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Circle.cs
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Circle.cs
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class Circle : MonoBehaviour {
public int segments = 32;
public float radius = 0.5f;
public float border = 0.2f;
Mesh mesh;
MeshRenderer meshRenderer;
float _completenes = 1;
List<Vector3> fullCircleVertices = new List<Vector3>();
float segmentAngle;
bool created;
void Start () {
CreateCircleBorder();
}
Vector3 GetDirection(float angle) {
return Quaternion.AngleAxis(angle, -Vector3.forward) * Vector3.up;
}
void CreateCircleBorder() {
mesh = GetComponent<MeshFilter>().mesh;
meshRenderer = GetComponent<MeshRenderer>();
segmentAngle = 360f / (float)segments;
fullCircleVertices.Clear();
var origin = Vector3.zero;
var vertices = new Vector3[segments * 4];
var triangles = new List<int>();
var directions = new Vector3[segments];
for (int d = 0; d < segments; d++) {
directions[d] = GetDirection(segmentAngle * d);
}
for (int s = 0; s < segments; s++) {
var direction = directions[s];
var nextDirection = s + 1 < segments ? directions[s + 1] : directions[0];
var vA = s * 4;
var vB = vA + 1;
var vC = vA + 2;
var vD = vA + 3;
/*
*
* vB vC
*
*
* vA vD
*
*/
vertices[vA] = origin + direction * (1 - border) * radius;
vertices[vB] = origin + direction * radius;
vertices[vC] = origin + nextDirection * radius;
vertices[vD] = origin + nextDirection * (1 - border) * radius;
// Buffer positions of vertices.
fullCircleVertices.Add(vertices[vA]);
fullCircleVertices.Add(vertices[vB]);
fullCircleVertices.Add(vertices[vC]);
fullCircleVertices.Add(vertices[vD]);
// Triangle 1
triangles.Add(vA);
triangles.Add(vB);
triangles.Add(vC);
// Triangle 2
triangles.Add(vA);
triangles.Add(vC);
triangles.Add(vD);
}
var uvs = new Vector2[vertices.Length];
for (var i = 0; i < uvs.Length; i++) {
uvs[i] = new Vector2(vertices[i].x, vertices[i].z);
}
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles.ToArray();
mesh.uv = uvs;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
created = true;
}
/*
void CreateCircle() {
var segments = 32;
var radius = 0.5f;
var segmentAngle = 360f / (float)segments;
var origin = Vector3.zero;
var vertices = new Vector3[segments * 3];
var triangles = new int[segments * 3];
var directions = new Vector3[segments];
for (int d = 0; d < segments; d++) {
directions[d] = Quaternion.AngleAxis(segmentAngle * d, -Vector3.forward) * Vector3.up;
}
//vertices[0] = origin;
for (int s = 0; s < segments; s++) {
var direction = directions[s];
var nextDirection = s + 1 < segments ? directions[s + 1] : directions[0];
var vA = s * 3;
var vB = vA + 1;
var vC = vA + 2;
vertices[vA] = origin;
vertices[vB] = origin + direction * radius;
vertices[vC] = origin + nextDirection * radius;
triangles[vA] = vA;
triangles[vB] = vB;
triangles[vC] = vC;
}
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
}
*/
public float completenes {
get {
return _completenes;
}
set {
if (!created) {
CreateCircleBorder();
}
if (_completenes == value)
return;
// Set NaN to 1.
_completenes = float.IsNaN(value) ? 1f : value;
// Set values more than 1 to 1.
_completenes = _completenes > 1f ? 1f : _completenes;
// Set zero and less than zero values to near zero.
_completenes = _completenes <= 0f ? 0.00001f : _completenes;
var targetAngle = _completenes * 360f;
var targetSegment = (int) Mathf.Ceil(targetAngle / segmentAngle) - 1;
var targetDirection = GetDirection(targetAngle);
var vertices = new Vector3[segments * 4];
var origin = Vector3.zero;
//Debug.Log("target angle: "+targetAngle+"deg, target segment: "+targetSegment);
var tvA = targetSegment * 4;
var tvB = tvA + 1;
var tvC = tvA + 2;
var tvD = tvA + 3;
for (int s = 0; s < segments; s++) {
var vA = s * 4;
var vB = vA + 1;
var vC = vA + 2;
var vD = vA + 3;
if (s < targetSegment) {
vertices[vA] = fullCircleVertices[vA];
vertices[vB] = fullCircleVertices[vB];
vertices[vC] = fullCircleVertices[vC];
vertices[vD] = fullCircleVertices[vD];
} else {
vertices[vA] = fullCircleVertices[tvA];
vertices[vB] = fullCircleVertices[tvB];
vertices[vC] = origin + targetDirection * radius;
vertices[vD] = origin + targetDirection * (1 - border) * radius;
}
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
}
}
}