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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using System;
public class TorusGenerator : ShapeGenerator
{
#region InspectorVariables
[Header("Torus values")]
[Range(0, 100)] public float torusRadius = 1f;
[Range(0, 10)] public float ringRadius = 0.1f;
[Header("Technical")]
[Range(8, 150)] public int ringSegmentCount = 50;
[Range(3, 100)] public int segmentSideCount = 30;
[Header("Parts")]
public MeshFilter torusMesh;
#endregion InspectorVariables
#region Implementation
protected override void GenerateShape()
{
if (torusMesh.sharedMesh != null)
torusMesh.sharedMesh.Clear();
torusMesh.mesh = CreateMesh(CreateTorus(torusRadius, ringRadius, ringSegmentCount, segmentSideCount));
}
private static (Vector3[] vertices, int[] triangles) CreateTorus(float torusRadius, float ringRadius, int ringSegmentCount, int segmentSideCount)
{
Vector3[] vertices = new Vector3[ringSegmentCount * segmentSideCount * 4];
int[] triangles = new int[ringSegmentCount * segmentSideCount * 6];
//generate vertices
float iStep = (2f * Mathf.PI) / ringSegmentCount;
float jStep = (2f * Mathf.PI) / segmentSideCount;
for (int i = 0; i < ringSegmentCount; i++)
{
for (int j = 0; j < segmentSideCount; j++)
{
vertices[(i * segmentSideCount + j) * 4] = GetPointOnTorus(torusRadius, ringRadius, i * iStep, j * jStep);
vertices[(i * segmentSideCount + j) * 4 + 1] = GetPointOnTorus(torusRadius, ringRadius, i * iStep, (j + 1) * jStep);
vertices[(i * segmentSideCount + j) * 4 + 2] = GetPointOnTorus(torusRadius, ringRadius, (i + 1) * iStep, j * jStep);
vertices[(i * segmentSideCount + j) * 4 + 3] = GetPointOnTorus(torusRadius, ringRadius, (i + 1) * iStep, (j + 1) * jStep);
}
}
//generate triangles
for (int t = 0, i = 0; t < triangles.Length; t += 6, i += 4)
{
triangles[t] = i;
triangles[t+1] = i + 1;
triangles[t+2] = i + 2;
triangles[t+3] = i + 1;
triangles[t+4] = i + 3;
triangles[t+5] = i + 2;
}
return (vertices, triangles);
}
private static Vector3 GetPointOnTorus(float torusRadius, float ringRadius, float u, float v)
{
float r = (torusRadius + ringRadius * Mathf.Sin(v));
return new Vector3(r * Mathf.Sin(u), ringRadius * Mathf.Cos(v), r * Mathf.Cos(u));
}
#endregion Implementation
}