cylinder static method
Implementation
static Geometry cylinder({double radius = 1.0, double length = 1.0, bool normals = true, bool uvs = true }) {
int segments = 32;
List<double> verticesList = [];
List<double> normalsList = [];
List<double> uvsList = [];
List<int> indices = [];
// Create vertices, normals, and UVs
for (int i = 0; i <= segments; i++) {
double theta = i * 2 * pi / segments;
double x = radius * cos(theta);
double z = radius * sin(theta);
// Top circle
verticesList.addAll([x, length / 2, z]);
normalsList.addAll([x / radius, 0, z / radius]);
uvsList.addAll([i / segments, 1]);
// Bottom circle
verticesList.addAll([x, -length / 2, z]);
normalsList.addAll([x / radius, 0, z / radius]);
uvsList.addAll([i / segments, 0]);
}
// Create indices
for (int i = 0; i < segments; i++) {
int topFirst = i * 2;
int topSecond = (i + 1) * 2;
int bottomFirst = topFirst + 1;
int bottomSecond = topSecond + 1;
// Top face (counter-clockwise)
indices.addAll([segments * 2, topSecond, topFirst]);
// Bottom face (counter-clockwise when viewed from below)
indices.addAll([segments * 2 + 1, bottomFirst, bottomSecond]);
// Side faces (counter-clockwise)
indices.addAll([topFirst, bottomFirst, topSecond]);
indices.addAll([bottomFirst, bottomSecond, topSecond]);
}
// Add center vertices, normals, and UVs for top and bottom faces
verticesList.addAll([0, length / 2, 0]); // Top center
normalsList.addAll([0, 1, 0]);
uvsList.addAll([0.5, 0.5]); // Center of top face
verticesList.addAll([0, -length / 2, 0]); // Bottom center
normalsList.addAll([0, -1, 0]);
uvsList.addAll([0.5, 0.5]); // Center of bottom face
// Add top and bottom face normals and UVs
for (int i = 0; i <= segments; i++) {
normalsList.addAll([0, 1, 0]); // Top face normal
normalsList.addAll([0, -1, 0]); // Bottom face normal
double u = 0.5 + 0.5 * cos(i * 2 * pi / segments);
double v = 0.5 + 0.5 * sin(i * 2 * pi / segments);
uvsList.addAll([u, v]); // Top face UV
uvsList.addAll([u, v]); // Bottom face UV
}
Float32List vertices = Float32List.fromList(verticesList);
Float32List? _normals = normals ? Float32List.fromList(normalsList) : null;
Float32List? _uvs = uvs ? Float32List.fromList(uvsList) : null;
return Geometry(vertices, indices, normals: _normals, uvs: _uvs);
}