// Use this for initialization
    protected override void Init()
    {
        base.Init();

        // Smiley

        var smileyShape = new THREE.Shape();

        smileyShape.moveTo(80, 40);
        smileyShape.absarc(40, 40, 40, 0, Mathf.PI * 2, false);

        var smileyEye1Path = new THREE.Path();

        smileyEye1Path.moveTo(35, 20);
        // smileyEye1Path.absarc( 25, 20, 10, 0, Mathf.PI*2, true );
        smileyEye1Path.absellipse(25, 20, 10, 10, 0, Mathf.PI * 2, true);

        smileyShape.holes.Add(smileyEye1Path);

        var smileyEye2Path = new THREE.Path();

        smileyEye2Path.moveTo(65, 20);
        smileyEye2Path.absarc(55, 20, 10, 0, Mathf.PI * 2, true);

        smileyShape.holes.Add(smileyEye2Path);

        var smileyMouthPath = new THREE.Path();

        // ugly box mouth
//		smileyMouthPath.moveTo( 20, 40 );
//		smileyMouthPath.lineTo( 60, 40 );
//		smileyMouthPath.lineTo( 60, 60 );
//		smileyMouthPath.lineTo( 20, 60 );
//		smileyMouthPath.lineTo( 20, 40 );

        smileyMouthPath.moveTo(20, 40);
        smileyMouthPath.quadraticCurveTo(40, 60, 60, 40);
        smileyMouthPath.bezierCurveTo(70, 45, 70, 50, 60, 60);
        smileyMouthPath.quadraticCurveTo(40, 80, 20, 60);
        smileyMouthPath.quadraticCurveTo(5, 50, 20, 40);


        smileyShape.holes.Add(smileyMouthPath);


//		Shape arcShape = new Shape();
//		arcShape.moveTo( 20, 10 );
//		arcShape.absarc( 10, 10, 10, 0, Mathf.PI*2, false );

        THREE.ExtrudeGeometry.Option extrudeSettings = new THREE.ExtrudeGeometry.Option();
        //extrudeSettings.steps = 100;
        //extrudeSettings.bevelEnabled = false;
        extrudeSettings.amount        = 20;
        extrudeSettings.curveSegments = 3;
        extrudeSettings.bevelEnabled  = true;
        extrudeSettings.bevelSegments = 2;
        extrudeSettings.steps         = 1;

        addShape(smileyShape, extrudeSettings, -200, 250, 0, 0, 0, Mathf.PI, 1);
    }
    // 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;
    }
示例#3
0
 public ShapeGeometry(Shape[] shapes, ShapeGeometryOptions options) { }
示例#4
0
 public ShapeGeometry addShapeList(Shape[] shapes, ShapeGeometryOptions options) { return null; }
示例#5
0
 public void addShape(Shape shape, ShapeGeometryOptions options){}
示例#6
0
	        public UV[] generateSideWallUV(Geometry geometry, Shape extrudedShape, object wallContour, object extrudeOptions,JsNumber indexA, JsNumber indexB, JsNumber indexC, JsNumber indexD, object stepIndex, object stepsLength, object contourIndex1, object contourIndex2 ) 
            {
		        throw new NotImplementedException();
		    }
示例#7
0
	        public UV[] generateBottomUV(Geometry geometry, Shape extrudedShape, object extrudeOptions, JsNumber indexA, JsNumber indexB, JsNumber indexC ) 
            {
	            throw new NotImplementedException();
	        }
示例#8
0
    // Use this for initialization
    protected override void Init()
    {
        base.Init();

        List <int> ary = new List <int> (new int[] { 0, 1, 2, 3, 4, 5, 6 });

        result = ary.GetRange(2, ary.Count - 2);

        // Triangle

        var triangleShape = new THREE.Shape();

        triangleShape.moveTo(80, 20);
        triangleShape.lineTo(40, 80);
        triangleShape.lineTo(120, 80);
        triangleShape.lineTo(80, 20);            // close path

        // Square

        float sqLength = 80;

        THREE.Shape squareShape = new THREE.Shape();
        squareShape.moveTo(0, 0);
        squareShape.lineTo(0, sqLength);
        squareShape.lineTo(sqLength, sqLength);
        squareShape.lineTo(sqLength, 0);
        squareShape.lineTo(0, 0);


        // Rectangle

        float rectLength = 120, rectWidth = 40;

