Example #1
0
        public GameObject[] generateColliders()
        {
            GameObject[] colliders = new GameObject[faces];

            float anglePerFace = 360f / (float)faces;
            float start        = 0;
            float end          = start + anglePerFace;
            float thickness    = topRadius - topInnerRadius;

            Mesh           mesh;
            MeshFilter     mf;
            MeshCollider   mc;
            ROTMeshBuilder builder = new ROTMeshBuilder();

            GameObject collider;

            for (int i = 0; i < faces; i++)
            {
                collider     = new GameObject("ProceduralCylinderCollider-" + i);
                colliders[i] = collider;
                start        = (float)i * anglePerFace;
                end          = start + anglePerFace;
                builder.generatePanelCollider(offset, start, end, 0, height, bottomRadius, topRadius, thickness);
                mesh          = builder.buildMesh();
                mf            = collider.AddComponent <MeshFilter>();
                mf.mesh       = mesh;
                mc            = collider.AddComponent <MeshCollider>();
                mc.sharedMesh = mesh;
                mc.convex     = true;
                builder.clear();
            }
            return(colliders);
        }
Example #2
0
        public Mesh generateMesh()
        {
            ROTMeshBuilder builder        = new ROTMeshBuilder();
            Arc            bottomOuterArc = new Arc(bottomRadius, 0, 0, 360, faces);
            Arc            topOuterArc    = new Arc(topRadius, height, 0, 360, faces);
            List <Vertex>  verts1         = bottomOuterArc.generateVertices(builder, offset, outsideUV, outsideUV.v1, 1, 0);
            List <Vertex>  verts2         = topOuterArc.generateVertices(builder, offset, outsideUV, outsideUV.v2, 1, 0);

            builder.generateQuads(verts1, verts2, false);
            if (bottomInnerRadius != 0 || topInnerRadius != 0)
            {
                Arc   bottomInnerArc = new Arc(bottomInnerRadius, 0, 0, 360, faces);
                Arc   topInnerArc    = new Arc(topInnerRadius, height, 0, 360, faces);
                float heightDiff     = topInnerArc.height - bottomInnerArc.height;
                float radiusDiff     = bottomInnerArc.radius - topInnerArc.radius;
                float sideRadians    = Mathf.Atan2(heightDiff, radiusDiff) - 90 * Mathf.Deg2Rad;
                float yCos           = Mathf.Cos(sideRadians);
                float ySin           = Mathf.Sin(sideRadians);
                verts1 = bottomInnerArc.generateVertices(builder, offset, insideUV, insideUV.v1, -yCos, ySin);
                verts2 = topInnerArc.generateVertices(builder, offset, insideUV, insideUV.v2, -yCos, ySin);
                builder.generateQuads(verts1, verts2, true);
            }
            builder.generateCylinderCap(offset, faces, bottomRadius, bottomInnerRadius, 0, 0, 360, bottomUV, true);
            builder.generateCylinderCap(offset, faces, topRadius, topInnerRadius, height, 0, 360, topUV, false);

            Mesh mesh = builder.buildMesh();

            mesh.name = "ProceduralCylinderMesh";
            return(mesh);
        }
Example #3
0
        public GameObject[] generateColliders(Vector3 center, int facesPerCollider)
        {
            float totalAngle   = endAngle - startAngle;
            float anglePerFace = 360f / (float)faces;
            int   localFaces   = (int)Math.Round(totalAngle / anglePerFace);

            localFaces /= facesPerCollider;
            GameObject[] colliders = new GameObject[localFaces * (innerArcs.Count - 1)];
            float        localStart, localEnd, startY, height, topRadius, bottomRadius, thickness;
            Mesh         colliderMesh;
            MeshFilter   mf;
            //MeshRenderer mr;
            MeshCollider mc;

            thickness = outerArcs[0].radius - innerArcs[0].radius;
            ROTMeshBuilder builder       = new ROTMeshBuilder();
            int            colliderIndex = 0;

            for (int i = 0; i < localFaces; i++)
            {
                localStart = startAngle + (float)i * anglePerFace;
                localEnd   = localStart + (anglePerFace * facesPerCollider);
                for (int k = 0; k < innerArcs.Count - 1; k++, colliderIndex++)
                {
                    startY       = innerArcs[k].height;
                    height       = innerArcs[k + 1].height - startY;
                    bottomRadius = outerArcs[k].radius;
                    topRadius    = outerArcs[k + 1].radius;
                    builder.generatePanelCollider(center, localStart, localEnd, startY, height, bottomRadius, topRadius, thickness);
                    colliderMesh = builder.buildMesh();
                    builder.clear();
                    colliders[colliderIndex] = new GameObject("PanelCollider" + i + "-" + k);
                    mf = colliders[colliderIndex].AddComponent <MeshFilter>();
                    //mr = colliders[i].AddComponent<MeshRenderer>();
                    mc      = colliders[colliderIndex].AddComponent <MeshCollider>();
                    mf.mesh = colliderMesh;
                    //mr.enabled = true;
                    mc.sharedMesh = colliderMesh;
                    mc.enabled    = mc.convex = true;
                }
            }
            return(colliders);
        }
Example #4
0
        public Mesh generatePanels(Vector3 pos, UVArea outer, UVArea inner, UVArea caps)
        {
            int            len     = outerArcs.Count;
            ROTMeshBuilder builder = new ROTMeshBuilder();

            for (int i = 0; i < len - 1; i++)
            {
                generatePanelSegment(builder, pos, outerArcs[i], outerArcs[i + 1], outer, false, true, false);                             //outside panels
                generatePanelSegment(builder, pos, innerArcs[i], innerArcs[i + 1], inner, true, false, true);                              //inside panels
            }
            generatePanelSegment(builder, pos, outerArcs[0], innerArcs[0], caps, true, false, false);                                      //bottom cap
            generatePanelSegment(builder, pos, outerArcs[outerArcs.Count - 1], innerArcs[innerArcs.Count - 1], caps, false, false, false); //top cap

            if (shouldGenerateSidewalls)
            {
                generateSidewalls(builder, caps);
            }

            return(builder.buildMesh());
        }