gmc-jam-7/scripts/d3d_draw_cone/d3d_draw_cone.gml

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/// @description Draws a simple 3D cone.
/// @param x1 The initial x coordinate of the cone.
/// @param y1 The initial y coordinate of the cone.
/// @param z1 The initial z coordinate of the cone.
/// @param x2 The opposite x coordinate of the cone.
/// @param y2 The opposite y coordinate of the cone.
/// @param z2 The opposite z coordinate of the cone.
/// @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 closed Sets whether to close (true) the bottom of the cone or not (false).
/// @param steps How many steps are used to make the cone "round" (typically 24)
/// @returns
function d3d_draw_cone(argument0, argument1, argument2, argument3, argument4, argument5, argument6, argument7, argument8, argument9, argument10) {
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 __closed = argument9;
var __steps = argument10;
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 __rx = (__x2 - __x1) / 2;
var __ry = (__y2 - __y1) / 2;
var __oldrep = gpu_get_texrepeat();
gpu_set_texrepeat(true)
d3d_primitive_begin_texture(pr_trianglestrip, __tex);
for(__i = 0; __i <= __steps; __i++)
{
d3d_vertex_normal_texture(__mx, __my, __z2, 0, 0, 1, __hrepeat * __i / __steps, __vrepeat);
d3d_vertex_normal_texture(__mx + __cc[__i]*__rx, __my + __ss[__i]*__ry, __z1, __cc[__i] , __ss[__i] ,0 , __hrepeat * __i / __steps, 0);
}
d3d_primitive_end();
if (__closed == true)
{
d3d_primitive_begin_texture(pr_trianglefan, __tex);
d3d_vertex_normal_texture(__mx, __my, __z1, 0, 0, -1, 0, 0);
for(__i = __steps; __i >= 0; __i--)
{
d3d_vertex_normal_texture(__mx+__cc[__i]*__rx, __my+__ss[__i]*__ry, __z1, 0, 0, -1, 0, 0);
}
d3d_primitive_end();
}
gpu_set_texrepeat(__oldrep);
}