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using UnityEditor; | |
using UnityEngine; | |
using System.Collections; | |
public class CreateCylinderMesh : MonoBehaviour { | |
static int div_x = 40; | |
static int div_y = 20; | |
static float cylinder_width = 10.0f; | |
static float cylinder_height = 5.0f; | |
[MenuItem ("Create Object/CylinderMesh")] | |
static void Create () | |
{ | |
GameObject newGameobject = new GameObject ("CylinderMesh"); | |
MeshRenderer meshRenderer = newGameobject.AddComponent<MeshRenderer> (); | |
meshRenderer.material = new Material (Shader.Find ("Diffuse")); | |
MeshFilter meshFilter = newGameobject.AddComponent<MeshFilter> (); | |
meshFilter.mesh = new Mesh (); | |
Mesh mesh = meshFilter.sharedMesh; | |
mesh.name = "CylinderMesh"; | |
int w = div_x + 1; | |
int h = div_y + 1; | |
Vector3 [] vertices = new Vector3[w * h]; | |
Vector2 [] uv = new Vector2[w * h]; | |
int [] triangles = new int[div_x * div_y * 3 * 2]; | |
int idx; | |
for (int y = 0; y < h; ++y) | |
{ | |
for (int x = 0; x < w; ++x) | |
{ | |
idx = x + y * w; | |
float px = x / (float)div_x; | |
float py = 1.0f - y / (float)div_y; | |
float r = cylinder_width / 2.0f; | |
float th = 2 * Mathf.PI * px; | |
float vx = r * -Mathf.Sin(th); | |
float vy = cylinder_height * py - cylinder_height / 2; | |
float vz = r * -Mathf.Cos(th); | |
vertices[idx] = new Vector3(vx, vy, vz); | |
float u = px; | |
float v = py; | |
uv[idx] = new Vector2(u, v); | |
} | |
} | |
idx = 0; | |
for (int y = 0; y < div_y; ++y) | |
{ | |
for (int x = 0; x < div_x; ++x) | |
{ | |
int base_idx = x + y * w; | |
triangles[idx ++] = base_idx; | |
triangles[idx ++] = base_idx + 1; | |
triangles[idx ++] = base_idx + w + 1; | |
triangles[idx ++] = base_idx + w + 1; | |
triangles[idx ++] = base_idx + w; | |
triangles[idx ++] = base_idx; | |
} | |
} | |
// まとめて設定するのがポイント | |
mesh.vertices = vertices; | |
mesh.uv = uv; | |
mesh.triangles = triangles; | |
mesh.RecalculateNormals (); | |
mesh.RecalculateBounds (); | |
mesh.Optimize (); | |
AssetDatabase.CreateAsset (mesh, "Assets/" + mesh.name + ".asset"); | |
AssetDatabase.SaveAssets (); | |
} | |
} |
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