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using System.Linq;
using UnityEngine;
public abstract class ShapeGenerator : MonoBehaviour
{
#region UnityMethods
void Start() => GenerateShape();
void OnValidate() => GenerateShape();
#endregion UnityMethods
protected abstract void GenerateShape();
#region Helper
protected static Mesh CreateMesh((Vector3[] vertices, int[] triangles) meshValues)
{
Mesh mesh = new Mesh();
(mesh.vertices, mesh.triangles) = (meshValues.vertices, meshValues.triangles);
mesh.RecalculateNormals(); //fix lighting
return mesh;
}
protected static Vector3[] GetCirclePoints(float circleRadius, int pointCount) => GetCirclePoints(circleRadius, pointCount, Vector3.zero);
protected static Vector3[] GetCirclePoints(float circleRadius, int pointCount, Vector3 offset)
{
Vector3[] circle = new Vector3[pointCount];
float slice = (2f * Mathf.PI) / pointCount;
for (int i = 0; i < pointCount; i++)
{
float angle = i * slice;
circle[i] = new Vector3(circleRadius * Mathf.Sin(angle), 0, circleRadius * Mathf.Cos(angle)) + offset;
}
return circle;
}
protected static (Vector3[], int[]) CreatePlane(Vector3[] points, bool invert = false)
{
Vector3[] vertices = points;
int[] triangles = new int[(vertices.Length - 2) * 3];
for (int i = 1; i < vertices.Length - 1; i++)
{
triangles[(i - 1) * 3 + 0] = 0;
triangles[(i - 1) * 3 + 1] = i;
triangles[(i - 1) * 3 + 2] = (i + 1);
}
return (vertices, invert ? triangles.Reverse().ToArray() : triangles);
}
#endregion Helper
}