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- using UnityEngine;
- using UnityEditor;
- using System.Collections;
- // an Editor method to create a cone primitive (so far no end caps)
- // the top center is placed at (0/0/0)
- // the bottom center is placed at (0/0/length)
- // if either one of the radii is 0, the result will be a cone, otherwise a truncated cone
- // note you will get inevitable breaks in the smooth shading at cone tips
- // note the resulting mesh will be created as an asset in Assets/Editor
- // Author: Wolfram Kresse
- public class CreateCone : ScriptableWizard {
- public int numVertices = 10;
- public float radiusTop = 0f;
- public float radiusBottom = 1f;
- public float length = 1f;
- public float openingAngle = 0f; // if >0, create a cone with this angle by setting radiusTop to 0, and adjust radiusBottom according to length;
- public bool outside = true;
- public bool inside = false;
- public bool addCollider = false;
- [MenuItem ("GameObject/Create Other/Cone")]
- static void CreateWizard()
- {
- ScriptableWizard.DisplayWizard("Create Cone", typeof(CreateCone));
- }
- void OnWizardCreate(){
- GameObject newCone=new GameObject("Cone");
- if(openingAngle>0&&openingAngle<180){
- radiusTop=0;
- radiusBottom=length*Mathf.Tan(openingAngle*Mathf.Deg2Rad/2);
- }
- string meshName = newCone.name + numVertices + "v" + radiusTop + "t" + radiusBottom + "b" + length + "l" + length + (outside?"o":"") + (inside?"i":"");
- string meshPrefabPath = "Assets/Editor/" + meshName + ".asset";
- Mesh mesh = (Mesh)AssetDatabase.LoadAssetAtPath(meshPrefabPath, typeof(Mesh));
- if(mesh==null){
- mesh=new Mesh();
- mesh.name=meshName;
- // can't access Camera.current
- //newCone.transform.position = Camera.current.transform.position + Camera.current.transform.forward * 5.0f;
- int multiplier=(outside?1:0)+(inside?1:0);
- int offset=(outside&&inside?2*numVertices:0);
- Vector3[] vertices=new Vector3[2*multiplier*numVertices]; // 0..n-1: top, n..2n-1: bottom
- Vector3[] normals=new Vector3[2*multiplier*numVertices];
- Vector2[] uvs=new Vector2[2*multiplier*numVertices];
- int[] tris;
- float slope=Mathf.Atan((radiusBottom-radiusTop)/length); // (rad difference)/height
- float slopeSin=Mathf.Sin(slope);
- float slopeCos=Mathf.Cos(slope);
- int i;
- for(i=0;i<numVertices;i++){
- float angle=2*Mathf.PI*i/numVertices;
- float angleSin=Mathf.Sin(angle);
- float angleCos=Mathf.Cos(angle);
- float angleHalf=2*Mathf.PI*(i+0.5f)/numVertices; // for degenerated normals at cone tips
- float angleHalfSin=Mathf.Sin(angleHalf);
- float angleHalfCos=Mathf.Cos(angleHalf);
- vertices[i]=new Vector3(radiusTop*angleCos,radiusTop*angleSin,0);
- vertices[i+numVertices]=new Vector3(radiusBottom*angleCos,radiusBottom*angleSin,length);
- if(radiusTop==0)
- normals[i]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin);
- else
- normals[i]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin);
- if(radiusBottom==0)
- normals[i+numVertices]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin);
- else
- normals[i+numVertices]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin);
- uvs[i]=new Vector2(1.0f*i/numVertices,1);
- uvs[i+numVertices]=new Vector2(1.0f*i/numVertices,0);
- if(outside&&inside){
- // vertices and uvs are identical on inside and outside, so just copy
- vertices[i+2*numVertices]=vertices[i];
- vertices[i+3*numVertices]=vertices[i+numVertices];
- uvs[i+2*numVertices]=uvs[i];
- uvs[i+3*numVertices]=uvs[i+numVertices];
- }
- if(inside){
- // invert normals
- normals[i+offset]=-normals[i];
- normals[i+numVertices+offset]=-normals[i+numVertices];
- }
- }
- mesh.vertices = vertices;
- mesh.normals = normals;
- mesh.uv = uvs;
- // create triangles
- // here we need to take care of point order, depending on inside and outside
- int cnt=0;
- if(radiusTop==0){
- // top cone
- tris=new int[numVertices*3*multiplier];
- if(outside)
- for(i=0;i<numVertices;i++){
- tris[cnt++]=i+numVertices;
- tris[cnt++]=i;
- if(i==numVertices-1)
- tris[cnt++]=numVertices;
- else
- tris[cnt++]=i+1+numVertices;
- }
- if(inside)
- for(i=offset;i<numVertices+offset;i++){
- tris[cnt++]=i;
- tris[cnt++]=i+numVertices;
- if(i==numVertices-1+offset)
- tris[cnt++]=numVertices+offset;
- else
- tris[cnt++]=i+1+numVertices;
- }
- }else if(radiusBottom==0){
- // bottom cone
- tris=new int[numVertices*3*multiplier];
- if(outside)
- for(i=0;i<numVertices;i++){
- tris[cnt++]=i;
- if(i==numVertices-1)
- tris[cnt++]=0;
- else
- tris[cnt++]=i+1;
- tris[cnt++]=i+numVertices;
- }
- if(inside)
- for(i=offset;i<numVertices+offset;i++){
- if(i==numVertices-1+offset)
- tris[cnt++]=offset;
- else
- tris[cnt++]=i+1;
- tris[cnt++]=i;
- tris[cnt++]=i+numVertices;
- }
- }else{
- // truncated cone
- tris=new int[numVertices*6*multiplier];
- if(outside)
- for(i=0;i<numVertices;i++){
- int ip1=i+1;
- if(ip1==numVertices)
- ip1=0;
- tris[cnt++]=i;
- tris[cnt++]=ip1;
- tris[cnt++]=i+numVertices;
- tris[cnt++]=ip1+numVertices;
- tris[cnt++]=i+numVertices;
- tris[cnt++]=ip1;
- }
- if(inside)
- for(i=offset;i<numVertices+offset;i++){
- int ip1=i+1;
- if(ip1==numVertices+offset)
- ip1=offset;
- tris[cnt++]=ip1;
- tris[cnt++]=i;
- tris[cnt++]=i+numVertices;
- tris[cnt++]=i+numVertices;
- tris[cnt++]=ip1+numVertices;
- tris[cnt++]=ip1;
- }
- }
- mesh.triangles = tris;
- AssetDatabase.CreateAsset(mesh, meshPrefabPath);
- AssetDatabase.SaveAssets();
- }
- MeshFilter mf=newCone.AddComponent<MeshFilter>();
- mf.mesh = mesh;
- newCone.AddComponent<MeshRenderer>();
- if(addCollider){
- MeshCollider mc=newCone.AddComponent<MeshCollider>();
- mc.sharedMesh=mf.sharedMesh;
- }
- Selection.activeObject = newCone;
- }
- }
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