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| using System.Collections; using System.Collections.Generic; using UnityEngine;
public class RadarChart : MonoBehaviour { private MeshRenderer mMeshRenderer = null; private MeshFilter mMeshFilter = null; private Material mMat = null; private Mesh mMesh;
public Color mainColor = new Color(0.4f, 0.6f, 1f); public Color outLineColor = new Color(1f, 1f, 1f, 0.3f); public Color addColor = Color.white; public float alpha = 0.3f;
// 参数 private int VERTICES_COUNT; //网格模型顶点数量 public Vector3[] vertices; private Vector3[] vec3OutLineList; //三角形数组 int[] triangles; public float scale; public float radius = 45f; public float outLineSize = 1f; public GameObject obj;
public MeshRenderer meshRenderer { get { if (mMeshRenderer == null) { mMeshRenderer = GetComponent<MeshRenderer>(); if (mMeshRenderer == null) { mMeshRenderer = gameObject.AddComponent<MeshRenderer>(); } } return mMeshRenderer; } }
public MeshFilter meshFilter { get { if (mMeshFilter == null) { mMeshFilter = GetComponent<MeshFilter>(); if (mMeshFilter == null) { mMeshFilter = gameObject.AddComponent<MeshFilter>(); } } return mMeshFilter; } }
public Material material { get { if (mMat == null) { mMat = new Material(ShaderManager.instance.LoadShader("UI/ColorAdd", "ColorAdd")); mMat.SetColor("_MainColor", mainColor); mMat.SetColor("_AddColor", addColor); mMat.SetFloat("_Alpha", alpha); } return mMat; } }
public Mesh mesh { get { if (mMesh == null) { mMesh = new Mesh(); mMesh.name = "UIRadarChart"; } return mMesh; } } void Start() { meshRenderer.material = material; FillMeshRadarChart(); }
void Update() { //UpdateRadarChart(); }
float GetRadians(float angle) { return Mathf.PI / 180 * angle; }
void FillMeshRadarChart() { if (!Application.isPlaying) { return; } VERTICES_COUNT = vertices.Length; int triangles_count = VERTICES_COUNT - 1;
triangles = new int[triangles_count * 3];
//设定原点坐标 vertices[0] = new Vector3(0, 0, 1); //首个在x轴上的坐标点 vertices[1] = new Vector3(radius, 0, 1);
//每个三角形角度 float everyAngle = 360 / triangles_count; for (int i = 2; i < vertices.Length; i++) { var angle = GetRadians(everyAngle * (i - 1)); vertices[i] = new Vector3(radius * Mathf.Cos(angle), radius * Mathf.Sin(angle), 1); }
int idx = 0; int value = 0; for (int i = 0; i < triangles.Length; i++) { if (i % 3 == 0) { triangles[i] = 0; value = idx; idx++; } else { value++; if (value == VERTICES_COUNT) value = 1; triangles[i] = value; } } UpdateRadarChart(); }
void DrawOutLine() { //obj.transform.localPosition = new Vector3(0, 0, -1); MeshFilter mf = obj.GetComponent<MeshFilter>(); if (mf == null) { mf = obj.AddComponent<MeshFilter>(); }
MeshRenderer mr = obj.GetComponent<MeshRenderer>(); if (mr == null) { mr = obj.AddComponent<MeshRenderer>(); } Material mat = new Material(ShaderManager.instance.LoadShader("UI/ColorAdd", "ColorAdd")); mat.SetColor("_MainColor", outLineColor); mr.material = mat; Mesh meshOut = new Mesh(); meshOut.vertices = vec3OutLineList; meshOut.triangles = triangles; mf.mesh = meshOut; }
Vector2 GetPreVec(int index) { int tmpIndex = (index - 1) < 1 ? vertices.Length - 1 : (index - 1); return new Vector2(vertices[tmpIndex].x, vertices[tmpIndex].y); }
Vector2 GetCurVec(int index) { return new Vector2(vertices[index].x, vertices[index].y); }
Vector2 GetNextVec(int index) { int tmpIndex = (index + 1) >= vertices.Length ? 1 : index + 1; return new Vector2(vertices[tmpIndex].x, vertices[tmpIndex].y); }
Vector2 GetNormal(Vector2 dir) { return new Vector2(dir.y, -dir.x); }
Vector3 GetIntersect(Vector2 s1, Vector2 d1, Vector2 s2, Vector2 d2) { Vector2 e1 = s1 + d1; Vector2 e2 = s2 + d2;
float a1, a2, b1, b2, c1, c2;
a1 = e1.y - s1.y; b1 = s1.x - e1.x; c1 = (e1.x * s1.y) - (s1.x * e1.y);
a2 = e2.y - s2.y; b2 = s2.x - e2.x; c2 = (e2.x * s2.y) - (s2.x * e2.y);
float c = (a1 * b2 - a2 * b1);
float x = (b1 * c2 - b2 * c1) / c; float y = (a2 * c1 - a1 * c2) / c;
return new Vector3(x, y, 0); }
void UpdateRadarChart() { Vector3[] tmps = new Vector3[vertices.Length]; Vector3[] tmpo = new Vector3[vertices.Length]; float lineWidth = outLineSize; Vector2 cur, next, pre, da, db, na, nb; for (int i = 0; i < vertices.Length; i++) { tmps[i] = vertices[i] * vertices[i].z * scale;
// 描边顶点 cur = GetCurVec(i); next = GetNextVec(i); pre = GetPreVec(i); da = (cur - pre).normalized; db = (cur - next).normalized; na = GetNormal(da); nb = GetNormal(-db); tmpo[i] = this.GetIntersect(pre + (na * lineWidth), da, next + (nb * lineWidth), db); } // 描边顶点 vec3OutLineList = tmpo; DrawOutLine(); // 正常顶点 mesh.vertices = tmps; mesh.triangles = triangles; meshFilter.mesh = mesh;
} }
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