From 64958687267d5760b6616f54fe01799e74bcd3c0 Mon Sep 17 00:00:00 2001 From: Keijiro Takahashi Date: Sat, 12 Dec 2020 21:41:24 +0900 Subject: [PATCH] Add Top/Bottom Radius parameters. --- .../jp.keijiro.metamesh/Editor/Cylinder.cs | 19 +++++++++++++------ 1 file changed, 13 insertions(+), 6 deletions(-) diff --git a/Packages/jp.keijiro.metamesh/Editor/Cylinder.cs b/Packages/jp.keijiro.metamesh/Editor/Cylinder.cs index 911d8ec..8a4dd94 100644 --- a/Packages/jp.keijiro.metamesh/Editor/Cylinder.cs +++ b/Packages/jp.keijiro.metamesh/Editor/Cylinder.cs @@ -2,6 +2,7 @@ using System.Linq; using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.Serialization; using Unity.Mathematics; namespace Metamesh { @@ -9,7 +10,8 @@ namespace Metamesh { [System.Serializable] public sealed class Cylinder { - public float Radius = 1; + [FormerlySerializedAs("Radius")] public float TopRadius = 1; + [FormerlySerializedAs("Radius")] public float BottomRadius = 1; public float Height = 1; public uint Columns = 24; public uint Rows = 12; @@ -31,6 +33,10 @@ public void Generate(Mesh mesh) va[(ai + 0) % 3] = 1; vx[(ai + 1) % 3] = 1; + // Normal vector for the first vertex + var edge = (TopRadius - BottomRadius) * vx + Height * va; + var n0 = math.normalize(math.cross(math.cross(va, vx), edge)); + // Vertex array var vtx = new List(); var nrm = new List(); @@ -44,9 +50,10 @@ public void Generate(Mesh mesh) var u = (float)ix / res.x; var v = (float)iy / res.y; + var r = math.lerp(BottomRadius, TopRadius, v); var rot = quaternion.AxisAngle(va, u * math.PI * -2); - var n = math.mul(rot, vx); - var p = n * Radius + va * (v - 0.5f) * Height; + var n = math.mul(rot, n0); + var p = math.mul(rot, vx) * r + va * (v - 0.5f) * Height; vtx.Add(p); nrm.Add(n); @@ -71,10 +78,10 @@ public void Generate(Mesh mesh) var u = (float)ix / res.x * math.PI * 2; var rot = quaternion.AxisAngle(va, -u); - var p = math.mul(rot, vx) * Radius; + var p = math.mul(rot, vx); - vtx.Add(p + va * Height / -2); - vtx.Add(p + va * Height / +2); + vtx.Add(p * BottomRadius + va * Height / -2); + vtx.Add(p * TopRadius + va * Height / +2); nrm.Add(-va); nrm.Add(+va);