function __3dCylinder(radius = 0.5, height = 1, sides = 8, smooth = false) : __3dObject() constructor { VF = global.VF_POS_NORM_TEX_COL; render_type = pr_trianglelist; object_counts = 3; self.radius = radius; self.height = height; self.sides = sides; self.smooth = smooth; static initModel = function() { var v0 = array_create(3 * sides); var v1 = array_create(3 * sides); var vs = array_create(3 * sides * 2); var _h = height / 2; for( var i = 0; i < sides; i++ ) { var a0 = (i + 0) / sides * 360; var a1 = (i + 1) / sides * 360; var x0 = lengthdir_x(radius, a0); var y0 = lengthdir_y(radius, a0); var x1 = lengthdir_x(radius, a1); var y1 = lengthdir_y(radius, 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, y0, _h).setNormal(0, 0, 1).setUV(_u0, _v0); v0[i * 3 + 2] = new __vertex(x1, y1, _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, y1, -_h).setNormal(0, 0, -1).setUV(_u1, _v1); v1[i * 3 + 2] = new __vertex(x0, y0, -_h).setNormal(0, 0, -1).setUV(_u0, _v0); } for( var i = 0; i < sides; i++ ) { var a0 = (i + 0) / sides * 360; var a1 = (i + 1) / sides * 360; var x0 = lengthdir_x(radius, a0); var y0 = lengthdir_y(radius, a0); var x1 = lengthdir_x(radius, a1); var y1 = lengthdir_y(radius, 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; vs[i * 3 * 2 + 0] = new __vertex(x0, y0, _h).setNormal(nx0, ny0, 0).setUV(ux0, 0); vs[i * 3 * 2 + 1] = new __vertex(x0, y0, -_h).setNormal(nx0, ny0, 0).setUV(ux0, 1); vs[i * 3 * 2 + 2] = new __vertex(x1, y1, _h).setNormal(nx1, ny1, 0).setUV(ux1, 0); vs[i * 3 * 2 + 3] = new __vertex(x0, y0, -_h).setNormal(nx0, ny0, 0).setUV(ux0, 1); vs[i * 3 * 2 + 4] = new __vertex(x1, y1, -_h).setNormal(nx1, ny1, 0).setUV(ux1, 1); vs[i * 3 * 2 + 5] = new __vertex(x1, y1, _h).setNormal(nx1, ny1, 0).setUV(ux1, 0); } vertex = [ v0, v1, vs ]; VB = build(); } initModel(); static onParameterUpdate = initModel; }