function __3dCylinder(radius = 0.5, height = 1, sides = 8, smooth = false) : __3dObject() constructor { VF = global.VF_POS_NORM_TEX_COL; render_type = pr_trianglelist; self.radius = radius; self.height = height; self.sides = sides; self.smooth = smooth; caps = true; segment = 1; profiles = [ 1, 1 ]; static initModel = function() { var v0 = array_create(3 * sides); var v1 = array_create(3 * sides); var _h = height / 2; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// for( var i = 0; i < sides; i++ ) { // caps var a0 = (i + 0) / sides * 360; var a1 = (i + 1) / sides * 360; var _r0 = radius * profiles[array_length(profiles) - 1]; var _r1 = radius * profiles[0]; var x0 = lengthdir_x(1, a0); var y0 = lengthdir_y(1, a0); var x1 = lengthdir_x(1, a1); var y1 = lengthdir_y(1, a1); var _u0 = 0.5 + lengthdir_x(0.5, a0); var _v0 = 0.5 + lengthdir_y(0.5, a0); var _u1 = 0.5 + lengthdir_x(0.5, a1); var _v1 = 0.5 + lengthdir_y(0.5, a1); v0[i * 3 + 0] = new __vertex( 0, 0, _h).setNormal(0, 0, 1).setUV(0.5, 0.5); v0[i * 3 + 1] = new __vertex(x0 * _r0, y0 * _r0, _h).setNormal(0, 0, 1).setUV(_u0, _v0); v0[i * 3 + 2] = new __vertex(x1 * _r0, y1 * _r0, _h).setNormal(0, 0, 1).setUV(_u1, _v1); v1[i * 3 + 0] = new __vertex( 0, 0, -_h).setNormal(0, 0, -1).setUV(0.5, 0.5); v1[i * 3 + 1] = new __vertex(x1 * _r1, y1 * _r1, -_h).setNormal(0, 0, -1).setUV(_u1, _v1); v1[i * 3 + 2] = new __vertex(x0 * _r1, y0 * _r1, -_h).setNormal(0, 0, -1).setUV(_u0, _v0); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// var vs = array_create(3 * sides * 2 * segment); var _sg = 1 / segment; var _ix = 0; for( var i = 0; i < sides; i++ ) { // sides var a0 = (i + 0) / sides * 360; var a1 = (i + 1) / sides * 360; var _x0 = lengthdir_x(1, a0); var _y0 = lengthdir_y(1, a0); var _x1 = lengthdir_x(1, a1); var _y1 = lengthdir_y(1, a1); var nx0 = smooth? lengthdir_x(1, a0) : lengthdir_x(1, (a0 + a1) / 2); var ny0 = smooth? lengthdir_y(1, a0) : lengthdir_y(1, (a0 + a1) / 2); var nx1 = smooth? lengthdir_x(1, a1) : lengthdir_x(1, (a0 + a1) / 2); var ny1 = smooth? lengthdir_y(1, a1) : lengthdir_y(1, (a0 + a1) / 2); var ux0 = (i + 0) / sides; var ux1 = (i + 1) / sides; for( var j = 0; j < segment; j++ ) { var _j0 = j * _sg; var _j1 = _j0 + _sg; var _r0 = radius * profiles[j ]; var _r1 = radius * profiles[j + 1]; var x0 = _x0 * _r0, y0 = _y0 * _r0; var x1 = _x1 * _r0, y1 = _y1 * _r0; var x2 = _x0 * _r1, y2 = _y0 * _r1; var x3 = _x1 * _r1, y3 = _y1 * _r1; var _h0 = -_h + _j0 * _h * 2; var _h1 = -_h + _j1 * _h * 2; vs[_ix++] = new __vertex(x2, y2, _h1).setNormal(nx0, ny0, 0).setUV(ux0, _j1); vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j0); vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j1); vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j0); vs[_ix++] = new __vertex(x1, y1, _h0).setNormal(nx1, ny1, 0).setUV(ux1, _j0); vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j1); } } vertex = caps? [ vs, v0, v1 ] : [ vs ]; object_counts = array_length(vertex); VB = build(); } initModel(); static onParameterUpdate = initModel; }