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Drawing the human silhouette with bezier

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Hello guys,

Sorry but I will try to ask something complicated again ... (laughs) ...

Below are two code snippets in the first example has a "silhouette" human, designed with bezier, the example I took in OpenProcessing.

Then there is another code, which like to do something similar, ie have the outline of the human body, but only in 3D, with proscene library could to facilitate rotacionamento, I got an example here in the forum.

Someone would know where I FIND tips on how to facilitate to mount coordinated the human body? (Build the mesh ...) to make these contours in 3D?

If anyone can help me with any tips, I thank the attention.

Thank you very much

first Program

int neckThick, headShape, shoulderSize, armSize, hipSize, lowerSize, upperSize, thighSize, handSize, legSize, footSize;

void setup() {
  size(displayWidth, displayHeight, P3D);
  smooth();
  strokeWeight(2);
  noFill();
  stroke(10,50,255,80);

  atualizaPontos();
}

void draw() {
  background(255);
  desenhaCorpo();;
}

void atualizaPontos(){
  neckThick    = 3;
  headShape    = 0;
  shoulderSize = 5;
  armSize      = -1;
  hipSize      = -3;
  lowerSize    = -5;
  upperSize    = 2;
  thighSize    = -5;
  handSize     = 15;
  legSize      = 0;
  footSize     = 14;
}

void desenhaCorpo() {
  head(headShape);
  neck(neckThick);
  shoulders(shoulderSize);
  upperArms(armSize);
  hips(hipSize);
  lowerBody(lowerSize);
  upperBody(upperSize);
  thighs(thighSize);
  kneecaps();
  hands(handSize);
  legs(legSize);
  feet(footSize);
}

void head(int headSize) {
  bezier(300, 70, 308, 30, 372, 30, 385, 70); //scalp
  bezier(300, 70, 300-headSize, 120, 315-headSize, 135, 320, 140); //side
  bezier(385, 70, 385+headSize, 120, 370+headSize, 135, 365, 140); //side
  bezier(320, 140, 340, 155, 345, 155, 365, 140); //chin
}
void neck(int neckWidth) {
  bezier(320, 140, 325-neckWidth, 170, 320-neckWidth, 180, 315, 180); //left neck
  bezier(365, 140, 355+neckWidth, 170, 365+neckWidth, 180, 365, 180); //right neck
}
void shoulders(int shoulderWidth) {
  bezier(210, 200, 305, 190-shoulderWidth, 310, 185-shoulderWidth, 315, 180); //left trapezius
  bezier(365, 180, 370, 190-shoulderWidth, 380, 195-shoulderWidth, 480, 200); //right trapezius
  bezier(210, 200, 205, 205, 205, 205, 200, 220); // left shoulder
  bezier(480, 200, 485, 205, 485, 205, 490, 220); // right shoulder
}
void upperBody(int upperWidth) {
  bezier(240, 250, 245-upperWidth, 300+upperWidth, 250-upperWidth, 325+upperWidth, 275, 325); //left pectoral
  bezier(450, 250, 450+upperWidth, 300+upperWidth, 430+upperWidth, 325+upperWidth, 415, 325); //right pectoral
  bezier(330, 300, 325, 320, 320, 320, 300, 325); //inner boob
  bezier(360, 300, 370, 320, 375, 320, 390, 325); //inner boob
}
void lowerBody(int lowerWidth) {
  bezier (260, 320, 260-lowerWidth, 350+lowerWidth/2, 270-lowerWidth, 380+lowerWidth/2, 265, 415); // left side
  bezier (430, 320, 430+lowerWidth, 350+lowerWidth/2, 420+lowerWidth, 380+lowerWidth/2, 425, 415); // right side
}
void hips(int hipWidth) {
  bezier(265, 410, 265-hipWidth, 430, 255-hipWidth, 435, 260, 450); //left hip
  bezier(425, 410, 425+hipWidth, 430, 435+hipWidth, 435, 430, 450); //left hip
}
void thighs(int thighWidth) {
  bezier(260, 450, 240-thighWidth, 500, 250-thighWidth, 525, 270, 650); //left thigh side
  bezier(335, 480, 340+thighWidth, 500, 330+thighWidth, 525, 320, 650); //right thigh side
  bezier(430, 450, 445+thighWidth, 500, 440+thighWidth, 525, 420, 650); //left thigh side
  bezier(360, 480, 355-thighWidth, 500, 355-thighWidth, 525, 370, 650); //right thigh side
  bezier(335, 480, 340, 483, 340, 483, 360, 480);
}
void kneecaps() {
  bezier(270, 650, 270, 655, 265, 655, 270, 690); // left kneecap side
  bezier(320, 650, 320, 655, 325, 655, 320, 690); // right kneecap side
  bezier(420, 650, 420, 655, 425, 655, 420, 690); // left kneecap side
  bezier(370, 650, 370, 655, 365, 655, 370, 690); // right kneecap side
}
void upperArms(int armWidth) {
  bezier(200, 220, 190-armWidth, 300, 200-armWidth, 310, 200, 350); // left forearm side
  bezier(200, 350, 180-armWidth, 425, 200-armWidth, 500, 200, 500); // left arm side
  bezier(240, 250, 240+armWidth, 300, 235+armWidth, 310, 235, 350); // left forearm inside
  bezier(235, 350, 240+armWidth, 425, 230+armWidth, 450, 225, 500); // left arm inside
  bezier(490, 220, 500+armWidth, 300, 490+armWidth, 310, 490, 350); // right forearm
  bezier(490, 350, 510+armWidth, 425, 490+armWidth, 500, 490, 500); // right arm
  bezier(450, 250, 450-armWidth, 300, 455-armWidth, 310, 455, 350); // right forearm inside
  bezier(455, 350, 460-armWidth, 425, 455-armWidth, 450, 465, 500); // right arm inside
}
void hands(int handWidth) {
  bezier(200, 500, 210-handWidth, 530, 175-handWidth, 560, 220, 575); // left hand
  bezier(220, 575, 225+handWidth, 575, 220+handWidth, 560, 225, 500); // left hand
  bezier(490, 500, 480+handWidth, 530, 500+handWidth, 560, 490, 575); // right hand
  bezier(465, 500, 460-handWidth, 575, 455-handWidth, 560, 490, 575); // right hand
}
void legs(int legWidth) {
  bezier(270, 690, 255-legWidth, 775, 265-legWidth, 800, 275, 850); //left calf
  bezier(320, 690, 320+legWidth, 775, 300+legWidth, 800, 300, 850); //left calf
  bezier(420, 690, 435+legWidth, 775, 415+legWidth, 800, 405, 850); //right calf
  bezier(370, 690, 370-legWidth, 775, 380-legWidth, 800, 380, 850); //left calf
}
void feet(int footWidth) {
  bezier(275, 850, 250-footWidth, 900+footWidth, 280-footWidth, 900+footWidth, 300, 850); // left foot
  bezier(405, 850, 430+footWidth, 900+footWidth, 400+footWidth, 900+footWidth, 380, 850); // left foot
}

