178 lines
5.8 KiB
C#

#define Graph_And_Chart_PRO
using ChartAndGraph;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace ChartAndGraph
{
[RequireComponent(typeof(MeshRenderer))]
[RequireComponent(typeof(MeshFilter))]
public partial class CylinderPathGenerator : SmoothPathGenerator
{
public int CircleVertices = 10;
[Range(0.01f,10.0f)]
public float HeightRatio = 1f;
Vector3[] mCircleTemp;
Vector3[] mCurrentCircle;
List<int> mTmpTringle = new List<int>();
List<Vector2> mTmpUv = new List<Vector2>();
List<Vector3> mVertices = new List<Vector3>();
void EnsureCirlce()
{
if(mCircleTemp == null || mCircleTemp.Length !=CircleVertices)
{
mCircleTemp = new Vector3[CircleVertices];
for(int i=0; i<CircleVertices; i++)
{
float intep = ((float)i) / ((float)CircleVertices);
float angle = intep * Mathf.PI * 2f;
mCircleTemp[i] = new Vector3(Mathf.Cos(angle), Mathf.Sin(angle), 0.0f);
}
mCurrentCircle = new Vector3[CircleVertices];
}
}
int WriteCircle(float thickness,Quaternion angle,Vector3 center,float u)
{
EnsureCirlce();
mCircleTemp.CopyTo(mCurrentCircle, 0);
for(int i=0; i< mCurrentCircle.Length; i++)
{
mCurrentCircle[i] *= thickness;
mCurrentCircle[i].y *= HeightRatio;
mCurrentCircle[i] = angle * mCurrentCircle[i];
mCurrentCircle[i] += center;
float v = ((float)i) / (float)(mCurrentCircle.Length - 1);
mTmpUv.Add(new Vector2(u, v));
}
int index = mVertices.Count;
mVertices.AddRange(mCurrentCircle);
return index;
}
void AddTringles(List<int> tringles, int from, int to)
{
if (CircleVertices <= 1)
return;
for (int i = 0; i < CircleVertices; i++)
{
int prev = i - 1;
if (prev < 0)
prev = CircleVertices - 1;
int fromPrev = from + prev;
int toPrev = to + prev;
int fromCurr = from + i;
int toCurr = to + i;
tringles.Add(fromPrev);
tringles.Add(fromCurr);
tringles.Add(toCurr);
tringles.Add(toCurr);
tringles.Add(toPrev);
tringles.Add(fromPrev);
}
}
public override void Generator(Vector3[] path, float thickness, bool closed)
{
if (EnsureMeshFilter() == false) // No mesh filter attached
return;
Clear();
if (path.Length <= 1)
return;
mTmpTringle.Clear();
mTmpUv.Clear();
mVertices.Clear();
ModifyPath(path, closed);
if (mTmpCenters.Count <= 1)
return;
float currentU = 0f;
int prevCircleIndex = WriteCircle(thickness, LookRotation(mTmpCenters[1] - mTmpCenters[0]), mTmpCenters[0], currentU);
if (closed == false)
{
int circle = WriteCircle(thickness, LookRotation(mTmpCenters[1] - mTmpCenters[0]), mTmpCenters[0], currentU);
mVertices.Add(mTmpCenters[0]);
mTmpUv.Add(new Vector2(0f, 0.5f));
for (int i = 0; i < CircleVertices; i++)
{
int next = (i + 1) % CircleVertices;
mTmpTringle.Add(circle + CircleVertices);
mTmpTringle.Add(circle + next);
mTmpTringle.Add(circle + i);
}
}
Vector3 curr = Vector3.zero;
Quaternion rotation = Quaternion.identity;
for (int i=1; i<mTmpCenters.Count; i++)
{
Vector3 prev = mTmpCenters[i - 1];
curr = mTmpCenters[i];
Vector3 diff = curr - prev;
float size = diff.magnitude;
currentU += size;
rotation = LookRotation(diff);
/*if (i + 1 < mTmpCenters.Count)
{
Vector3 next = mTmpCenters[i + 1];
Quaternion rotationB = Quaternion.LookRotation(next - curr, Vector3.up);
rotation = Quaternion.Lerp(rotation, rotationB, 0.5f);
}*/
int index = WriteCircle(thickness, rotation, curr, 0f);
AddTringles(mTmpTringle, prevCircleIndex, index);
prevCircleIndex = index;
}
if (closed == false)
{
int circle = WriteCircle(thickness, rotation, curr, 1f);
mVertices.Add(curr);
mTmpUv.Add(new Vector2(1f, 0.5f));
for (int i = 0; i < CircleVertices; i++)
{
int next = (i + 1) % CircleVertices;
mTmpTringle.Add(circle + next);
mTmpTringle.Add(circle + CircleVertices);
mTmpTringle.Add(circle + i);
}
}
for (int i=0; i<mTmpUv.Count; i++)
{
Vector2 uv = mTmpUv[i];
uv.x /= currentU;
mTmpUv[i] = uv;
}
Mesh mesh = new Mesh();
mesh.vertices = mVertices.ToArray();
mesh.uv = mTmpUv.ToArray();
mesh.triangles = mTmpTringle.ToArray();
mesh.RecalculateNormals();
SetMesh(mesh);
mTmpTringle.Clear();
mTmpUv.Clear();
mVertices.Clear();
}
}
}