2023-08-22 11:51:45 +02:00
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function __3dCylinder(radius = 0.5, height = 1, sides = 8, smooth = false) : __3dObject() constructor {
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VF = global.VF_POS_NORM_TEX_COL;
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render_type = pr_trianglelist;
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self.radius = radius;
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self.height = height;
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self.sides = sides;
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self.smooth = smooth;
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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caps = true;
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segment = 1;
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profiles = [ 1, 1 ];
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2023-08-22 11:51:45 +02:00
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static initModel = function() {
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var v0 = array_create(3 * sides);
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var v1 = array_create(3 * sides);
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var _h = height / 2;
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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for( var i = 0; i < sides; i++ ) { // caps
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2023-08-22 11:51:45 +02:00
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var a0 = (i + 0) / sides * 360;
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var a1 = (i + 1) / sides * 360;
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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var _r0 = radius * profiles[array_length(profiles) - 1];
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var _r1 = radius * profiles[0];
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var x0 = lengthdir_x(1, a0);
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var y0 = lengthdir_y(1, a0);
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var x1 = lengthdir_x(1, a1);
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var y1 = lengthdir_y(1, a1);
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2023-08-22 11:51:45 +02:00
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var _u0 = 0.5 + lengthdir_x(0.5, a0);
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var _v0 = 0.5 + lengthdir_y(0.5, a0);
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var _u1 = 0.5 + lengthdir_x(0.5, a1);
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var _v1 = 0.5 + lengthdir_y(0.5, a1);
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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v0[i * 3 + 0] = new __vertex( 0, 0, _h).setNormal(0, 0, 1).setUV(0.5, 0.5);
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v0[i * 3 + 1] = new __vertex(x0 * _r0, y0 * _r0, _h).setNormal(0, 0, 1).setUV(_u0, _v0);
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v0[i * 3 + 2] = new __vertex(x1 * _r0, y1 * _r0, _h).setNormal(0, 0, 1).setUV(_u1, _v1);
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2023-08-22 11:51:45 +02:00
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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v1[i * 3 + 0] = new __vertex( 0, 0, -_h).setNormal(0, 0, -1).setUV(0.5, 0.5);
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v1[i * 3 + 1] = new __vertex(x1 * _r1, y1 * _r1, -_h).setNormal(0, 0, -1).setUV(_u1, _v1);
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v1[i * 3 + 2] = new __vertex(x0 * _r1, y0 * _r1, -_h).setNormal(0, 0, -1).setUV(_u0, _v0);
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2023-08-22 11:51:45 +02:00
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}
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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var vs = array_create(3 * sides * 2 * segment);
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var _sg = 1 / segment;
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var _ix = 0;
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for( var i = 0; i < sides; i++ ) { // sides
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2023-08-22 11:51:45 +02:00
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var a0 = (i + 0) / sides * 360;
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var a1 = (i + 1) / sides * 360;
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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var _x0 = lengthdir_x(1, a0);
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var _y0 = lengthdir_y(1, a0);
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var _x1 = lengthdir_x(1, a1);
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var _y1 = lengthdir_y(1, a1);
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2023-08-22 11:51:45 +02:00
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var nx0 = smooth? lengthdir_x(1, a0) : lengthdir_x(1, (a0 + a1) / 2);
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var ny0 = smooth? lengthdir_y(1, a0) : lengthdir_y(1, (a0 + a1) / 2);
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var nx1 = smooth? lengthdir_x(1, a1) : lengthdir_x(1, (a0 + a1) / 2);
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var ny1 = smooth? lengthdir_y(1, a1) : lengthdir_y(1, (a0 + a1) / 2);
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var ux0 = (i + 0) / sides;
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var ux1 = (i + 1) / sides;
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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for( var j = 0; j < segment; j++ ) {
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var _j0 = j * _sg;
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var _j1 = _j0 + _sg;
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var _r0 = radius * profiles[j ];
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var _r1 = radius * profiles[j + 1];
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var x0 = _x0 * _r0, y0 = _y0 * _r0;
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var x1 = _x1 * _r0, y1 = _y1 * _r0;
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var x2 = _x0 * _r1, y2 = _y0 * _r1;
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var x3 = _x1 * _r1, y3 = _y1 * _r1;
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var _h0 = -_h + _j0 * _h * 2;
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var _h1 = -_h + _j1 * _h * 2;
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2024-10-10 13:13:21 +02:00
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vs[_ix++] = new __vertex(x2, y2, _h1).setNormal(nx0, ny0, 0).setUV(ux0, _j1);
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vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j0);
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vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j1);
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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2024-10-10 13:13:21 +02:00
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vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j0);
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vs[_ix++] = new __vertex(x1, y1, _h0).setNormal(nx1, ny1, 0).setUV(ux1, _j0);
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vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j1);
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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}
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2023-08-22 11:51:45 +02:00
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}
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[Blend, Composite] Add blends modes: color burn. linear burn, color dodge, linear dodge, soft light, hard light, vivid light, linear light, pin light, exclusion, divide.
2024-10-05 09:27:38 +02:00
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vertex = caps? [ vs, v0, v1 ] : [ vs ];
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object_counts = array_length(vertex);
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2023-08-22 11:51:45 +02:00
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VB = build();
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} initModel();
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static onParameterUpdate = initModel;
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}
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