/// <summary> /// Builds a cylinder into the geometry with correct texture coordinates and normals. /// </summary> /// <param name="target">Target <see cref="GeometrySurface"/>.</param> /// <param name="radius">The radius of the cylinder.</param> /// <param name="height">The height of the cylinder.</param> /// <param name="countOfSegments">Total count of segments to generate.</param> public static BuiltVerticesRange BuildCylinderBottom(this GeometrySurface target, float radius, float height, int countOfSegments) { return(target.BuildCylinder( new Vector3(0f, -(height / 2f), 0f), radius, height, countOfSegments, false, true, false)); }
/// <summary> /// Builds a cylinder into the geometry with correct texture coordinates and normals. /// </summary> /// <param name="target">Target <see cref="GeometrySurface"/>.</param> /// <param name="bottomMiddle">Coordinate of bottom middle.</param> /// <param name="radius">The radius of the cylinder.</param> /// <param name="height">The height of the cylinder.</param> /// <param name="countOfSegments">Total count of segments to generate.</param> public static BuiltVerticesRange BuildCylinderSides(this GeometrySurface target, Vector3 bottomMiddle, float radius, float height, int countOfSegments) { return(target.BuildCylinder(bottomMiddle, radius, height, countOfSegments, true, false, false)); }