Circle and unity3d scenes in unity3d scenes
Sun Guangdong: 2015-2-6/2: 28 reprint please indicate the source: http://blog.csdn.net/u010019717
More comprehensive content please see my game pretty cool address: http://www.unitymanual.com/space-uid-18602.html
First look at the effect:
The difference is a 2d 3d.
2d is not introduced. It is relatively simple. for 3d content, let's take a look at a question and answer in mathematics, so that we can easily understand the program.
This is easy to handle! Let's look at the following scripts.
using UnityEngine;using System.Collections;using SunGuangDong.Math;[ExecuteInEditMode]public class DrawCircleMono : MonoBehaviour {private Vector3 m_Normal ;// Use this for initializationvoid Start () {m_Normal = new Vector3 (0, 1, 0);}void OnDrawGizmos(){Circle2d circle2 = new Circle2d(transform.position, 5);DrawCircle(ref circle2, Color.red);Vector3 center = new Vector3 (transform.position.x, transform.position.y + 0.2f, transform.position.z);Circle3d circle3 = new Circle3d(ref center,ref m_Normal, 5);DrawCircle (circle3, Color.red, 40);}protected void DrawCircle(ref Circle2d circle, Color color){int count = 40;float delta = 2f * Mathf.PI / count;Vector3 prev = circle.Eval(0);Color tempColor = Gizmos.color;Gizmos.color = color;for (int i = 1; i <= count; ++i){Vector3 curr = circle.Eval(i * delta);Gizmos.DrawLine(prev, curr);prev = curr;}Gizmos.color = tempColor;}protected void DrawCircle(Vector2 center, float radius, Color color){Circle2d circle = new Circle2d(ref center, radius);int count = 40;float delta = 2f * Mathf.PI / count;Vector3 prev = circle.Eval(0);Color tempColor = Gizmos.color;Gizmos.color = color;for (int i = 1; i <= count; ++i){Vector3 curr = circle.Eval(i * delta);Gizmos.DrawLine(prev, curr);prev = curr;}Gizmos.color = tempColor;}protected void DrawCircle(Circle3d circle, Color color, int count = 20){float delta = 2f * Mathf.PI / count;Vector3 prev = circle.Eval(0);Color tempColor = Gizmos.color;Gizmos.color = color;for (int i = 1; i <= count; ++i){Vector3 curr = circle.Eval(i * delta);Gizmos.DrawLine(prev, curr);prev = curr;}Gizmos.color = tempColor;}}
The above script is mounted to any object in the scenario, such as Cube
namespace SunGuangDong.Math{ using System; using System.Collections.Generic; using System.Runtime.InteropServices; using UnityEngine; [StructLayout(LayoutKind.Sequential)] public struct Circle2d { public Vector2 Center; public float Radius; public Circle2d(ref Vector2 center, float radius) { this.Center = center; this.Radius = radius; } public Circle2d(Vector2 center, float radius) { this.Center = center; this.Radius = radius; } public float CalcPerimeter() { return (6.283185f * this.Radius); } public float CalcArea() { return ((3.141593f * this.Radius) * this.Radius); } public Vector2 Eval(float t) { return new Vector2(this.Center.x + (this.Radius * Mathf.Cos(t)), this.Center.y + (this.Radius * Mathf.Sin(t))); } public Vector2 Eval(float t, float radius) { return new Vector2(this.Center.x + (radius * Mathf.Cos(t)), this.Center.y + (radius * Mathf.Sin(t))); } public bool Contains(ref Vector2 point) { Vector2 vector = point - this.Center;return (vector.magnitude <= (this.Radius * this.Radius)); } public bool Contains(Vector2 point) { Vector2 vector = point - this.Center;return (vector.magnitude <= (this.Radius * this.Radius)); } public void Include(ref Circle2d circle) { Vector2 vector = circle.Center - this.Center;float num = vector.magnitude; float num2 = circle.Radius - this.Radius; float num3 = num2 * num2; if (num3 >= num) { if (num2 >= 0f) { this = circle; } } else { float num4 = Mathf.Sqrt(num); if (num4 > 1E-05f) { float num5 = (num4 + num2) / (2f * num4); this.Center += (Vector2) (num5 * vector); } this.Radius = 0.5f * ((num4 + this.Radius) + circle.Radius); } } public void Include(Circle2d circle) { this.Include(ref circle); } }}
namespace SunGuangDong.Math{ using System; using System.Runtime.InteropServices; using UnityEngine; [StructLayout(LayoutKind.Sequential)] public struct Circle3d { public Vector3 Center; public Vector3 Axis0; public Vector3 Axis1; public Vector3 Normal; public float Radius; public Circle3d(ref Vector3 center, ref Vector3 normal, float radius) { this.Center = center; this.Normal = normal; Vector3ex.CreateOrthonormalBasis(out this.Axis0, out this.Axis1, ref this.Normal); this.Radius = radius; } public Circle3d(Vector3 center, Vector3 normal, float radius) { this.Center = center; this.Normal = normal; Vector3ex.CreateOrthonormalBasis(out this.Axis0, out this.Axis1, ref this.Normal); this.Radius = radius; } public float CalcPerimeter() { return (6.283185f * this.Radius); } public float CalcArea() { return ((3.141593f * this.Radius) * this.Radius); } public Vector3 Eval(float t) { return (this.Center + ((Vector3) (this.Radius * ((Mathf.Cos(t) * this.Axis0) + (Mathf.Sin(t) * this.Axis1))))); } public Vector3 Eval(float t, float radius) { return (this.Center + ((Vector3) (radius * ((Mathf.Cos(t) * this.Axis0) + (Mathf.Sin(t) * this.Axis1))))); } }}
namespace SunGuangDong.Math{ using System; using System.Collections.Generic; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using UnityEngine; public static class Vector3ex { public static readonly Vector3 Zero = new Vector3(0f, 0f, 0f); public static void CreateOrthonormalBasis(out Vector3 u, out Vector3 v, ref Vector3 w) { if (Mathf.Abs(w.x) >= Mathf.Abs(w.y)) { float num = Mathfex.InvSqrt((w.x * w.x) + (w.z * w.z)); u.x = -w.z * num; u.y = 0f; u.z = w.x * num; v.x = w.y * u.z; v.y = (w.z * u.x) - (w.x * u.z); v.z = -w.y * u.x; } else { float num2 = Mathfex.InvSqrt((w.y * w.y) + (w.z * w.z)); u.x = 0f; u.y = w.z * num2; u.z = -w.y * num2; v.x = (w.y * u.z) - (w.z * u.y); v.y = -w.x * u.z; v.z = w.x * u.y; } }}}
namespace SunGuangDong.Math{ using System; using System.Runtime.InteropServices; using UnityEngine; public static class Mathfex { public const float Pi = 3.141593f; public static float InvSqrt(float value) { if (value != 0f) { return (1f / Mathf.Sqrt(value)); } return 0f; } }}
Attach some other images.