Created
November 25, 2022 03:27
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C#の式からメッシュ作るくん
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor.AssetImporters; | |
using UnityEditor; | |
using Microsoft.CodeAnalysis.CSharp.Scripting; | |
using Microsoft.CodeAnalysis.Scripting; | |
[ScriptedImporter(0, ".meshgenerator")] | |
public class SurfaceMeshGenerator : ScriptedImporter | |
{ | |
[SerializeField] | |
Vector2Int divCount = new Vector2Int(10, 10); | |
public class Inputs | |
{ | |
public float u; | |
public float v; | |
} | |
public async override void OnImportAsset(AssetImportContext ctx) | |
{ | |
var text = System.IO.File.ReadAllText(ctx.assetPath); | |
var options = ScriptOptions.Default.AddReferences(typeof(Vector3).Assembly).AddImports("UnityEngine"); | |
var script = CSharpScript.Create(text, globalsType: typeof(Inputs), options: options); | |
var verticies = new List<Vector3>(); | |
var uvs = new List<Vector2>(); | |
for(int i = 0; i <= divCount.x; i++) | |
{ | |
for(int j = 0; j <= divCount.y; j++) | |
{ | |
var inputs = new Inputs() { | |
u = (float)i / divCount.x, | |
v = (float)j / divCount.y, | |
}; | |
var pos = (Vector3)((await script.RunAsync(globals: inputs)).ReturnValue); | |
verticies.Add(pos); | |
uvs.Add(new Vector2(inputs.u, inputs.v)); | |
} | |
} | |
var triangles = new List<int>(); | |
for (int i = 0; i < divCount.x; i++) | |
{ | |
for (int j = 0; j < divCount.y; j++) | |
{ | |
var baseIndex = (divCount.y+1) * i + j; | |
TryAddTriangle(baseIndex, baseIndex + 1, baseIndex + divCount.y + 1); | |
TryAddTriangle(baseIndex+1, baseIndex + divCount.y + 2, baseIndex + divCount.y + 1); | |
} | |
} | |
var mesh = new Mesh(); | |
mesh.SetVertices(verticies); | |
mesh.SetTriangles(triangles, 0); | |
mesh.SetUVs(0, uvs); | |
mesh.RecalculateBounds(); | |
mesh.RecalculateNormals(); | |
ctx.AddObjectToAsset("main", mesh, AssetPreview.GetMiniThumbnail(mesh)); | |
ctx.SetMainObject(mesh); | |
void TryAddTriangle(int i0, int i1, int i2) | |
{ | |
if (verticies[i0] == verticies[i1]) return; | |
if (verticies[i0] == verticies[i2]) return; | |
if (verticies[i1] == verticies[i2]) return; | |
triangles.Add(i0); | |
triangles.Add(i1); | |
triangles.Add(i2); | |
} | |
} | |
[MenuItem("Assets/Create/📃📦Surface Mesh Generator")] | |
static void CreateFile() | |
{ | |
ProjectWindowUtil.CreateAssetWithContent("New Surface Mesh.meshgenerator", defaultCode); | |
AssetDatabase.Refresh(); | |
} | |
static string defaultCode = | |
@" | |
// Cylinder | |
//Quaternion.Euler(0,-u*360, 0)*(Vector3.forward*1 + Vector3.up*v*2) | |
// Cone | |
//Quaternion.Euler(0,-u*360, 0)*(Vector3.forward*(v*0.5f) + Vector3.up*v) | |
// Sphere | |
//Quaternion.Euler(Mathf.Lerp(-90f,90f,v),u*360, 0) * Vector3.forward | |
// Waved Plane | |
new Vector3(u*10f, Mathf.Sin(u*10f)*Mathf.Sin(v*10f), v*10f) | |
// Spiral | |
//Quaternion.Euler(0,-u*360*1, 0)*Vector3.forward*(v/2f+1+u-Mathf.Abs(0.5f-v)) + Vector3.up*(v+u*3) | |
"; | |
} |
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