function __3dPlane() : __3dObject() constructor { VF = global.VF_POS_NORM_TEX_COL; render_type = pr_trianglelist; self.side = 0.5; self.normal = 0; static initModel = function() { var _nor = [ 0, 0, 1 ]; switch(normal) { case 0 : _nor = [ 1, 0, 0 ]; vertex = [[ V3(0, -side, -side).setNormal(_nor).setUV(0, 0), V3(0, side, side).setNormal(_nor).setUV(1, 1), V3(0, side, -side).setNormal(_nor).setUV(1, 0), V3(0, -side, -side).setNormal(_nor).setUV(0, 0), V3(0, -side, side).setNormal(_nor).setUV(0, 1), V3(0, side, side).setNormal(_nor).setUV(1, 1), ]]; break; case 1 : _nor = [ 0, 1, 0 ]; vertex = [[ V3(-side, 0, -side).setNormal(_nor).setUV(0, 0), V3( side, 0, -side).setNormal(_nor).setUV(1, 0), V3( side, 0, side).setNormal(_nor).setUV(1, 1), V3(-side, 0, -side).setNormal(_nor).setUV(0, 0), V3( side, 0, side).setNormal(_nor).setUV(1, 1), V3(-side, 0, side).setNormal(_nor).setUV(0, 1), ]]; break; case 2 : _nor = [ 0, 0, 1 ]; vertex = [[ V3(-side, -side, 0).setNormal(_nor).setUV(0, 0), V3( side, side, 0).setNormal(_nor).setUV(1, 1), V3( side, -side, 0).setNormal(_nor).setUV(1, 0), V3(-side, -side, 0).setNormal(_nor).setUV(0, 0), V3(-side, side, 0).setNormal(_nor).setUV(0, 1), V3( side, side, 0).setNormal(_nor).setUV(1, 1), ]]; break; } VB = build(); generateNormal(); } initModel(); onParameterUpdate = initModel; }