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] = new __vertex(hx0, hy0, hz0); vertex[0][ind + 1] = new __vertex(hx1, hy1, hz1); vertex[0][ind + 2] = new __vertex(hx2, hy2, hz2); vertex[0][ind + 3] = new __vertex(hx1, hy1, hz1); vertex[0][ind + 4] = new __vertex(hx3, hy3, hz3); vertex[0][ind + 5] = new __vertex(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[0], nor[1], nor[2]); vertex[0][ind + 1].setNormal(nor[0], nor[1], nor[2]); vertex[0][ind + 2].setNormal(nor[0], nor[1], nor[2]); vertex[0][ind + 3].setNormal(nor[0], nor[1], nor[2]); vertex[0][ind + 4].setNormal(nor[0], nor[1], nor[2]); vertex[0][ind + 5].setNormal(nor[0], nor[1], nor[2]); } 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(); } initModel(); static onParameterUpdate = initModel; }