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@gszauer
Created June 6, 2013 01:07
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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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