        THREE.Shape rectShape = new THREE.Shape();
        rectShape.moveTo(0, 0);
        rectShape.lineTo(0, rectWidth);
        rectShape.lineTo(rectLength, rectWidth);
        rectShape.lineTo(rectLength, 0);
        rectShape.lineTo(0, 0);

        // Rounded rectangle

        var roundedRectShape = new THREE.Shape();

        float x = 0; float y = 0; float width = 50; float height = 50; float radius = 20;

        roundedRectShape.moveTo(x, y + radius);
        roundedRectShape.lineTo(x, y + height - radius);
        roundedRectShape.quadraticCurveTo(x, y + height, x + radius, y + height);
        roundedRectShape.lineTo(x + width - radius, y + height);
        roundedRectShape.quadraticCurveTo(x + width, y + height, x + width, y + height - radius);
        roundedRectShape.lineTo(x + width, y + radius);
        roundedRectShape.quadraticCurveTo(x + width, y, x + width - radius, y);
        roundedRectShape.lineTo(x + radius, y);
        roundedRectShape.quadraticCurveTo(x, y, x, y + radius);

        // Heart

        x = 0; y = 0;

        Shape heartShape = new Shape();          // From http://blog.burlock.org/html5/130-paths

        heartShape.moveTo(x + 25, y + 25);
        heartShape.bezierCurveTo(x + 25, y + 25, x + 20, y, x, y);
        heartShape.bezierCurveTo(x - 30, y, x - 30, y + 35, x - 30, y + 35);
        heartShape.bezierCurveTo(x - 30, y + 55, x - 10, y + 77, x + 25, y + 95);
        heartShape.bezierCurveTo(x + 60, y + 77, x + 80, y + 55, x + 80, y + 35);
        heartShape.bezierCurveTo(x + 80, y + 35, x + 80, y, x + 50, y);
        heartShape.bezierCurveTo(x + 35, y, x + 25, y + 25, x + 25, y + 25);


        // Circle

        float circleRadius = 40;
        var   circleShape  = new THREE.Shape();

        circleShape.moveTo(0, circleRadius);
        circleShape.quadraticCurveTo(circleRadius, circleRadius, circleRadius, 0);
        circleShape.quadraticCurveTo(circleRadius, -circleRadius, 0, -circleRadius);
        circleShape.quadraticCurveTo(-circleRadius, -circleRadius, -circleRadius, 0);
        circleShape.quadraticCurveTo(-circleRadius, circleRadius, 0, circleRadius);

        // Fish

        x = y = 0;

        Shape fishShape = new Shape();

        fishShape.moveTo(x, y);
        fishShape.quadraticCurveTo(x + 50, y - 80, x + 90, y - 10);
        fishShape.quadraticCurveTo(x + 100, y - 10, x + 115, y - 40);
        fishShape.quadraticCurveTo(x + 115, y, x + 115, y + 40);
        fishShape.quadraticCurveTo(x + 100, y + 10, x + 90, y + 10);
        fishShape.quadraticCurveTo(x + 50, y + 80, x, y);


        //
        // Arc circle

        Shape arcShape = new Shape();

        arcShape.moveTo(50, 10);
        arcShape.absarc(10, 10, 40, 0, Mathf.PI * 2.0f, false);

        Path holePath = new Path();

        holePath.moveTo(20, 10);
        holePath.absarc(10, 10, 10, 0, Mathf.PI * 2.0f, true);

        arcShape.holes.Add(holePath);


        // Smiley

        var smileyShape = new THREE.Shape();

        smileyShape.moveTo(80, 40);
        smileyShape.absarc(40, 40, 40, 0, Mathf.PI * 2, false);

        var smileyEye1Path = new THREE.Path();

        smileyEye1Path.moveTo(35, 20);
        // smileyEye1Path.absarc( 25, 20, 10, 0, Math.PI*2, true );
        smileyEye1Path.absellipse(25, 20, 10, 10, 0, Mathf.PI * 2, true);

        smileyShape.holes.Add(smileyEye1Path);

        var smileyEye2Path = new THREE.Path();

        smileyEye2Path.moveTo(65, 20);
        smileyEye2Path.absarc(55, 20, 10, 0, Mathf.PI * 2, true);

        smileyShape.holes.Add(smileyEye2Path);

        var smileyMouthPath = new THREE.Path();

