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Author: Wolfram Kresse


This editor script creates a cone with the specified tessellation (=number of vertices), top radius, bottom radius, and length. With top radius == bottom radius, the result is a cylinder. With none of the radii == 0, the result is a truncated cone. So far the resulting cone has no end caps.

Note it is inevitable that a true cone (one of the radii == 0) cannot be rendered completely smooth, and will show facetting artifacts.


Place this script as "CreateCone.cs" in YourProject/Assets/Editor and a menu item will automatically appear in the "GameObject/Create Other" menu after it is compiled.

Num Vertices is the number of vertices each end will have.
Radius Top is the radius at the top. The center point will be located at (0/0/0).
Radius Bottom is the radius at the bottom. The center point will be located at (0/0/Length).
Length is the number of world units long the plane will be (+Z direction).
Outside defines whether the outside is visible (default).
Inside defines whether the inside is visible. Set both outside and inside to create a double-sided primitive.
Add Collider creates a matching mesh collider for the cone if checked.

C# - CreateCone.cs

<csharp>using UnityEngine; using UnityEditor; using System.Collections;

// a static method to create a cone primitive (so far no end caps) // the top center is placed at (0/0/0) // the bottom center is placed at (0/0/length) // if either one of the radii is 0, the result will be a cone, otherwise a truncated cone // note you will get inevitable breaks in the smooth shading at cone tips // Author: Wolfram Kresse public class CreateCone : ScriptableWizard {

public int numVertices = 10; public float radiusTop = 0f; public float radiusBottom = 1f; public float length = 1f; public bool outside = true; public bool inside = false; public bool addCollider = false;

   [MenuItem ("GameObject/Create Other/Cone")]
   static void CreateWizard()
       ScriptableWizard.DisplayWizard("Create Cone", typeof(CreateCone));

void OnWizardCreate(){ GameObject newCone=new GameObject("Cone"); // can't access Camera.current //newCone.transform.position = Camera.current.transform.position + Camera.current.transform.forward * 5.0f; int multiplier=(outside?1:0)+(inside?1:0); int offset=(outside&&inside?2*numVertices:0); Vector3[] vertices=new Vector3[2*multiplier*numVertices]; // 0..n-1: top, n..2n-1: bottom Vector3[] normals=new Vector3[2*multiplier*numVertices]; Vector2[] uvs=new Vector2[2*multiplier*numVertices]; int[] tris; Mesh mesh=new Mesh(); float slope=Mathf.Atan((radiusBottom-radiusTop)/length); // (rad difference)/height float slopeSin=Mathf.Sin(slope); float slopeCos=Mathf.Cos(slope); int i;

for(i=0;i<numVertices;i++){ float angle=2*Mathf.PI*i/numVertices; float angleSin=Mathf.Sin(angle); float angleCos=Mathf.Cos(angle); float angleHalf=2*Mathf.PI*(i+0.5f)/numVertices; // for degenerated normals at cone tips float angleHalfSin=Mathf.Sin(angleHalf); float angleHalfCos=Mathf.Cos(angleHalf);

vertices[i]=new Vector3(radiusTop*angleCos,radiusTop*angleSin,0); vertices[i+numVertices]=new Vector3(radiusBottom*angleCos,radiusBottom*angleSin,length);

if(radiusTop==0) normals[i]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin); else normals[i]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin); if(radiusBottom==0) normals[i+numVertices]=new Vector3(angleHalfCos*slopeCos,angleHalfSin*slopeCos,-slopeSin); else normals[i+numVertices]=new Vector3(angleCos*slopeCos,angleSin*slopeCos,-slopeSin);

uvs[i]=new Vector2(1.0f*i/numVertices,1); uvs[i+numVertices]=new Vector2(1.0f*i/numVertices,0);

if(outside&&inside){ // vertices and uvs are identical on inside and outside, so just copy vertices[i+2*numVertices]=vertices[i]; vertices[i+3*numVertices]=vertices[i+numVertices]; uvs[i+2*numVertices]=uvs[i]; uvs[i+3*numVertices]=uvs[i+numVertices]; } if(inside){ // invert normals normals[i+offset]=-normals[i]; normals[i+numVertices+offset]=-normals[i+numVertices]; } } MeshFilter mf=newCone.AddComponent<MeshFilter>(); mesh.vertices = vertices; mesh.normals = normals; mesh.uv = uvs;

// create triangles // here we need to take care of point order, depending on inside and outside int cnt=0; if(radiusTop==0){ // top cone tris=new int[numVertices*3*multiplier]; if(outside) for(i=0;i<numVertices;i++){ tris[cnt++]=i+numVertices; tris[cnt++]=i; if(i==numVertices-1) tris[cnt++]=numVertices; else tris[cnt++]=i+1+numVertices; } if(inside) for(i=offset;i<numVertices+offset;i++){ tris[cnt++]=i; tris[cnt++]=i+numVertices; if(i==numVertices-1+offset) tris[cnt++]=numVertices+offset; else tris[cnt++]=i+1+numVertices; } }else if(radiusBottom==0){ // bottom cone tris=new int[numVertices*3*multiplier]; if(outside) for(i=0;i<numVertices;i++){ tris[cnt++]=i; if(i==numVertices-1) tris[cnt++]=0; else tris[cnt++]=i+1; tris[cnt++]=i+numVertices; } if(inside) for(i=offset;i<numVertices+offset;i++){ if(i==numVertices-1+offset) tris[cnt++]=offset; else tris[cnt++]=i+1; tris[cnt++]=i; tris[cnt++]=i+numVertices; } }else{ // truncated cone tris=new int[numVertices*6*multiplier]; if(outside) for(i=0;i<numVertices;i++){ int ip1=i+1; if(ip1==numVertices) ip1=0;

tris[cnt++]=i; tris[cnt++]=ip1; tris[cnt++]=i+numVertices;

tris[cnt++]=ip1+numVertices; tris[cnt++]=i+numVertices; tris[cnt++]=ip1; } if(inside) for(i=offset;i<numVertices+offset;i++){ int ip1=i+1; if(ip1==numVertices+offset) ip1=offset;

tris[cnt++]=ip1; tris[cnt++]=i; tris[cnt++]=i+numVertices;

tris[cnt++]=i+numVertices; tris[cnt++]=ip1+numVertices; tris[cnt++]=ip1; } } mesh.triangles = tris;

mf.mesh = mesh;


if(addCollider){ MeshCollider mc=newCone.AddComponent<MeshCollider>(); mc.sharedMesh=mf.sharedMesh; }

       Selection.activeObject = newCone;

} }</csharp>

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