public static Mesh CreateCylinder(int numVertices, float topRadius, float bottomRadius, float height, Quaternion q) { var generator = new MeshGenerator(); var bottomCircle = CreateCircle(numVertices, bottomRadius, 0); var topCircle = CreateCircle(numVertices, topRadius, height); generator.TriangulateCircle(bottomCircle, FaceDirection.CW); generator.BridgeEdgeLoopsSmooth(bottomCircle, topCircle); generator.TriangulateCircle(topCircle, FaceDirection.CCW); var mesh = generator.GetMesh("Cylinder"); mesh.RecalculateNormals(); return(mesh); }
private void Update() { if (armature != TreeMeshGenerator.Armature) { armature = TreeMeshGenerator.Armature; if (!keepChildren) { foreach (Transform obj in transform) { Destroy(obj.gameObject); } } var lines = new List <List <Vector3> > { armature.trunkVertices }; armature.branches?.ForEach(branch => lines.Add(branch.branchVertices)); var i = 0; foreach (var vertList in lines) { var obj = new GameObject($"branch{i}"); obj.transform.SetParent(transform, false); var gen = new MeshGenerator(); gen.AddVertices(vertList); var mf = obj.AddComponent <MeshFilter>(); mf.sharedMesh = gen.GetMesh($"branch{i}"); obj.AddComponent <MeshRenderer>(); var vis = obj.AddComponent <NormalVisualiser>(); vis.drawLines = true; vis.showGizmos = true; vis.showMeshInfoOnSelect = false; i++; } } }
public static Mesh CreateTree(int vertCount, float radius, float height, int subdivisions, float variance, int branchCount) { var meshGen = new MeshGenerator(); var armature = CreateArmature(subdivisions, height, variance); var branches = CreateBranches(branchCount, armature); armature.branches = branches; Armature = armature; // Trunk { // Create trunk edge loops var edgeloops = new List <List <Vector3> >(armature.trunkVertices.Count); for (var i = 0; i < armature.trunkVertices.Count; i++) { var circle = CreateCircle(vertCount, radius * Mathf.Sqrt(1 - (float)i / subdivisions), armature.trunkVertices[i]); edgeloops.Add(circle); meshGen.AddVertices(circle); } // Bridge trunk edge loops for (var i = 0; i < subdivisions; i++) { meshGen.BridgeEdgeLoops(edgeloops[i], edgeloops[i + 1]); } } // Branches { foreach (var branch in branches) { var divisions = branch.branchVertices.Count - 1; var edgeloops = new List <List <Vector3> >(branch.branchVertices.Count); for (var i = 0; i < branch.branchVertices.Count; i++) { var branchPointRadius = radius * Mathf.Sqrt(1 - (float)branch.branchVertexIndex / subdivisions); var circle = CreateCircle(vertCount, branchPointRadius * .7f * Mathf.Sqrt(1 - (float)i / divisions), branch.branchVertices[i]); Vector3 rotationDir; if (i == 0 || i == branch.branchVertices.Count - 1) { rotationDir = branch.branchVertices[i]; } else { rotationDir = branch.branchVertices[i - 1] + branch.branchVertices[i]; } circle.RotateVertices(branch.branchVertices[i], Quaternion.LookRotation(rotationDir, Vector3.down)); edgeloops.Add(circle); meshGen.AddVertices(circle); } // Bridge edge loops for (var i = 0; i < divisions; i++) { meshGen.BridgeEdgeLoops(edgeloops[i], edgeloops[i + 1]); } } } var mesh = meshGen.GetMesh("Tree"); mesh.RecalculateNormals(); return(mesh); }