176 lines
5.7 KiB
C#
176 lines
5.7 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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[RequireComponent(typeof(LineRenderer))]
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public class MMLineRendererCircle : MonoBehaviour
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{
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/// the possible axis
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public enum DrawAxis { X, Y, Z };
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[Header("Draw Axis")]
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/// the axis on which to draw the circle
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[Tooltip("the axis on which to draw the circle")]
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public DrawAxis Axis = DrawAxis.Z;
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/// the distance by which to push the circle on the draw axis
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[Tooltip("the distance by which to push the circle on the draw axis")]
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public float NormalOffset = 0;
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[Header("Geometry")]
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/// the amount of segments on the line renderer. More segments, more smoothness, more performance cost
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[Tooltip("the amount of segments on the line renderer. More segments, more smoothness, more performance cost")]
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[Range(0, 2000)]
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public int PositionsCount = 60;
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[Header("Shape")]
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/// the length of the circle's horizontal radius
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[Tooltip("the length of the circle's horizontal radius")]
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public float HorizontalRadius = 10;
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/// the length of the circle's vertical radius
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[Tooltip("the length of the circle's vertical radius")]
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public float VerticalRadius = 10;
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[Header("Debug")]
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/// if this is true, the circle will be redrawn every time you change a value in the inspector, otherwise you'll have to call the DrawCircle method (or press the debug button below)
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[Tooltip("if this is true, the circle will be redrawn every time you change a value in the inspector, otherwise you'll have to call the DrawCircle method (or press the debug button below)")]
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public bool AutoRedrawOnValuesChange = false;
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/// a test button used to call the DrawCircle method
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[MMInspectorButton("DrawCircle")]
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public bool DrawCircleButton;
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protected LineRenderer _line;
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protected Vector3 _newPosition;
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protected float _angle, _x, _y, _z;
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/// <summary>
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/// On Awake we initialize our line renderer and draw our circle
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/// </summary>
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protected virtual void Awake()
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{
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Initialization();
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DrawCircle();
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}
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/// <summary>
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/// Grabs the line renderer and sets it up
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/// </summary>
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protected virtual void Initialization()
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{
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_line = gameObject.GetComponent<LineRenderer>();
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_line.positionCount = PositionsCount + 1;
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_line.useWorldSpace = false;
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}
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/// <summary>
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/// Sets all point positions for our line renderer
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/// </summary>
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public virtual void DrawCircle()
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{
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_angle = 0f;
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_z = NormalOffset;
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switch(Axis)
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{
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case DrawAxis.X:
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DrawCircleX();
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break;
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case DrawAxis.Y:
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DrawCircleY();
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break;
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case DrawAxis.Z:
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DrawCircleZ();
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break;
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}
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}
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/// <summary>
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/// Computes the x position of the new point
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/// </summary>
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/// <returns></returns>
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protected virtual float ComputeX()
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{
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return Mathf.Cos (Mathf.Deg2Rad * _angle) * HorizontalRadius;
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}
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/// <summary>
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/// Computes the y position of the new point
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/// </summary>
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/// <returns></returns>
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protected virtual float ComputeY()
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{
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return Mathf.Sin (Mathf.Deg2Rad * _angle) * VerticalRadius;
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}
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/// <summary>
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/// Draws a circle on the x axis
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/// </summary>
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protected virtual void DrawCircleX()
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{
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for (int i = 0; i < (PositionsCount + 1); i++)
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{
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_x = ComputeX();
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_y = ComputeY();
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_newPosition.x = _z;
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_newPosition.y = _y;
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_newPosition.z = _x;
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_line.SetPosition(i, _newPosition);
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_angle += (360f / PositionsCount);
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}
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}
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/// <summary>
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/// Draws a circle on the y axis
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/// </summary>
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protected virtual void DrawCircleY()
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{
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for (int i = 0; i < (PositionsCount + 1); i++)
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{
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_x = ComputeX();
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_y = ComputeY();
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_newPosition.x = _y;
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_newPosition.y = _z;
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_newPosition.z = _x;
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_line.SetPosition(i, _newPosition);
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_angle += (360f / PositionsCount);
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}
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}
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/// <summary>
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/// Draws a circle on the z axis
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/// </summary>
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protected virtual void DrawCircleZ()
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{
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for (int i = 0; i < (PositionsCount + 1); i++)
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{
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_x = ComputeX();
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_y = ComputeY();
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_newPosition.x = _x;
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_newPosition.y = _y;
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_newPosition.z = _z;
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_line.SetPosition(i, _newPosition);
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_angle += (360f / PositionsCount);
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}
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}
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/// <summary>
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/// On Validate we redraw our circle if needed
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/// </summary>
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protected virtual void OnValidate()
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{
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if (AutoRedrawOnValuesChange)
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{
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DrawCircle();
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}
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}
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}
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}
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