z = z;
61 vertex(x - w/2, y - ht, z);
62 vertex(x - w/2, y - ht + detailHt, z);
63 vertex(x - w/2 + detailW, y - ht + detailHt, z);
65 vertex(x - w/2 + detailW, y + stepL, z);
66 curveVertex(x - w/2 + detailW, y + stepL, z);
67 curveVertex(x - w/2 + detailW, y + stepL, z);
68 curveVertex(x - w/2 + detailW - shoeBulge, y + detailHt/2 + stepL, z);
69 curveVertex(x - w/2, y + detailHt + stepL, z);
70 curveVertex(x - w/2, y + detailHt + stepL, z);
71 vertex(x - w/2 + footWidth, y + detailHt + stepL*.9, z);
73 vertex(x - w/2 + footWidth + legGap/2, y - ht + detailHt, z);
74 vertex(x - w/2 + footWidth + legGap/2, y - ht + detailHt, z);
76 vertex(x - w/2 + footWidth + legGap, y + detailHt + stepR*.9, z);
77 vertex(x + w/2, y + detailHt + stepR, z);
78 curveVertex(x + w/2, y + detailHt + stepR, z);
79 curveVertex(x + w/2, y + detailHt + stepR, z);
80 curveVertex(x + w/2 - detailW + shoeBulge, y + detailHt/2 + stepR, z);
81 curveVertex(x + w/2 - detailW, y + stepR, z);
82 vertex(x + w/2 - detailW, y + stepR, z);
84 vertex(x + w/2 - detailW, y - ht + detailHt, z);
85 vertex(x + w/2, y - ht + detailHt, z);
86 vertex(x + w/2, y - ht, z);
116 // Moves legs along x, y, z axes
122 // check for collision against frame edge
124 if (screenX(x, y, z) > width) {
127 if (screenX(x, y, z) < 0) {
131 // Move legs along z-axis based on speed of stepping
132 // and check for collision against extremes
134 z += speedZ;
135 if (z > 400) {
136 z = 400;
139 if (z < -100) {
140 z = -100;