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@mattatz
Last active July 30, 2024 15:12
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Example of a cone mesh creator for Unity.
using UnityEngine;
using System.Collections;
[RequireComponent (typeof (MeshFilter))]
public class Corn : MonoBehaviour {
public int subdivisions = 10;
public float radius = 1f;
public float height = 2f;
void Start () {
GetComponent<MeshFilter>().sharedMesh = Create(subdivisions, radius, height);
}
void Update () {
}
Mesh Create (int subdivisions, float radius, float height) {
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[subdivisions + 2];
Vector2[] uv = new Vector2[vertices.Length];
int[] triangles = new int[(subdivisions * 2) * 3];
vertices[0] = Vector3.zero;
uv[0] = new Vector2(0.5f, 0f);
for(int i = 0, n = subdivisions - 1; i < subdivisions; i++) {
float ratio = (float)i / n;
float r = ratio * (Mathf.PI * 2f);
float x = Mathf.Cos(r) * radius;
float z = Mathf.Sin(r) * radius;
vertices[i + 1] = new Vector3(x, 0f, z);
Debug.Log (ratio);
uv[i + 1] = new Vector2(ratio, 0f);
}
vertices[subdivisions + 1] = new Vector3(0f, height, 0f);
uv[subdivisions + 1] = new Vector2(0.5f, 1f);
// construct bottom
for(int i = 0, n = subdivisions - 1; i < n; i++) {
int offset = i * 3;
triangles[offset] = 0;
triangles[offset + 1] = i + 1;
triangles[offset + 2] = i + 2;
}
// construct sides
int bottomOffset = subdivisions * 3;
for(int i = 0, n = subdivisions - 1; i < n; i++) {
int offset = i * 3 + bottomOffset;
triangles[offset] = i + 1;
triangles[offset + 1] = subdivisions + 1;
triangles[offset + 2] = i + 2;
}
mesh.vertices = vertices;
mesh.uv = uv;
mesh.triangles = triangles;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
return mesh;
}
}
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