// Use this for initialization
    void Start()
    {
        List <Vector3> vertices = new List <Vector3>();
        List <Vector3> normals  = new List <Vector3>();
        List <Vector2> uvs      = new List <Vector2>();

        float meshSmooth = 60;

        THREE.Geometry testGeometry;

        THREE.ClosedSplineCurve3 closedSpline = new THREE.ClosedSplineCurve3(new List <Vector3>(new Vector3[] {
            new Vector3(-60, -100, 60),
            new Vector3(-60, 20, 60),
            new Vector3(-60, 120, 60),
            new Vector3(60, 20, -60),
            new Vector3(60, -100, -60)
        }));

        THREE.ExtrudeGeometry.Option extrudeSettings = new THREE.ExtrudeGeometry.Option();
        extrudeSettings.steps        = 100;
        extrudeSettings.bevelEnabled = false;
        extrudeSettings.extrudePath  = closedSpline;

        List <Vector2> pts   = new List <Vector2>();
        int            count = 3;

        for (int i = 0; i < count; i++)
        {
            float l = 20;
            float a = 2 * (float)i / count * Mathf.PI;
            pts.Add(new Vector2(Mathf.Cos(a) * l, Mathf.Sin(a) * l));
        }

        THREE.Shape shape = new THREE.Shape(pts);

        testGeometry = new THREE.ExtrudeGeometry(new List <THREE.Shape>(new THREE.Shape[] { shape }), extrudeSettings);
        //testGeometry.computeVertexNormals();

        UnityEngine.Mesh mesh0 = testGeometry.GetMesh(meshSmooth);
        vertices.AddRange(mesh0.vertices);
        normals.AddRange(mesh0.normals);
        uvs.AddRange(mesh0.uv);

        //
        List <Vector3> randomPoints = new List <Vector3>();

        for (int i = 0; i < 10; i++)
        {
            randomPoints.Add(new Vector3((i - 4.5f) * 50, Random.Range(-50.0f, 50.0f), Random.Range(-50.0f, 50.0f)));
        }

        SplineCurve3 randomSpline = new SplineCurve3(randomPoints);

        THREE.ExtrudeGeometry.Option extrude0Settings = new THREE.ExtrudeGeometry.Option();
        extrude0Settings.steps        = 200;
        extrude0Settings.bevelEnabled = false;
        extrude0Settings.extrudePath  = randomSpline;


        List <Vector2> pts0   = new List <Vector2>();
        int            numPts = 5;

        for (int i = 0; i < numPts * 2; i++)
        {
            int   l = i % 2 == 1 ? 10 : 20;
            float a = (float)i / numPts * Mathf.PI;
            pts0.Add(new Vector2(Mathf.Cos(a) * l, Mathf.Sin(a) * l));
        }

        Shape shape0 = new Shape(pts0);

        testGeometry = new THREE.ExtrudeGeometry(new List <Shape>(new Shape[] { shape0 }), extrude0Settings);

        UnityEngine.Mesh mesh1 = testGeometry.GetMesh(meshSmooth);
        vertices.AddRange(mesh1.vertices);
        normals.AddRange(mesh1.normals);
        uvs.AddRange(mesh1.uv);

//		//
        THREE.ExtrudeGeometry.Option extrude1Settings = new THREE.ExtrudeGeometry.Option();
        extrude1Settings.amount         = 20;
        extrude1Settings.steps          = 1;
        extrude1Settings.bevelEnabled   = false;
        extrude1Settings.bevelThickness = 2;
        extrude1Settings.bevelSize      = 4;
        extrude1Settings.bevelSegments  = 1;

        testGeometry = new THREE.ExtrudeGeometry(new List <Shape>(new Shape[] { shape0 }), extrude1Settings);

        UnityEngine.Mesh mesh2 = testGeometry.GetMesh(meshSmooth);
        vertices.AddRange(mesh2.vertices);
        normals.AddRange(mesh2.normals);
        uvs.AddRange(mesh2.uv);


        // unity submesh
        MeshRenderer mr = this.gameObject.AddComponent <MeshRenderer>();
        MeshFilter   mf = this.gameObject.AddComponent <MeshFilter>();

        UnityEngine.Mesh mesh = new UnityEngine.Mesh();

        mesh.vertices = vertices.ToArray();
        mesh.normals  = normals.ToArray();
        mesh.uv       = uvs.ToArray();

        mesh.subMeshCount = 3;

        mesh.SetTriangles(mesh0.triangles, 0);

        int offsetIndex1 = mesh0.vertexCount;

        int[] orgTris = mesh1.triangles;
        int[] tris    = new int[orgTris.Length];
        for (int j = 0; j < tris.Length; j++)
        {
            tris[j] = orgTris[j] + offsetIndex1;
        }
        mesh.SetTriangles(tris, 1);

        int offsetIndex2 = offsetIndex1 + mesh1.vertexCount;

        int[] orgTris2 = mesh2.triangles;
        int[] tris2    = new int[orgTris2.Length];
        for (int j = 0; j < tris2.Length; j++)
        {
            tris2[j] = orgTris2[j] + offsetIndex2;
        }
        mesh.SetTriangles(tris2, 2);

        //mesh.RecalculateNormals();

        mf.mesh      = mesh;
        mr.materials = materials;
    }