second program

import remixlab.proscene.*;

Scene scene;
float px[], py[], mesh[][][];

void setup() {
  size(displayWidth, displayHeight, P3D);
  smooth(); //Suavição de Contorno
  lights(); //Inicia Luzes no ambiente

  //Inicia ambiente para Cena
  scene = new Scene(this);
  scene.setAxesVisualHint(false);
  scene.setGridVisualHint(false);
  scene.showAll();

  //Cria Matriz para a malha
  px = new float[40];
  py = new float[40];
  float t = 0;

  for(int i = 0; i < px.length; i++) {
    px[i] = bezierPoint(50, 130, 130, 50, t);
    py[i] = bezierPoint(450, 350, 150, 50, t);
    //px[i] = bezierPoint(300, 308, 370, 300, t);
    //py[i] = bezierPoint(70, 30, 30, 70, t);
    t += (1.0/(float)(px.length-1));
    ellipse(px[i], py[i], 5, 5);
    println(t);
  }

  //Cria Malha
  mesh = createMesh(px,py,20, -60,60);
  //mesh = createMesh(px,py,170, -360,360);

  scene.startAnimation();
}

void draw() {
  background(0);
  ambientLight(128, 128, 128);
  directionalLight(255, 255, 255, 0, 1, -100);

  //head(-3);
  stroke(255);
  //noStroke();
  //fill(255,120,0);
  drawMesh(mesh);
}

void head(int headSize) {
  fill(255);
  bezier(300, 70, 30, 308, 30, 30, 372, 30, 30, 385, 70, 30); //scalp
  bezier(300, 70, 30, 300-headSize, 120, 30, 315-headSize, 135, 30, 320, 140, 30); //side
  bezier(385, 70, 30, 385+headSize, 120, 30, 370+headSize, 135, 30, 365, 140, 30); //side
  bezier(320, 140, 30, 340, 155, 30, 345, 155, 30, 365, 140, 30); //chin
}

//Desenha Malha
void drawMesh(float mesh[][][]) {
  //println(mesh.length+" "+mesh[0].length+" "+mesh[0][0].length);
  for(int i = 0; i < mesh.length-1; i++) {
    beginShape(QUAD_STRIP);
    for(int j = 0; j < mesh[0].length; j++) {
      vertex(mesh[i][j][0], mesh[i][j][1], mesh[i][j][2]);
      vertex(mesh[i+1][j][0], mesh[i+1][j][1], mesh[i+1][j][2]);
    }
    endShape();
  }
}

//Cria malha
float [][][] createMesh(float px[],float py[],int numrot, float startDeg,float endDeg) {
  float deg, x, z;
  double cosval, sinval, tmp1, tmp2;

  float [][][] mesh = new float[numrot][px.length][3];
  endDeg -= startDeg;

  for(int i = 0; i < numrot; i++) {
    deg = radians(startDeg + (endDeg/(float)(numrot-1)) * (float)i);
    for(int j = 0; j < px.length; j++) {
      x = px[j];
      z = 0;
      cosval = Math.cos(deg);
      sinval = Math.sin(deg);
      tmp1   = x * cosval - z * sinval;
      tmp2   = x * sinval + z * cosval;
      mesh[i][j][0] = (float) tmp1;
      mesh[i][j][1] = py[j];
      mesh[i][j][2] = (float) tmp2;
    }
  }
  return mesh;
}

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