        // ugly box mouth
//		smileyMouthPath.moveTo( 20, 40 );
//		smileyMouthPath.lineTo( 60, 40 );
//		smileyMouthPath.lineTo( 60, 60 );
//		smileyMouthPath.lineTo( 20, 60 );
//		smileyMouthPath.lineTo( 20, 40 );

        smileyMouthPath.moveTo(20, 40);
        smileyMouthPath.quadraticCurveTo(40, 60, 60, 40);
        smileyMouthPath.bezierCurveTo(70, 45, 70, 50, 60, 60);
        smileyMouthPath.quadraticCurveTo(40, 80, 20, 60);
        smileyMouthPath.quadraticCurveTo(5, 50, 20, 40);


        smileyShape.holes.Add(smileyMouthPath);


//		Shape arcShape = new Shape();
//		arcShape.moveTo( 20, 10 );
//		arcShape.absarc( 10, 10, 10, 0, Mathf.PI*2, false );

        THREE.ExtrudeGeometry.Option extrudeSettings = new THREE.ExtrudeGeometry.Option();
        //extrudeSettings.steps = 100;
        //extrudeSettings.bevelEnabled = false;
        extrudeSettings.amount        = 20;
        extrudeSettings.curveSegments = 12;
        extrudeSettings.bevelEnabled  = true;
        extrudeSettings.bevelSegments = 2;
        extrudeSettings.steps         = 1;

        addShape(triangleShape, extrudeSettings, -180, 0, 0, 0, 0, 0, 1);
        addShape(roundedRectShape, extrudeSettings, -150, 150, 0, 0, 0, 0, 1);
        //addShape( rectShape, extrudeSettings, -150, 150, 0, 0, 0, 0, 1 );
        addShape(squareShape, extrudeSettings, 150, 100, 0, 0, 0, 0, 1);
        addShape(heartShape, extrudeSettings, 60, 100, 0, 0, 0, Mathf.PI, 1);
        addShape(circleShape, extrudeSettings, 120, 250, 0, 0, 0, 0, 1);
        addShape(fishShape, extrudeSettings, -60, 200, 0, 0, 0, 0, 1);
        addShape(smileyShape, extrudeSettings, -200, 250, 0, 0, 0, Mathf.PI, 1);
        addShape(arcShape, extrudeSettings, 150, 0, 0, 0, 0, 0, 1);
    }
示例#9
0
    // Use this for initialization
    void Start()
    {
        THREE.Geometry testGeometry;

        // ---------------
        // closed path
        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.SplineCurve3 closedSpline = new THREE.SplineCurve3( new List<Vector3>(new Vector3[]{
//			new Vector3( 0, 0, 0 ),
//			new Vector3( 150, 0, 0 ),
//			new Vector3( 0, 150, 0 ),
//		}));

        extrudeSettings               = new THREE.ExtrudeGeometry.Option();
        extrudeSettings.steps         = 30; // 30, 100
        extrudeSettings.bevelEnabled  = false;
        extrudeSettings.extrudePath   = closedSpline;
        extrudeSettings.curveSegments = 4;

        List <Vector2> pts     = new List <Vector2>();
        List <Vector2> normals = new List <Vector2>();
        int            count   = 7;

        float normOffset = Mathf.PI / count;

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

            normals.Add(new Vector2(Mathf.Cos(a + normOffset), Mathf.Sin(a + normOffset)));
        }

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

        THREE.ShapeGeometry.Option op = new THREE.ShapeGeometry.Option();
        op.curveSegments = 12;

        // test
        THREE.Geometry shapeGeo;
        shapeGeo = new THREE.ShapeGeometry(shape, op);
        AddRenderObject(shapeGeo, materials[0], Vector3.zero);

//		// Fish
//		THREE.Shape fishShape = new THREE.Shape ();
//		fishShape.moveTo (0, 0);
//		fishShape.quadraticCurveTo (50, 80, 90, 10);
//		fishShape.quadraticCurveTo (100, 10, 115, 40);
//		fishShape.quadraticCurveTo (115, 0, 115, 40);
//		fishShape.quadraticCurveTo (100, 10, 90, 10);
//		fishShape.quadraticCurveTo (50, 80, 0, 0);


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

        //THREE.ShapeGeometry.Option op0 = new THREE.ShapeGeometry.Option();
        //op0.curveSegments = 12;
        //THREE.Geometry geometry = new THREE.ShapeGeometry(new List<Shape>( new Shape[]{shape} ), op0);

