sphere static method
Implementation
static Geometry sphere({bool normals = true, bool uvs = true}) {
int latitudeBands = 20;
int longitudeBands = 20;
List<double> verticesList = [];
List<double> normalsList = [];
List<double> uvsList = [];
List<int> indices = [];
for (int latNumber = 0; latNumber <= latitudeBands; latNumber++) {
double theta = latNumber * pi / latitudeBands;
double sinTheta = sin(theta);
double cosTheta = cos(theta);
for (int longNumber = 0; longNumber <= longitudeBands; longNumber++) {
double phi = longNumber * 2 * pi / longitudeBands;
double sinPhi = sin(phi);
double cosPhi = cos(phi);
double x = cosPhi * sinTheta;
double y = cosTheta;
double z = sinPhi * sinTheta;
verticesList.addAll([x, y, z]);
normalsList.addAll([x, y, z]);
uvsList.addAll([longNumber / longitudeBands, latNumber / latitudeBands]);
}
}
for (int latNumber = 0; latNumber < latitudeBands; latNumber++) {
for (int longNumber = 0; longNumber < longitudeBands; longNumber++) {
int first = (latNumber * (longitudeBands + 1)) + longNumber;
int second = first + longitudeBands + 1;
indices.addAll([first, second, first + 1, second, second + 1, first + 1]);
}
}
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);
}