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This question was closed Mar 14, 2020 at 05:29 AM by Existingman for the following reason:

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Question by Existingman · Mar 14, 2020 at 01:16 AM · rotationmeshvector3geometry

Use Unity's transform API to manipulate points?

I want to proceduraly generate meshes. I created a method to supply the vertices of a circle. The idea is that it creates a shape in 2d and then rotates it in 3d assuming that "rotation" is the vector of the shapes normal axis.

 public List<Vector3> Loop (Vector3 center, Vector3 rotation, float radius, int divisions)
 {
     List<Vector3> loop = new List<Vector3>();
     for(int p = 0; p < divisions; p++)
     {
         float u = (float)Math.Cos(2 * Math.PI * p / divisions) * radius;
         float v = (float)Math.Sin(2 * Math.PI * p / divisions) * radius;
         float x = 0;
         float y = 0;
         float z = 0;
         // Apply rotation to u & v to get x, y, z
         loop.Add(new Vector3(x, y, z));
     }
     return loop;
 }

Creating the circle in 2d (u & v) was super easy but when I looked into applying 3d rotations, it seemed to be a complete rabbit hole completely beyond my comprehension.

Is there a way to use existing API to do this?

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