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Field of View indicator mesh generator tool for Unity
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using UnityEditor; | |
using UnityEngine; | |
// Like https://gamedev.stackexchange.com/questions/31170/drawing-a-dynamic-indicator-for-a-field-of-view | |
// "Drawing a dynamic indicator for a field of view" | |
// But adjusted for my needs: 1) project time mesh generation and 2) consistent vertex density w/ varying angles | |
public class ForwardConeEditor : EditorWindow | |
{ | |
private float angleDegrees; | |
private float distance; | |
private float degreesPerVertex; // density of vertices in outer edge | |
[MenuItem("Window/Generate Forward Cone")] | |
static void Init() | |
{ | |
// Get existing open window or if none, make a new one: | |
ForwardConeEditor window = (ForwardConeEditor) GetWindow(typeof(ForwardConeEditor)); | |
window.Show(); | |
} | |
public void OnGUI() | |
{ | |
GUILayout.Label("Settings", EditorStyles.boldLabel); | |
angleDegrees = EditorGUILayout.FloatField("Angle (degrees)", angleDegrees); | |
distance = EditorGUILayout.FloatField("Cone length", distance); | |
degreesPerVertex = EditorGUILayout.FloatField("Degrees per vertex", degreesPerVertex); | |
if (GUILayout.Button("Create Cone")) | |
{ | |
Mesh cone = CreateCone(); | |
ProjectWindowUtil.CreateAsset(cone, "New Forward Cone.mesh"); | |
} | |
} | |
private Mesh CreateCone() | |
{ | |
Mesh mesh = new Mesh(); | |
int vertexCount = Mathf.Max(3, Mathf.RoundToInt(angleDegrees / degreesPerVertex) + 1); | |
Vector3[] vertices = new Vector3[vertexCount]; | |
int[] triangles = new int[(vertexCount - 2) * 3]; | |
vertices[0] = Vector3.zero; | |
float realAnglePerVertex = angleDegrees / (vertexCount - 2); | |
for (int i = 1; i < vertexCount - 1; i++) | |
{ | |
float currentAngle = -(angleDegrees / 2) + (i - 1) * realAnglePerVertex; | |
Vector3 currentVertex = new Vector3(Mathf.Sin(Mathf.Deg2Rad * currentAngle), 0, | |
Mathf.Cos(Mathf.Deg2Rad * currentAngle)) * distance; | |
float nextAngle = -(angleDegrees / 2) + i * realAnglePerVertex; | |
Vector3 nextVertex = new Vector3(Mathf.Sin(Mathf.Deg2Rad * nextAngle), 0, | |
Mathf.Cos(Mathf.Deg2Rad * nextAngle)) * distance; | |
vertices[i] = currentVertex; | |
vertices[i + 1] = nextVertex; | |
triangles[3 * (i - 1)] = 0; | |
triangles[3 * (i - 1) + 1] = i; | |
triangles[3 * (i - 1) + 2] = i + 1; | |
} | |
mesh.vertices = vertices; | |
mesh.triangles = triangles; | |
mesh.uv = new Vector2[vertexCount]; | |
mesh.normals = new Vector3[vertexCount]; | |
return mesh; | |
} | |
} |
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