Pixel-Composer/scripts/d3d_uvsphere/d3d_uvsphere.gml

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function __3dUVSphere(radius = 0.5, hori = 16, vert = 8, smt = false) : __3dObject() constructor {
VF = global.VF_POS_NORM_TEX_COL;
render_type = pr_trianglelist;
self.radius = radius;
self.hori = hori;
self.vert = vert;
self.smooth = smt;
static initModel = function() { // swap H, V because fuck me
vertex = [ array_create(vert * hori * 2 * 3) ];
var amo = 0;
for (var i = 0; i < vert; i++)
for (var j = 0; j < hori; j++) {
var ha0 = (i + 0) / vert * 360;
var ha1 = (i + 1) / vert * 360;
var va0 = 90 - (j + 0) / hori * 180;
var va1 = 90 - (j + 1) / hori * 180;
var h0 = dsin(va0) * 0.5;
var h1 = dsin(va1) * 0.5;
var r0 = dcos(va0) * 0.5;
var r1 = dcos(va1) * 0.5;
var hx0 = dcos(ha0) * r0;
var hy0 = dsin(ha0) * r0;
var hz0 = h0;
var hx1 = dcos(ha1) * r0;
var hy1 = dsin(ha1) * r0;
var hz1 = h0;
var hx2 = dcos(ha0) * r1;
var hy2 = dsin(ha0) * r1;
var hz2 = h1;
var hx3 = dcos(ha1) * r1;
var hy3 = dsin(ha1) * r1;
var hz3 = h1;
var u0 = ha0 / 360;
var v0 = 0.5 - 0.5 * dsin(va0);
var u1 = ha1 / 360;
var v1 = 0.5 - 0.5 * dsin(va0);
var u2 = ha0 / 360;
var v2 = 0.5 - 0.5 * dsin(va1);
var u3 = ha1 / 360;
var v3 = 0.5 - 0.5 * dsin(va1);
var ind = (i * hori + j) * 6;
vertex[0][ind + 0] = V3(hx0, hy0, hz0);
vertex[0][ind + 1] = V3(hx1, hy1, hz1);
vertex[0][ind + 2] = V3(hx2, hy2, hz2);
vertex[0][ind + 3] = V3(hx1, hy1, hz1);
vertex[0][ind + 4] = V3(hx3, hy3, hz3);
vertex[0][ind + 5] = V3(hx2, hy2, hz2);
if(smooth) {
vertex[0][ind + 0].setNormal(hx0, hy0, hz0);
vertex[0][ind + 1].setNormal(hx1, hy1, hz1);
vertex[0][ind + 2].setNormal(hx2, hy2, hz2);
vertex[0][ind + 3].setNormal(hx1, hy1, hz1);
vertex[0][ind + 4].setNormal(hx3, hy3, hz3);
vertex[0][ind + 5].setNormal(hx2, hy2, hz2);
} else {
var nor = d3_cross_product([hx2 - hx0, hy2 - hy0, hz2 - hz0], [hx1 - hx0, hy1 - hy0, hz1 - hz0]);
nor = d3_normalize(nor);
vertex[0][ind + 0].setNormal(nor);
vertex[0][ind + 1].setNormal(nor);
vertex[0][ind + 2].setNormal(nor);
vertex[0][ind + 3].setNormal(nor);
vertex[0][ind + 4].setNormal(nor);
vertex[0][ind + 5].setNormal(nor);
}
vertex[0][ind + 0].setUV(u0, v0);
vertex[0][ind + 1].setUV(u1, v1);
vertex[0][ind + 2].setUV(u2, v2);
vertex[0][ind + 3].setUV(u1, v1);
vertex[0][ind + 4].setUV(u3, v3);
vertex[0][ind + 5].setUV(u2, v2);
}
VB = build();
generateNormal();
} initModel();
static onParameterUpdate = initModel;
}