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