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Viperion

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Sep 17th, 2013
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  1. using UnityEngine;
  2. using System.Collections;
  3.  
  4. public class CreateCircleScript: MonoBehaviour {
  5.    
  6.     public int edges = 4;
  7.     public float radius = 5.000000f;
  8.     private float degresInRadians, pi = 3.14f;
  9.     Mesh mesh = null;
  10.    
  11.     // Use this for initialization
  12.     void Start () {
  13.         if(mesh == null) {
  14.             mesh = gameObject.AddComponent<MeshFilter>().mesh;
  15.             gameObject.AddComponent<MeshRenderer>();
  16.         }
  17.         mesh = new Mesh();
  18.         mesh.name = "Circle";
  19.        
  20.         Vector3[] vertices = new Vector3[edges];
  21.         Vector3[] normals = new Vector3[edges];
  22.         Vector2[] uvs = new Vector2[edges];
  23.         int[] triangles = new int[(edges-2)*3];
  24.        
  25.         degresInRadians = (2*pi)/edges;
  26.         for(short index = 0; index < edges; ++index)
  27.         {
  28.             float angleInRadians = degresInRadians * index;
  29.             vertices[index] = new Vector3(radius * Mathf.Cos(angleInRadians), radius * Mathf.Sin(angleInRadians), 0);                              
  30.         }
  31.        
  32.         for(short index = 0; index < edges-2; ++index)
  33.         {
  34.             triangles[index*3] = 0;
  35.             triangles[index*3+1] = index+2;
  36.             triangles[index*3+2] = index+1;
  37.         }
  38.        
  39.         Vector3 normal,side1,side2;
  40.         side1 = vertices[1] - vertices[0];
  41.         side2 = vertices[edges-1] - vertices[0];
  42.         normal = -Vector3.Cross(side1,side2).normalized;
  43.        
  44.         for(short index = 0; index < edges; ++index)
  45.             normals[index] = normal;
  46.        
  47.         for(short index = 0; index < edges; ++index)
  48.         {
  49.             uvs[index] = new Vector2(vertices[index].x, vertices[index].y);
  50.         }
  51.        
  52.         mesh.vertices = vertices;
  53.         mesh.triangles = triangles;
  54.         mesh.normals = normals;
  55.         mesh.uv = uvs;
  56.         gameObject.GetComponent<MeshFilter>().mesh = mesh;
  57.        
  58.         gameObject.renderer.material.shader = Shader.Find("Diffuse");
  59.     }
  60.    
  61.     int backEdge = 4;
  62.     float backRadius = 5.000000f;
  63.     // Update is called once per frame
  64.     void Update () {
  65.         if(edges != backEdge) {
  66.             if(edges < 3)
  67.                 edges = 3;
  68.             else {
  69.                 backEdge = edges;
  70.                 GetComponent<MeshFilter>().mesh.Clear();
  71.                 Start();
  72.             }
  73.         }
  74.         else if(radius != backRadius) {
  75.             if(radius < 1.000000f)
  76.                 radius = 1;
  77.             else {
  78.                 backRadius = radius;
  79.                 setAndGetradiusOfVertices(radius);
  80.             }
  81.         }
  82.            
  83.     }
  84.    
  85.     void setAndGetradiusOfVertices(float radius2) {
  86.         float angleRadians;
  87.         degresInRadians = 2*pi/edges;
  88.         Mesh mesh = gameObject.GetComponent<MeshFilter>().mesh;
  89.         Vector3[] vertices = mesh.vertices;
  90.         Vector2[] uv = mesh.uv;
  91.         for(int index = 0; index < edges; ++index)
  92.         {
  93.             angleRadians = degresInRadians * index;
  94.             vertices[index] = new Vector3(radius2 * Mathf.Cos(angleRadians),radius2 * Mathf.Sin(angleRadians),0);
  95.             uv[index] = new Vector2(vertices[index].x,vertices[index].y);
  96.             mesh.vertices = vertices;
  97.             mesh.uv = uv;
  98.         }
  99.     }
  100. }
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