144 lines
4.4 KiB
C#
144 lines
4.4 KiB
C#
using UnityEngine;
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using UnityEditor;
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using System;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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public class GenerateCone : EditorWindow {
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private int sides = 16;
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private float baseRadius = 1f;
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private float height = 2f;
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[MenuItem("GameObject/3D Object/Cone", false, 10)]
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static void CreateCone() {
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GameObject cone;
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GameObject selectedObject = Selection.activeGameObject;
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if (selectedObject != null) {
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// Create as child of selected object
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cone = new GameObject("Cone");
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cone.transform.SetParent(selectedObject.transform, false);
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} else {
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// Create as new root object
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cone = new GameObject("Cone");
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}
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cone.AddComponent<MeshFilter>();
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cone.AddComponent<MeshRenderer>();
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Undo.RegisterCreatedObjectUndo(cone, "Create Cone");
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var window = ScriptableObject.CreateInstance<GenerateCone>();
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window.GenerateConeObject(cone);
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Selection.activeGameObject = cone;
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}
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void GenerateConeObject(GameObject cone) {
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Mesh mesh =
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CreateConeMesh("ConeMesh", sides, Vector3.zero, Quaternion.identity, baseRadius, height);
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// Save the mesh as an asset
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string path = "Assets/Meshes";
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if (!AssetDatabase.IsValidFolder(path)) {
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AssetDatabase.CreateFolder("Assets", "Meshes");
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}
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string assetPath = AssetDatabase.GenerateUniqueAssetPath(path + "/ConeMesh.asset");
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AssetDatabase.CreateAsset(mesh, assetPath);
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AssetDatabase.SaveAssets();
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// Assign the mesh to the MeshFilter
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cone.GetComponent<MeshFilter>().sharedMesh = mesh;
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cone.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Standard"));
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}
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Vector2[] GetBasePoints(int vertices, float radius) {
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const float TAU = 2f * Mathf.PI;
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var pts = new Vector2[vertices];
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var step = TAU / vertices; // angular step between two vertices
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for (int i = 0; i < vertices; i++) {
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pts[i] = radius * Trig(i * step); // convert polar coordinate to cartesian space
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}
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return pts;
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}
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static Vector2 Trig(float rad) => new Vector2(Mathf.Cos(rad), Mathf.Sin(rad));
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Vector3[] BuildConeVertices(Vector2[] baseVerts, float coneHeight) {
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if (baseVerts == null || baseVerts.Length < 3)
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throw new InvalidOperationException("Requires at least 3 base vertices.");
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var verts = new Vector3[baseVerts.Length + 1];
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verts[0] = new Vector3(0f, coneHeight, 0f);
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for (int i = 0; i < baseVerts.Length; i++) {
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verts[i + 1] = new Vector3(baseVerts[i].x, 0f, baseVerts[i].y);
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}
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return verts;
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}
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void ConstructCone(Vector3[] coneVerts, List<Vector3> finalVerts, List<int> triangles) {
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if (coneVerts == null || coneVerts.Length < 4)
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throw new InvalidOperationException("Requires at least 4 vertices.");
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if (finalVerts == null || triangles == null)
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throw new ArgumentNullException();
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finalVerts.Clear();
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triangles.Clear();
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var rimVertices = coneVerts.Length - 1;
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// Side faces
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for (int i = 1; i <= rimVertices; i++) {
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int a = i, b = i < rimVertices ? i + 1 : 1;
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AddTriangle(coneVerts[0], coneVerts[b], coneVerts[a]);
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}
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// Base face
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for (int i = 1; i < rimVertices - 1; i++) {
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AddTriangle(coneVerts[1], coneVerts[i + 1], coneVerts[i + 2]);
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}
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void AddTriangle(Vector3 t1, Vector3 t2, Vector3 t3) {
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finalVerts.Add(t1);
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finalVerts.Add(t2);
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finalVerts.Add(t3);
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triangles.Add(finalVerts.Count - 3);
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triangles.Add(finalVerts.Count - 2);
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triangles.Add(finalVerts.Count - 1);
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}
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}
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Mesh CreateConeMesh(string name, int sides, Vector3 apex, Quaternion rotation, float baseRadius,
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float height) {
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var baseVerts = GetBasePoints(sides, baseRadius);
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var coneVerts = BuildConeVertices(baseVerts, height);
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var verts = new List<Vector3>();
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var tris = new List<int>();
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ConstructCone(coneVerts, verts, tris);
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for (int i = 0; i < verts.Count; i++) {
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verts[i] = rotation * (verts[i] - coneVerts[0]);
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}
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// Recenter the cone
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Vector3 center = CalculateCenter(verts);
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for (int i = 0; i < verts.Count; i++) {
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verts[i] = verts[i] - center + apex;
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}
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Mesh mesh = new Mesh();
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mesh.name = name;
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mesh.SetVertices(verts);
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mesh.SetTriangles(tris.ToArray(), 0);
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mesh.RecalculateNormals();
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return mesh;
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}
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Vector3 CalculateCenter(List<Vector3> vertices) {
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Vector3 sum = Vector3.zero;
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foreach (Vector3 vert in vertices) {
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sum += vert;
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}
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return sum / vertices.Count;
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}
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}
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#endif |