        AddRenderObject(testGeometry, materials[0], Vector3.zero);


        // random path
        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 ) ) );
            randomPoints.Add(new Vector3((i) * 50, Random.Range(-50.0f, 50.0f), Random.Range(-50.0f, 50.0f)));
            //randomPoints.Add( new Vector3( i * 50, i, i*2 ) );
        }
//		for ( int i = 0; i < 3; i ++ ) {
//			randomPoints.Add( new Vector3( 0, i * 30, i * 40 ) );
//		}
        randomSpline = new SplineCurve3(randomPoints);

        extrude0Settings              = new THREE.ExtrudeGeometry.Option();
        extrude0Settings.steps        = 80; // 80
        extrude0Settings.bevelEnabled = false;
        extrude0Settings.extrudePath  = randomSpline;

        // star path
        List <Vector2> pts0     = new List <Vector2>();
        List <Vector2> normals0 = new List <Vector2>();
        int            numPts   = 5;

//		normOffset = Mathf.PI / numPts + Mathf.PI / 2.0f;
//		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 ) );
//
//			normals0.Add( new Vector2 ( Mathf.Cos( a + normOffset ), Mathf.Sin( a + normOffset ) ) );
//		}

        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));
        }
        for (int i = 0; i < pts0.Count; i++)
        {
            int     endI = (i == pts0.Count - 1) ? 0 : i + 1;
            Vector2 vec  = pts0[endI] - pts0[i];
            vec.Normalize();
            normals0.Add(new Vector2(vec.y, -vec.x));
        }

        Shape startShape = new Shape(pts0, normals0);

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

        AddRenderObject(testGeometry, materials[1], Vector3.zero);


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

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

        AddRenderObject(testGeometry, materials[2], new Vector3(50, 100, 50), 0.0f);

        // test
        THREE.Geometry startShapeGeo;
        startShapeGeo = new THREE.ShapeGeometry(startShape, op);
        AddRenderObject(startShapeGeo, materials[0], Vector3.zero);
    }
示例#10
0
    // Use this for initialization
    protected override void Init()
    {
        base.Init();

        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;

        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);


        THREE.MeshThreeJs threeMesh;

        testGeometry = new THREE.ExtrudeGeometry(new List <THREE.Shape>(new THREE.Shape[] { shape }), extrudeSettings);
        //THREE.ShapeGeometry.Option op0 = new THREE.ShapeGeometry.Option();
        //op0.curveSegments = 12;
        //THREE.Geometry geometry = new THREE.ShapeGeometry(new List<Shape>( new Shape[]{shape} ), op0);
        threeMesh = new THREE.MeshThreeJs(testGeometry, material);
        scene.Add(threeMesh);

        /////
        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 );


        // star path
        List <Vector2> pts0     = new List <Vector2>();
        List <Vector2> normals0 = 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));
        }
        for (int i = 0; i < pts0.Count; i++)
        {
            int     endI = (i == pts0.Count - 1) ? 0 : i + 1;
            Vector2 vec  = pts0[endI] - pts0[i];
            vec.Normalize();
            normals0.Add(new Vector2(vec.y, -vec.x));
        }

        THREE.Shape shape0 = new Shape(pts0, normals0);

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

        ////////////
        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);
        threeMesh          = new THREE.MeshThreeJs(testGeometry, material);
        threeMesh.position = new Vector3(50, 100, 50);
        scene.Add(threeMesh);

        //
        // Sphere
//		threeMesh = new THREE.Mesh( new THREE.SphereGeometry( 75, 20, 10 ), material );
//		threeMesh.position = new Vector3( -400, 0, 200 );
//		scene.Add( threeMesh );

//		//
//		Shape shapeTri = new Shape();
//		shapeTri.moveTo(  0, 100 );
//		shapeTri.lineTo(  100, -50 );
//		shapeTri.lineTo( -100, -50 );
//		shapeTri.lineTo(  0, 100 );
//
//		THREE.ShapeGeometry.Option op = new THREE.ShapeGeometry.Option();
//		op.curveSegments = 12;
//		THREE.Geometry geometryShape = new THREE.ShapeGeometry(new List<Shape>( new Shape[]{shapeTri} ), op);
//		threeMesh = new THREE.Mesh( geometryShape, material);
//		scene.Add( threeMesh );
    }