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Question by fl1ckje · Jul 12, 2019 at 05:38 PM · c#scripting problemmathsine-wave

A graph to render sine wave with custom resolution

Hello. I try to create a sine wave radar signal visualization using a line renderer component and it works well. It has it's own:

  • resolution (points per unit, e.g. 5 points per unit);

  • step (distance between each point);

  • total points count (depends on resolution and distance);

  • max spread distance (max distance for the whole wave);

  • current spread distance (equals the distance from the ray's origin to hit point when the ray reach and hit any tagged object).

Now I have a problem with calculating the perfect length of the whole sine wave when the ray hit an object). It is always bigger than it should be. Guys, help me please... I spent about 6 hours to try to fix that issue and I had no success. I'm done. Here's my code:

 using UnityEngine;
 
 namespace RLS
 {
     [RequireComponent(typeof(LineRenderer))]
     public class Wave : MonoBehaviour
     {
         LineRenderer m_LineRenderer;
         [Range(1, 255)] public float maxSpreadLength = 10;
         [Range(1, 255)] public float curSpreadLength;
         [Range(1, 255)] public byte resolution = 5;
         public float step;
         public int pointsAmount;
         public float a;
         public float w;
         public string dispersionTag = "Dispersion";
         Vector3 origin;
         Vector3 direction;
         RaycastHit hitInfo;
 
         void Start()
         {
             m_LineRenderer = GetComponent<LineRenderer>();
             
         }
 
         void FixedUpdate()
         {
             DrawWave();
         }
 
         void OnDrawGizmos()
         {
             Gizmos.color = Color.red;
             Gizmos.DrawRay(transform.position, direction * curSpreadLength);
             Gizmos.color = Color.blue;
             Gizmos.DrawSphere(hitInfo.point, 1.0f);
             Gizmos.color = Color.green;
             Gizmos.DrawLine(transform.position, hitInfo.point);
         }
 
         public void DrawWave()
         {
             origin = transform.position;
             direction = transform.TransformDirection(Vector3.forward);
             if (Physics.Raycast(origin, direction, out hitInfo, maxSpreadLength) && hitInfo.transform.gameObject.tag == dispersionTag)
             {
                 if (hitInfo.distance <= maxSpreadLength)
                 {
                     Debug.Log("D <= MAX!");
                     curSpreadLength = hitInfo.distance;
                 }
             }
             else
             {
                 curSpreadLength = maxSpreadLength;
             }
             pointsAmount = resolution * (int)curSpreadLength;
             step = curSpreadLength / (float)pointsAmount;
             m_LineRenderer.positionCount = pointsAmount;
             for (int i = 1; i < pointsAmount; i++)
             {
                 float x = (float)i * step;
                 m_LineRenderer.SetPosition(i, new Vector3(a * Mathf.Sin(x * w), 0.0f, x));
             }
         }
     }
 }






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