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Unity 土管を作るスクリプト

Last updated at Posted at 2015-08-18

土管型メッシュを作るスクリプト

そうそう使う人もいないと思いますが、土管です。接合部もあります。
Unity用ですが、翻訳すれば他の環境でも使えるはずです。
pipe.PNG

※形状を修正した"version2"を追加しました。
より土管らしくなっております。

本体

適当なクラスに下のメソッドを貼りつけて呼び出すと土管型のメッシュが出来上がります。

version1
    // create a pipe mesh with inside surface
    static public Mesh CreateStraightPipe(float radius, float length, float edgeLength, float thickness, int definition)
    {
        Mesh mesh = new Mesh();

        int vertCount = (definition+1) * 20;

        Vector3[] positions = new Vector3[vertCount];
        Vector3[] normals = new Vector3[vertCount];
        Vector2[] uvs = new Vector2[vertCount];
        Color[] colors = new Color[vertCount];

        float halfThickness = thickness * 0.5f;
        float halfLength = length * 0.5f;
        // greater edge. (radius, length)
        Vector2 [] sectionPos = new Vector2[10];
        sectionPos[0] = new Vector2(radius + thickness, -halfLength);
        sectionPos[1] = new Vector2(radius + thickness, -halfLength + edgeLength);
        sectionPos[2] = new Vector2(radius + halfThickness, -halfLength + edgeLength);
        sectionPos[3] = new Vector2(radius + halfThickness, halfLength - edgeLength);
        sectionPos[4] = new Vector2(radius, halfLength-edgeLength);
        sectionPos[5] = new Vector2(radius, halfLength);
        sectionPos[6] = new Vector2(radius-halfThickness, halfLength);
        sectionPos[7] = new Vector2(radius - halfThickness, -halfLength + edgeLength);
        sectionPos[8] = new Vector2(radius, -halfLength + edgeLength);
        sectionPos[9] = new Vector2(radius, -halfLength);

        Vector2[] sectionNormal = new Vector2[10];
        sectionNormal[0] = new Vector2(1.0f, 0.0f);
        sectionNormal[1] = new Vector2(0.0f, 1.0f);
        sectionNormal[2] = new Vector2(1.0f, 0.0f);
        sectionNormal[3] = new Vector2(0.0f, 1.0f);
        sectionNormal[4] = new Vector2(1.0f, 0.0f);
        sectionNormal[5] = new Vector2(0.0f, 1.0f);
        sectionNormal[6] = new Vector2(-1.0f, 0.0f);
        sectionNormal[7] = new Vector2(0.0f, -1.0f);
        sectionNormal[8] = new Vector2(-1.0f, 0.0f);
        sectionNormal[9] = new Vector2(0.0f, -1.0f);

        for (int i = 0; i < definition+1; ++i )
        {
            float theta = ((float)i)*Mathf.PI * 2.0f / definition;
            float u = ((float)i) / definition;

            for (int j = 0; j < 20; ++j)
            {
                int idx = i * 20 + j;

                int posIdx = ((j + 1) % 20) / 2;
                int normalIdx = j / 2;
                float v = ((j+1)/2) / 10.0f;

                {
                    float r = sectionPos[posIdx].x;
                    float l = sectionPos[posIdx].y;
                    positions[idx] = new Vector3(r * Mathf.Cos(theta), l, r * Mathf.Sin(theta));
                }

                {
                    float r = sectionNormal[normalIdx].x;
                    float l = sectionNormal[normalIdx].y;
                    normals[idx] = new Vector3(r * Mathf.Cos(theta), l, r * Mathf.Sin(theta));
                }

                uvs[idx] = new Vector2(u, v);
                colors[idx] = Color.white;
            }
        }

        // indices
        int [] indices = new int[definition*10*6];
        for (int i = 0; i < definition; ++i )
        {
            for( int j=0; j<10;++j)
            {
                int baseIdx = (i * 10 + j)*6;

                int baseVert1 = i * 20 + j * 2;
                int baseVert2 = baseVert1 + 20;

                indices[baseIdx + 0] = baseVert1;
                indices[baseIdx + 1] = baseVert1+1;
                indices[baseIdx + 2] = baseVert2;
                indices[baseIdx + 3] = baseVert2+1;
                indices[baseIdx + 4] = baseVert2;
                indices[baseIdx + 5] = baseVert1+1;
            }
        }

        mesh.vertices = positions;
        mesh.normals = normals;
        mesh.colors = colors;
        mesh.uv = uvs;
        mesh.SetIndices(indices, MeshTopology.Triangles, 0);

        return mesh;
    }
version2
   static public Mesh CreateStraightPipe2(float radius, float length, float edgeLength, float thickness, int definition)
    {
        Mesh mesh = new Mesh();

        int vertCount = (definition + 1) * 16;

