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Example of a cone mesh creator for Unity.
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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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