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1
Question by WR-reddevil · Oct 18, 2019 at 04:38 AM · c#meshprocedural mesh

How to generate cylinder through code c#?

I am trying to generate a pie chart, but it can not be scale in Z-axis. Following is my code

 using UnityEngine;
 using System.Collections;
 
 public class PieChartMesh : MonoBehaviour
 {
 
     float[] mData;
 
     int mSlices;
     float mRotationAngle;
     float mRadius;
     Material[] mMaterials;
 
     Vector3[] mVertices;
     Vector3[] mNormals;
     Vector3[] mWRNormals;
     Vector3 mNormal = new Vector3(0f, 0f, -1f);
     public Vector3 mWRNormal = new Vector3(1, 1, 1);
     Vector2[] mUvs;
     int[] mTriangles;
     MeshRenderer mMeshRenderer;
     float delay = 0.1f;
     GameObject TempObject;
 
     public void Init(float[] data, int slices, float rotatioAngle, float radius, Material[] materials, float speed, GameObject otherobject)
     {
         TempObject = otherobject;
         mData = data;
         mSlices = slices;
         mRotationAngle = rotatioAngle;
         mRadius = radius;
         delay = speed;
 
         // Get Mesh Renderer
         mMeshRenderer = gameObject.GetComponent("MeshRenderer") as MeshRenderer;
         if (mMeshRenderer == null)
         {
             gameObject.AddComponent<MeshRenderer>();
             mMeshRenderer = gameObject.GetComponent("MeshRenderer") as MeshRenderer;
         }
 
         mMeshRenderer.materials = materials;
 
         mMaterials = materials;
 
 
         Init(data);
     }
 
     public void Init(float[] data)
     {
         mSlices = 100;
         mRotationAngle = 90f;
         mRadius = 0.3f;
 
         mData = data;
     }
 
     public void Draw(float[] data)
     {
         mData = data;
         StopAllCoroutines();
         StartCoroutine(Draw());
     }
 
     public IEnumerator Draw()
     {
 
         //Check data validity for pie chart...
         while (mData == null)
         {
             print("PieChart: Data null");
             yield return null;
         }
 
         for (int i = 0; i < mData.Length; i++)
         {
             if (mData[i] < 0)
             {
                 print("PieChart: Data < 0");
                 yield return null;
             }
         }
 
         // Calculate sum of data values
         float sumOfData = 0;
         foreach (float value in mData)
         {
             sumOfData += value;
         }
         if (sumOfData <= 0)
         {
             print("PieChart: Data sum <= 0");
             yield return null;
         }
         // Determine how many triangles in slice
         int[] slice = new int[mData.Length];
         int numOfTris = 0;
         int numOfSlices = 0;
         int countedSlices = 0;
 
         // Caluclate slice size
         for (int i = 0; i < mData.Length; i++)
         {
             numOfTris = (int)((mData[i] / sumOfData) * mSlices);
             slice[numOfSlices++] = numOfTris;
             countedSlices += numOfTris;
         }
         // Check that all slices are counted.. if not -> add/sub to/from biggest slice..
         int idxOfLargestSlice = 0;
         int largestSliceCount = 0;
         for (int i = 0; i < mData.Length; i++)
         {
             if (largestSliceCount < slice[i])
             {
                 idxOfLargestSlice = i;
                 largestSliceCount = slice[i];
             }
         }
 
         // Check validity for pie chart
         if (countedSlices == 0)
         {
             print("PieChart: Slices == 0");
             yield return null;
         }
 
         // Adjust largest dataset to get proper slice
         slice[idxOfLargestSlice] += mSlices - countedSlices;
 
         // Check validity for pie chart data
         if (slice[idxOfLargestSlice] <= 0)
         {
             print("PieChart: Largest pie <= 0");
             yield return null;
         }
 
         // Init vertices and triangles arrays
         mVertices = new Vector3[mSlices * 3];
         mNormals = new Vector3[mSlices * 3];
         mWRNormals = new Vector3[mSlices * 3];
         mUvs = new Vector2[mSlices * 3];
         mTriangles = new int[mSlices * 3];
 
         //gameObject.AddComponent("MeshFilter");
         //gameObject.AddComponent("MeshRenderer");
 
