Implementation
static Geometry cube({bool normals = true, bool uvs = true}) {
final vertices = Float32List.fromList([
// Front face
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
// Back face
-1, -1, -1,
-1, 1, -1,
1, 1, -1,
1, -1, -1,
// Top face
-1, 1, -1,
-1, 1, 1,
1, 1, 1,
1, 1, -1,
// Bottom face
-1, -1, -1,
1, -1, -1,
1, -1, 1,
-1, -1, 1,
// Right face
1, -1, -1,
1, 1, -1,
1, 1, 1,
1, -1, 1,
// Left face
-1, -1, -1,
-1, -1, 1,
-1, 1, 1,
-1, 1, -1,
]);
final _normals = normals ? Float32List.fromList([
// Front face
0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
// Back face
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
// Top face
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
// Bottom face
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
// Right face
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
// Left face
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
-1, 0, 0,
]) : null;
final _uvs = uvs ? Float32List.fromList([
// Front face
1/3, 1/3,
2/3, 1/3,
2/3, 2/3,
1/3, 2/3,
// Back face
2/3, 2/3,
2/3, 1,
1, 1,
1, 2/3,
// Top face
1/3, 0,
1/3, 1/3,
2/3, 1/3,
2/3, 0,
// Bottom face
1/3, 2/3,
2/3, 2/3,
2/3, 1,
1/3, 1,
// Right face
2/3, 1/3,
2/3, 2/3,
1, 2/3,
1, 1/3,
// Left face
0, 1/3,
1/3, 1/3,
1/3, 2/3,
0, 2/3,
]) : null;
final indices = [
// Front face
0, 1, 2, 0, 2, 3,
// Back face
4, 5, 6, 4, 6, 7,
// Top face
8, 9, 10, 8, 10, 11,
// Bottom face
12, 13, 14, 12, 14, 15,
// Right face
16, 17, 18, 16, 18, 19,
// Left face
20, 21, 22, 20, 22, 23
];
return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
}