        Vector3[] positions = new Vector3[vertCount];
        Vector3[] normals = new Vector3[vertCount];
        Vector2[] uvs = new Vector2[vertCount];
        Color[] colors = new Color[vertCount];

        float halfThickness = thickness * 0.5f;
        float halfLength = length * 0.5f;
        // greater edge. (radius, length)
        Vector2[] sectionPos = new Vector2[8];
        sectionPos[0] = new Vector2(radius + halfThickness*3.0f, -halfLength);
        sectionPos[1] = new Vector2(radius + halfThickness * 3.0f, -halfLength + edgeLength+thickness);
        sectionPos[2] = new Vector2(radius + halfThickness, -halfLength + edgeLength+thickness);
        sectionPos[3] = new Vector2(radius + halfThickness, halfLength);
        sectionPos[4] = new Vector2(radius - halfThickness, halfLength);
        sectionPos[5] = new Vector2(radius - halfThickness, -halfLength + edgeLength);
        sectionPos[6] = new Vector2(radius + halfThickness, -halfLength + edgeLength);
        sectionPos[7] = new Vector2(radius + halfThickness, -halfLength);

        Vector2[] sectionNormal = new Vector2[8];
        sectionNormal[0] = new Vector2(1.0f, 0.0f);
        sectionNormal[1] = new Vector2(0.0f, 1.0f);
        sectionNormal[2] = new Vector2(1.0f, 0.0f);
        sectionNormal[3] = new Vector2(0.0f, 1.0f);
        sectionNormal[4] = new Vector2(-1.0f, 0.0f);
        sectionNormal[5] = new Vector2(0.0f, -1.0f);
        sectionNormal[6] = new Vector2(-1.0f, 0.0f);
        sectionNormal[7] = new Vector2(0.0f, -1.0f);

        for (int i = 0; i < definition + 1; ++i)
        {
            float theta = ((float)i) * Mathf.PI * 2.0f / definition;
            float u = ((float)i) / definition;

            for (int j = 0; j < 16; ++j)
            {
                int idx = i * 16 + j;

                int posIdx = ((j + 1) % 16) / 2;
                int normalIdx = j / 2;
                float v = ((j + 1) / 2) / 8.0f;

                {
                    float r = sectionPos[posIdx].x;
                    float l = sectionPos[posIdx].y;
                    positions[idx] = new Vector3(r * Mathf.Cos(theta), l, r * Mathf.Sin(theta));
                }

                {
                    float r = sectionNormal[normalIdx].x;
                    float l = sectionNormal[normalIdx].y;
                    normals[idx] = new Vector3(r * Mathf.Cos(theta), l, r * Mathf.Sin(theta));
                }

                uvs[idx] = new Vector2(u, v);
                colors[idx] = Color.white;
            }
        }

        // indices
        int[] indices = new int[definition * 8 * 6];
        for (int i = 0; i < definition; ++i)
        {
            for (int j = 0; j < 8; ++j)
            {
                int baseIdx = (i * 8 + j) * 6;

                int baseVert1 = i * 16 + j * 2;
                int baseVert2 = baseVert1 + 16;

                indices[baseIdx + 0] = baseVert1;
                indices[baseIdx + 1] = baseVert1 + 1;
                indices[baseIdx + 2] = baseVert2;
                indices[baseIdx + 3] = baseVert2 + 1;
                indices[baseIdx + 4] = baseVert2;
                indices[baseIdx + 5] = baseVert1 + 1;
            }
        }

        mesh.vertices = positions;
        mesh.normals = normals;
        mesh.colors = colors;
        mesh.uv = uvs;
        mesh.SetIndices(indices, MeshTopology.Triangles, 0);

        return mesh;
    }

呼び出し側の例

Create->Cubeとかで作ったやつにアタッチするとよいです。

sample
using UnityEngine;
using System.Collections;

[RequireComponent(typeof(MeshFilter))]
public class CreateStraightPipe : MonoBehaviour {

    public int definition=16;
    public float length=2.0f;
    public float edgeLength=0.1f;
    public float radius=0.5f;
    public float thickness = 0.03f;

    public bool useVersion2 = true;

    [ContextMenu("Build")]
    public void Build()
    {
        MeshFilter filter = GetComponent<MeshFilter>();

        if (!useVersion2)
        {
            filter.sharedMesh = MeshUtils.CreateStraightPipe(radius, length, edgeLength, thickness, definition);
        }
        else
        {
            filter.sharedMesh = MeshUtils.CreateStraightPipe2(radius, length, edgeLength, thickness, definition);
        }
    }
}
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