         Mesh mesh = ((MeshFilter)GetComponent("MeshFilter")).mesh;
 
         mesh.Clear();
 
         mesh.name = "Pie Chart Mesh";
 
         // Roration offset (to get star point to "12 o'clock")
         float rotOffset = mRotationAngle / 360f * 2f * Mathf.PI;
 
         // Calc the points in circle
         float angle;
         float[] x = new float[mSlices];
         float[] y = new float[mSlices];
         float[] z = new float[mSlices];
 
         for (int i = 0; i < mSlices; i++)
         {
             angle = i * 2f * Mathf.PI / mSlices;
             x[i] = (Mathf.Cos(angle + rotOffset) * mRadius);
             y[i] = (Mathf.Sin(angle + rotOffset) * mRadius);
             z[i] = (Mathf.Cos(angle ) * mRadius);
             
         }
 
         // Generate mesh with slices (vertices and triangles)
         for (int i = 0; i < mSlices; i++)
         {
             mVertices[i * 3 + 0] = new Vector3(0f, 0f, 0f);
             mVertices[i * 3 + 1] = new Vector3(x[i], y[i], 0f);
             // This will ensure that last vertex = first vertex..
             mVertices[i * 3 + 2] = new Vector3(x[(i + 1) % mSlices], y[(i + 1) % mSlices], 0);
 
             mNormals[i * 3 + 0] = mNormal;
             mNormals[i * 3 + 1] = mNormal;
             mNormals[i * 3 + 2] = mNormal;
 
             mWRNormals[i * 3 + 0] = mWRNormal;
             mWRNormals[i * 3 + 1] = mWRNormal;
             mWRNormals[i * 3 + 2] = mWRNormal;
 
             mUvs[i * 3 + 0] = new Vector2(0f, 0f);
             mUvs[i * 3 + 1] = new Vector2(x[i], y[i]);
             // This will ensure that last uv = first uv..
             mUvs[i * 3 + 2] = new Vector2(x[(i + 1) % mSlices], y[(i + 1) % mSlices]);
 
             mTriangles[i * 3 + 0] = i * 3 + 0;
             mTriangles[i * 3 + 1] = i * 3 + 1;
             mTriangles[i * 3 + 2] = i * 3 + 2;
         }
 
 
         // Assign verts, norms, uvs and tris to mesh and calc normals
         mesh.vertices = mVertices;
         mesh.normals = mNormals;
         mesh.uv = mUvs;
         mesh.uv2 = mUvs;
         //mesh.triangles = triangles;
 
         mesh.subMeshCount = mData.Length;
 
         int[][] subTris = new int[mData.Length][];
 
         countedSlices = 0;
 
         // Set sub meshes
         for (int i = 0; i < mData.Length; i++)
         {
             GameObject go = Instantiate(TempObject);
             go.name = i.ToString();
             Mesh gomesh = ((MeshFilter)go.GetComponent("MeshFilter")).mesh;
             gomesh.vertices = mesh.vertices;
             gomesh.normals = mWRNormals;
             gomesh.uv = mesh.uv;
             //gomesh.subMeshCount = mData.Length;
             // Every triangle has three veritces..
             subTris[i] = new int[slice[i] * 3];
 
             // Add tris to subTris
             for (int j = 0; j < slice[i]; j++)
             {
                 subTris[i][j * 3 + 0] = mTriangles[countedSlices * 3 + 0];
                 subTris[i][j * 3 + 1] = mTriangles[countedSlices * 3 + 1];
                 subTris[i][j * 3 + 2] = mTriangles[countedSlices * 3 + 2];
 
                 if (j % 5 == 0)
                     yield return new WaitForSeconds(delay);
 
                 mesh.SetTriangles(subTris[i], i);
                 gomesh.SetTriangles(subTris[i], 0, true);
                 countedSlices++;
             }
             gomesh.Optimize();
             gomesh.RecalculateNormals();
         }
     }
 
     // Properties
     public float[] Data { get { return mData; } set { mData = value; } }
 
     public int Slices { get { return mSlices; } set { mSlices = value; } }
 
     public float RotationAngle { get { return mRotationAngle; } set { mRotationAngle = value; } }
 
     public float Radius { get { return mRadius; } set { mRadius = value; } }
 
     public Material[] Materials { get { return mMaterials; } set { mMaterials = value; } }
 
 }
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