generateVertexPositions method
- @override
override
Implementation
@override
void generateVertexPositions(Vector3List positions, Uint16List indices) {
// Front
positions[0] = new Vector3(_width, _height, _depth);
positions[1] = new Vector3(-_width, _height, _depth);
positions[2] = new Vector3(-_width, -_height, _depth);
positions[3] = new Vector3(_width, -_height, _depth);
// Back
positions[4] = new Vector3(_width, -_height, -_depth);
positions[5] = new Vector3(-_width, -_height, -_depth);
positions[6] = new Vector3(-_width, _height, -_depth);
positions[7] = new Vector3(_width, _height, -_depth);
// Right
positions[8] = new Vector3(_width, -_height, _depth);
positions[9] = new Vector3(_width, -_height, -_depth);
positions[10] = new Vector3(_width, _height, -_depth);
positions[11] = new Vector3(_width, _height, _depth);
// Left
positions[12] = new Vector3(-_width, _height, _depth);
positions[13] = new Vector3(-_width, _height, -_depth);
positions[14] = new Vector3(-_width, -_height, -_depth);
positions[15] = new Vector3(-_width, -_height, _depth);
// Top
positions[16] = new Vector3(_width, _height, _depth);
positions[17] = new Vector3(_width, _height, -_depth);
positions[18] = new Vector3(-_width, _height, -_depth);
positions[19] = new Vector3(-_width, _height, _depth);
// Bottom
positions[20] = new Vector3(-_width, -_height, _depth);
positions[21] = new Vector3(-_width, -_height, -_depth);
positions[22] = new Vector3(_width, -_height, -_depth);
positions[23] = new Vector3(_width, -_height, _depth);
}