Created
November 14, 2012 09:01
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Unity: An editor script for Unity 3D that creates a custom plane.
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// CreatePlane | |
// Credit: http://wiki.unity3d.com/index.php?title=CreatePlane | |
// 1. Using the inspector, create a new C# script. | |
// 2. Name the script "CreatePlane" and place it in a folder titled "Editor". | |
// 3. A new menu option titled "Custom Plane" will appear in "GameObject > Create Other". | |
using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
public class CreatePlane : ScriptableWizard | |
{ | |
public enum Orientation | |
{ | |
Horizontal, | |
Vertical | |
} | |
public enum AnchorPoint | |
{ | |
TopLeft, | |
TopHalf, | |
TopRight, | |
RightHalf, | |
BottomRight, | |
BottomHalf, | |
BottomLeft, | |
LeftHalf, | |
Center | |
} | |
public int widthSegments = 1; | |
public int lengthSegments = 1; | |
public float width = 1.0f; | |
public float length = 1.0f; | |
public Orientation orientation = Orientation.Horizontal; | |
public AnchorPoint anchor = AnchorPoint.Center; | |
public bool addCollider = false; | |
public bool createAtOrigin = true; | |
public string optionalName; | |
static Camera cam; | |
static Camera lastUsedCam; | |
[MenuItem("GameObject/Create Other/Custom Plane...")] | |
static void CreateWizard() | |
{ | |
cam = Camera.current; | |
// Hack because camera.current doesn't return editor camera if scene view doesn't have focus | |
if (!cam) | |
cam = lastUsedCam; | |
else | |
lastUsedCam = cam; | |
ScriptableWizard.DisplayWizard("Create Plane",typeof(CreatePlane)); | |
} | |
void OnWizardUpdate() | |
{ | |
widthSegments = Mathf.Clamp(widthSegments, 1, 254); | |
lengthSegments = Mathf.Clamp(lengthSegments, 1, 254); | |
} | |
void OnWizardCreate() | |
{ | |
GameObject plane = new GameObject(); | |
if (!string.IsNullOrEmpty(optionalName)) | |
plane.name = optionalName; | |
else | |
plane.name = "Plane"; | |
if (!createAtOrigin && cam) | |
plane.transform.position = cam.transform.position + cam.transform.forward*5.0f; | |
else | |
plane.transform.position = Vector3.zero; | |
Vector2 anchorOffset; | |
string anchorId; | |
switch (anchor) | |
{ | |
case AnchorPoint.TopLeft: | |
anchorOffset = new Vector2(-width/2.0f,length/2.0f); | |
anchorId = "TL"; | |
break; | |
case AnchorPoint.TopHalf: | |
anchorOffset = new Vector2(0.0f,length/2.0f); | |
anchorId = "TH"; | |
break; | |
case AnchorPoint.TopRight: | |
anchorOffset = new Vector2(width/2.0f,length/2.0f); | |
anchorId = "TR"; | |
break; | |
case AnchorPoint.RightHalf: | |
anchorOffset = new Vector2(width/2.0f,0.0f); | |
anchorId = "RH"; | |
break; | |
case AnchorPoint.BottomRight: | |
anchorOffset = new Vector2(width/2.0f,-length/2.0f); | |
anchorId = "BR"; | |
break; | |
case AnchorPoint.BottomHalf: | |
anchorOffset = new Vector2(0.0f,-length/2.0f); | |
anchorId = "BH"; | |
break; | |
case AnchorPoint.BottomLeft: | |
anchorOffset = new Vector2(-width/2.0f,-length/2.0f); | |
anchorId = "BL"; | |
break; | |
case AnchorPoint.LeftHalf: | |
anchorOffset = new Vector2(-width/2.0f,0.0f); | |
anchorId = "LH"; | |
break; | |
case AnchorPoint.Center: | |
default: | |
anchorOffset = Vector2.zero; | |
anchorId = "C"; | |
break; | |
} | |
MeshFilter meshFilter = (MeshFilter)plane.AddComponent(typeof(MeshFilter)); | |
plane.AddComponent(typeof(MeshRenderer)); | |
string planeAssetName = plane.name + widthSegments + "x" + lengthSegments + "W" + width + "L" + length + (orientation == Orientation.Horizontal? "H" : "V") + anchorId + ".asset"; | |
Mesh m = (Mesh)AssetDatabase.LoadAssetAtPath("Assets/Editor/" + planeAssetName,typeof(Mesh)); | |
if (m == null) | |
{ | |
m = new Mesh(); | |
m.name = plane.name; | |
int hCount2 = widthSegments+1; | |
int vCount2 = lengthSegments+1; | |
int numTriangles = widthSegments * lengthSegments * 6; | |
int numVertices = hCount2 * vCount2; | |
Vector3[] vertices = new Vector3[numVertices]; | |
Vector2[] uvs = new Vector2[numVertices]; | |
int[] triangles = new int[numTriangles]; | |
int index = 0; | |
float uvFactorX = 1.0f/widthSegments; | |
float uvFactorY = 1.0f/lengthSegments; | |
float scaleX = width/widthSegments; | |
float scaleY = length/lengthSegments; | |
for (float y = 0.0f; y < vCount2; y++) | |
{ | |
for (float x = 0.0f; x < hCount2; x++) | |
{ | |
if (orientation == Orientation.Horizontal) | |
{ | |
vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, 0.0f, y*scaleY - length/2f - anchorOffset.y); | |
} | |
else | |
{ | |
vertices[index] = new Vector3(x*scaleX - width/2f - anchorOffset.x, y*scaleY - length/2f - anchorOffset.y, 0.0f); | |
} | |
uvs[index++] = new Vector2(x*uvFactorX, y*uvFactorY); | |
} | |
} | |
index = 0; | |
for (int y = 0; y < lengthSegments; y++) | |
{ | |
for (int x = 0; x < widthSegments; x++) | |
{ | |
triangles[index] = (y * hCount2) + x; | |
triangles[index+1] = ((y+1) * hCount2) + x; | |
triangles[index+2] = (y * hCount2) + x + 1; | |
triangles[index+3] = ((y+1) * hCount2) + x; | |
triangles[index+4] = ((y+1) * hCount2) + x + 1; | |
triangles[index+5] = (y * hCount2) + x + 1; | |
index += 6; | |
} | |
} | |
m.vertices = vertices; | |
m.uv = uvs; | |
m.triangles = triangles; | |
m.RecalculateNormals(); | |
AssetDatabase.CreateAsset(m, "Assets/Editor/" + planeAssetName); | |
AssetDatabase.SaveAssets(); | |
} | |
meshFilter.sharedMesh = m; | |
m.RecalculateBounds(); | |
if (addCollider) | |
plane.AddComponent(typeof(BoxCollider)); | |
Selection.activeObject = plane; | |
} | |
} |
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