Pixel-Composer/scripts/d3d_cylinder/d3d_cylinder.gml

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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, _j0);
vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j1);
vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j0);
vs[_ix++] = new __vertex(x0, y0, _h0).setNormal(nx0, ny0, 0).setUV(ux0, _j1);
vs[_ix++] = new __vertex(x1, y1, _h0).setNormal(nx1, ny1, 0).setUV(ux1, _j1);
vs[_ix++] = new __vertex(x3, y3, _h1).setNormal(nx1, ny1, 0).setUV(ux1, _j0);
}
}
vertex = caps? [ vs, v0, v1 ] : [ vs ];
object_counts = array_length(vertex);
VB = build();
} initModel();
static onParameterUpdate = initModel;
}