private static GameObject CreateCylinderCollider() { GameObject gameObject = new GameObject("Cylinder"); MeshFilter meshFilter = gameObject.AddComponent <MeshFilter>(); Link.Geometry.Cylinder cylinder = new Link.Geometry.Cylinder(0.5, 2); //Default unity cylinder sizes meshFilter.sharedMesh = CreateCylinderMesh(cylinder); ConvertCylinderToCollider(meshFilter); return(gameObject); }
public static Mesh CreateCylinderMesh(Link.Geometry.Cylinder cylinder) { float height = (float)cylinder.length; float bottomRadius = (float)cylinder.radius; float topRadius = (float)cylinder.radius; int nbSides = 30; int nbHeightSeg = 30; int nbVerticesCap = nbSides + 1; #region Vertices // bottom + top + sides Vector3[] vertices = new Vector3[nbVerticesCap + nbVerticesCap + nbSides * nbHeightSeg * 2 + 2]; int vert = 0; float _2pi = Mathf.PI * 2f; // Bottom cap float top = 0.5f * height; float bottom = -0.5f * height; vertices[vert++] = new Vector3(0f, bottom, 0f); while (vert <= nbSides) { float rad = (float)vert / nbSides * _2pi; vertices[vert] = new Vector3(Mathf.Cos(rad) * bottomRadius, bottom, Mathf.Sin(rad) * bottomRadius); vert++; } // Top cap vertices[vert++] = new Vector3(0f, top, 0f); while (vert <= nbSides * 2 + 1) { float rad = (float)(vert - nbSides - 1) / nbSides * _2pi; vertices[vert] = new Vector3(Mathf.Cos(rad) * topRadius, top, Mathf.Sin(rad) * topRadius); vert++; } // Sides int v = 0; while (vert <= vertices.Length - 4) { float rad = (float)v / nbSides * _2pi; vertices[vert] = new Vector3(Mathf.Cos(rad) * topRadius, top, Mathf.Sin(rad) * topRadius); vertices[vert + 1] = new Vector3(Mathf.Cos(rad) * bottomRadius, bottom, Mathf.Sin(rad) * bottomRadius); vert += 2; v++; } vertices[vert] = vertices[nbSides * 2 + 2]; vertices[vert + 1] = vertices[nbSides * 2 + 3]; #endregion #region Normales // bottom + top + sides Vector3[] normales = new Vector3[vertices.Length]; vert = 0; // Bottom cap while (vert <= nbSides) { normales[vert++] = Vector3.down; } // Top cap while (vert <= nbSides * 2 + 1) { normales[vert++] = Vector3.up; } // Sides v = 0; while (vert <= vertices.Length - 4) { float rad = (float)v / nbSides * _2pi; float cos = Mathf.Cos(rad); float sin = Mathf.Sin(rad); normales[vert] = new Vector3(cos, 0f, sin); normales[vert + 1] = normales[vert]; vert += 2; v++; } normales[vert] = normales[nbSides * 2 + 2]; normales[vert + 1] = normales[nbSides * 2 + 3]; #endregion #region UVs Vector2[] uvs = new Vector2[vertices.Length]; // Bottom cap int u = 0; uvs[u++] = new Vector2(0.5f, 0.5f); while (u <= nbSides) { float rad = (float)u / nbSides * _2pi; uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f); u++; } // Top cap uvs[u++] = new Vector2(0.5f, 0.5f); while (u <= nbSides * 2 + 1) { float rad = (float)u / nbSides * _2pi; uvs[u] = new Vector2(Mathf.Cos(rad) * .5f + .5f, Mathf.Sin(rad) * .5f + .5f); u++; } // Sides int u_sides = 0; while (u <= uvs.Length - 4) { float t = (float)u_sides / nbSides; uvs[u] = new Vector3(t, 1f); uvs[u + 1] = new Vector3(t, 0f); u += 2; u_sides++; } uvs[u] = new Vector2(1f, 1f); uvs[u + 1] = new Vector2(1f, 0f); #endregion #region Triangles int nbTriangles = nbSides + nbSides + nbSides * 2; int[] triangles = new int[nbTriangles * 3 + 3]; // Bottom cap int tri = 0; int i = 0; while (tri < nbSides - 1) { triangles[i] = 0; triangles[i + 1] = tri + 1; triangles[i + 2] = tri + 2; tri++; i += 3; } triangles[i] = 0; triangles[i + 1] = tri + 1; triangles[i + 2] = 1; tri++; i += 3; // Top cap //tri++; while (tri < nbSides * 2) { triangles[i] = tri + 2; triangles[i + 1] = tri + 1; triangles[i + 2] = nbVerticesCap; tri++; i += 3; } triangles[i] = nbVerticesCap + 1; triangles[i + 1] = tri + 1; triangles[i + 2] = nbVerticesCap; tri++; i += 3; tri++; // Sides while (tri <= nbTriangles) { triangles[i] = tri + 2; triangles[i + 1] = tri + 1; triangles[i + 2] = tri + 0; tri++; i += 3; triangles[i] = tri + 1; triangles[i + 1] = tri + 2; triangles[i + 2] = tri + 0; tri++; i += 3; } #endregion Mesh mesh = new Mesh { vertices = vertices, normals = normales, uv = uvs, triangles = triangles }; mesh.RecalculateBounds(); return(mesh); }