/// @description Draws a simple 3D ellipsoid. /// @param x1 The initial x coordinate of the ellipsoid. /// @param y1 The initial y coordinate of the ellipsoid. /// @param z1 The initial z coordinate of the ellipsoid. /// @param x2 The opposite x coordinate of the ellipsoid. /// @param y2 The opposite y coordinate of the ellipsoid. /// @param z2 The opposite z coordinate of the ellipsoid. /// @param tex The id of the texture to use (-1 for no texture) /// @param hrepeat Amount of horizontal repetitions for the texture. /// @param vrepeat Amount of vertical repetitions for the texture. /// @param steps How many steps are used to make the ellipsoid "round" (typically 24) /// @returns function d3d_draw_ellipsoid(argument0, argument1, argument2, argument3, argument4, argument5, argument6, argument7, argument8, argument9) { var __x1 = argument0; var __y1 = argument1; var __z1 = argument2; var __x2 = argument3; var __y2 = argument4; var __z2 = argument5; var __tex = argument6; var __hrepeat = argument7; var __vrepeat = argument8; var __steps = argument9; if (__steps < 3) { __steps = 3; } if (__steps > 128) { __steps = 128; } // Create sin and cos tables var __cc; var __ss; __cc[__steps] = 0; __ss[__steps] = 0; var __i; for(__i = 0; __i <= __steps; __i++) { var __rad = (__i * 2.0 * pi) / __steps; __cc[__i] = cos(__rad); __ss[__i] = sin(__rad); } var __mx = (__x2 + __x1) / 2; var __my = (__y2 + __y1) / 2; var __mz = (__z2 + __z1) / 2; var __rx = (__x2 - __x1) / 2; var __ry = (__y2 - __y1) / 2; var __rz = (__z2 - __z1) / 2; var __rows = floor((__steps + 1) / 2); var __j; var __oldrep = gpu_get_texrepeat(); gpu_set_texrepeat(true) for(__j = 0; __j <= (__rows - 1); __j++) { var __row1rad = (__j*pi)/__rows; var __row2rad = ((__j+1)*pi)/__rows; var __rh1 = cos(__row1rad); var __rd1 = sin(__row1rad); var __rh2 = cos(__row2rad); var __rd2 = sin(__row2rad); d3d_primitive_begin_texture(pr_trianglestrip, __tex); for(__i = 0; __i <= __steps; __i++) { // Some common subexpressions here that could be eliminated d3d_vertex_normal_texture(__mx+__rx*__rd1*__cc[__i], __my+__ry*__rd1*__ss[__i], __mz+__rz*__rh1,__rd1*__cc[__i], __rd1*__ss[__i], __rh1, __hrepeat*__i/__steps, __j*__vrepeat/__rows); d3d_vertex_normal_texture(__mx+__rx*__rd2*__cc[__i], __my+__ry*__rd2*__ss[__i], __mz+__rz*__rh2,__rd2*__cc[__i], __rd2*__ss[__i], __rh2, __hrepeat*__i/__steps, (__j+1)*__vrepeat/__rows); } d3d_primitive_end(); } gpu_set_texrepeat(__oldrep); }