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