text: /*
   * Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
   *
   * Use of this source code is governed by a MIT-style
   * license that can be found in the LICENSE file.
   * 
   * For more information, please visit: https://github.com/tengge1/ShadowEditor
   * You can also visit: https://gitee.com/tengge1/ShadowEditor
   */
  /**
   * 圆柱体
   * @param {THREE.CylinderBufferGeometry} geometry 几何体
   * @param {THREE.MeshStandardMaterial} material 材质
   */
  function Cylinder(geometry = new THREE.CylinderBufferGeometry(1, 1, 2, 32, 1, false), material = new THREE.MeshStandardMaterial()) {
      THREE.Mesh.call(this, geometry, material);
  
      this.name = _t('Cylinder');
      this.castShadow = true;
      this.receiveShadow = true;
  
      this.userData.physics = this.userData.physics || {
          enabled: true,
          type: 'rigidBody',
          shape: 'btBoxShape',
          mass: 1,
          inertia: {
              x: 0,
              y: 0,
              z: 0
          }
      };
  }
  
  Cylinder.prototype = Object.create(THREE.Mesh.prototype);
  Cylinder.prototype.constructor = Cylinder;
  
  export default Cylinder;