之前那篇文章後,和同事又就這個問題討論了一下,發現,其實不需要那麼死心眼畫n個三角形,因爲圖片本身除了圓以外的地方都是透明的, 畫出來也沒事。
這樣的話, 其實可以把正方形的圖片分成4個三角形,這樣的話,最多也就畫5個三角形就夠了。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TestProgressBar : MonoBehaviour
{
public float radius = 2;
[Range(0,360)]//把角度限制在0-360
public float startAngleDegree = 0;
[Range(0,360)]//把角度限制在0-360
public float angleDegree = 100;
public int angleDegreePrecision = 1000;
public int radiusPrecision = 1000;
//與之前的代碼相比, 已經不需要分割的三角形數了
private MeshFilter meshFilter;
private SectorMeshCreator creator = new SectorMeshCreator();
[ExecuteInEditMode]
private void Awake()
{
meshFilter = GetComponent<MeshFilter>();
}
private void Update()
{
meshFilter.mesh = creator.CreateMesh(radius, startAngleDegree, angleDegree, angleDegreePrecision, radiusPrecision);
}
//在Scene界面畫輔助線
void OnDrawGizmos()
{
Gizmos.color = Color.gray;
DrawMesh();
}
//在Scene界面畫輔助線
void OnDrawGizmosSelected()
{
Gizmos.color = Color.green;
DrawMesh();
}
private void DrawMesh()
{
Mesh mesh = creator.CreateMesh(radius, startAngleDegree, angleDegree, angleDegreePrecision, radiusPrecision);
int[] tris = mesh.triangles;
for (int i = 0; i < tris.Length; i += 3)
{
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 1]]));
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i]]), convert2World(mesh.vertices[tris[i + 2]]));
Gizmos.DrawLine(convert2World(mesh.vertices[tris[i + 1]]), convert2World(mesh.vertices[tris[i + 2]]));
}
}
private Vector3 convert2World(Vector3 src)
{
return transform.TransformPoint(src);
}
private class SectorMeshCreator
{
private float radius;
private float startAngleDegree;
private float angleDegree;
private Mesh cacheMesh;
/// <summary>
/// 創建一個扇形Mesh
/// </summary>
/// <param name="radius">扇形半徑</param>
/// <param name="startAngleDegree">扇形開始角度</param>
/// <param name="angleDegree">扇形角度</param>
/// <param name="angleDegreePrecision">扇形角度精度(在滿足精度範圍內,認爲是同個角度)</param>
/// <param name="radiusPrecision">
/// <pre>
/// 扇形半價精度(在滿足半價精度範圍內,被認爲是同個半價)。
/// 比如:半價精度爲1000,則:1.001和1.002不被認爲是同個半徑。因爲放大1000倍之後不相等。
/// 如果半價精度設置爲100,則1.001和1.002可認爲是相等的。
/// </pre>
/// </param>
/// <returns></returns>
public Mesh CreateMesh(float radius, float startAngleDegree, float angleDegree, int angleDegreePrecision, int radiusPrecision)
{
if (checkDiff(radius, startAngleDegree, angleDegree, angleDegreePrecision, radiusPrecision))
{//參數有改變才需要重新畫mesh
Mesh newMesh = Create(radius, startAngleDegree, angleDegree);
if (newMesh != null)
{
cacheMesh = newMesh;
this.radius = radius;
this.startAngleDegree = startAngleDegree;
this.angleDegree = angleDegree;
}
}
return cacheMesh;
}
private Vector3 CalcPoint(float angle)
{//這個函數計算了非特殊角度射線在正方形上的點
angle = angle % 360;
if (angle == 0) {
return new Vector3 (1, 0, 0);
} else if (angle == 180) {
return new Vector3(-1,0,0);
}
//這裏分別對應這個射線處於上圖哪個三角形中, 分別計算
if (angle <= 45 || angle > 315) {
return new Vector3(1,Mathf.Tan(Mathf.Deg2Rad*angle), 0);
} else if (angle <= 135) {
return new Vector3(1/Mathf.Tan(Mathf.Deg2Rad*angle), 1, 0);
} else if (angle <= 225) {
return new Vector3(-1, -Mathf.Tan(Mathf.Deg2Rad*angle), 0);
} else {
return new Vector3(-1/Mathf.Tan(Mathf.Deg2Rad*angle), -1, 0);
}
}
private Mesh Create(float radius, float startAngleDegree, float angleDegree)
{
if (startAngleDegree == 360) {
startAngleDegree = 0;
}
Mesh mesh = new Mesh();
List<Vector3> calcVertices = new List<Vector3> ();
calcVertices.Add (Vector3.zero);//第一個點是圓心點
calcVertices.Add (CalcPoint (startAngleDegree));//第二個點是起始角度對應的點
float [] specialAngle = new float[]{45, 135, 225, 315};//上圖正方形4個頂點對應的角度和點
Vector3 [] specialPoint = new Vector3[] {new Vector3(1,1,0),
new Vector3(-1,1,0),
new Vector3(-1,-1,0),
new Vector3(1,-1,0)};
//計算正方形四個點是不是在要畫的扇形範圍內, 如果是, 則是要畫出來的頂點
for (int i = 0; i < specialAngle.Length; ++i) {
if(startAngleDegree < specialAngle[i] && specialAngle[i] - startAngleDegree < angleDegree)
{
calcVertices.Add(specialPoint[i]);
}
}
//這裏爲什麼要第二個for循環? 扇形的角度+起始角度就可能超過360, 所以要計算到720
for (int i = 0; i < specialAngle.Length; ++i) {
if(startAngleDegree < specialAngle[i]+360 && specialAngle[i]+360 - startAngleDegree < angleDegree)
{
calcVertices.Add(specialPoint[i]);
}
}
calcVertices.Add (CalcPoint (startAngleDegree + angleDegree));
Vector3[] vertices = new Vector3[calcVertices.Count];
//uv是網格上的點對應到紋理上的某個位置的像素, 紋理是一張圖片, 所以是二維
Vector2[] uvs = new Vector2[vertices.Length];
for (int i = 0; i < vertices.Length; ++i) {
//之前是按半徑爲單位長度1計算的頂點, 實際頂點是要算上實際半徑
vertices[i] = calcVertices[i]*radius;
//紋理的半徑就是0.5, 圓心在0.5f, 0.5f的位置
uvs[i] = new Vector2(calcVertices[i].x*0.5f+0.5f,calcVertices[i].y*0.5f+0.5f);
}
int[] triangles = new int[(vertices.Length-2)*3];
for (int i = 0, vi = 1; i < triangles.Length; i += 3, vi++)
{//每個三角形都是由圓心點+兩個相鄰弧度上的點構成的
triangles[i] = 0;
triangles[i + 2] = vi;
triangles[i + 1] = vi + 1;
}
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uvs;
return mesh;
}
private bool checkDiff(float radius, float startAngleDegree, float angleDegree, int angleDegreePrecision, int radiusPrecision)
{
return (int)(startAngleDegree - this.startAngleDegree) != 0 || (int)((angleDegree - this.angleDegree) * angleDegreePrecision) != 0 ||
(int)((radius - this.radius) * radiusPrecision) != 0;
}
}
}
最終效果: