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Circular Beams in Roblox
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--[[ | |
Creates a circle out of Beams. | |
You can let it use a default Beam object, but you probably want to pass it | |
your own via the BeamObject parameter. | |
local BeamCircle, Attachments, Beams = DrawBeamCircle({ | |
[REQUIRED] | |
CFrame = CFrame of center of circle, | |
Radius = Radius of circle, | |
[OPTIONAL] | |
BeamObject = Beam Instance to be cloned for circle's Beams, | |
NumBeams = Number of beams that make up the circle, | |
Parent = Parent of BeamCircle, | |
TiltAngle = Tilts the beam (measured in radians) | |
}) | |
]] | |
local DEFAULT_BEAM_OBJECT = Instance.new("Beam") | |
local DEFAULT_NUM_BEAMS = 3 | |
local DEFAULT_TILT_ANGLE = 0 | |
return function(options) | |
local beamObject = options.BeamObject or DEFAULT_BEAM_OBJECT | |
local cframe = options.CFrame | |
local numBeams = options.NumBeams or DEFAULT_NUM_BEAMS | |
local radius = options.Radius | |
local tiltAngle = options.TiltAngle or DEFAULT_TILT_ANGLE | |
numBeams = math.max(2, numBeams) -- doesn't work with 1 beam | |
local primaryPart = Instance.new("Part") | |
primaryPart.Name = "BeamCircle" | |
primaryPart.Anchored = true | |
primaryPart.CFrame = cframe | |
primaryPart.CanCollide = false | |
primaryPart.CanTouch = false | |
primaryPart.Size = Vector3.new(1, 1, 1) | |
primaryPart.Transparency = 1 | |
-- https://stackoverflow.com/questions/1734745/ | |
local curveSize = 4 / 3 * math.tan(math.pi / 2 / numBeams) * radius | |
local segmentAngle = 2 * math.pi / numBeams | |
local attachments = table.create(numBeams) | |
local beams = table.create(numBeams) | |
local firstAttachment | |
local previousAttachment | |
for i = 1, numBeams do | |
local theta = (i - 1) * segmentAngle | |
local attachment = Instance.new("Attachment") | |
attachment.Name = "Attachment" .. i | |
attachment.CFrame = CFrame.new( | |
cframe.RightVector * math.cos(theta) * radius | |
+ cframe.LookVector * math.sin(theta) * radius | |
) * CFrame.fromEulerAnglesYXZ(tiltAngle, theta - math.pi / 2, 0) | |
attachment.Parent = primaryPart | |
attachments[i] = attachment | |
if i == 1 then | |
firstAttachment = attachment | |
else | |
local beam = beamObject:Clone() | |
beam.Name = "Beam" .. i - 1 | |
beam.Attachment0 = attachment | |
beam.Attachment1 = previousAttachment | |
beam.CurveSize0 = curveSize | |
beam.CurveSize1 = curveSize | |
beam.Parent = primaryPart | |
beams[i - 1] = beam | |
end | |
previousAttachment = attachment | |
end | |
-- connect the last attachment to the first | |
local finalBeam = beamObject:Clone() | |
finalBeam.Name = "Beam" .. numBeams | |
finalBeam.Attachment0 = firstAttachment | |
finalBeam.Attachment1 = previousAttachment | |
finalBeam.CurveSize0 = curveSize | |
finalBeam.CurveSize1 = curveSize | |
finalBeam.Parent = primaryPart | |
beams[numBeams] = finalBeam | |
primaryPart.Parent = options.Parent | |
return primaryPart, attachments, beams | |
end |
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-- DrawBeamCircle example | |
local DrawBeamCircle = require(game.ReplicatedStorage.DrawBeamCircle) | |
local BeamObject = Instance.new("Beam") | |
BeamObject.Width0 = 2 | |
BeamObject.Width1 = 2 | |
local NumBeamCircles = 10 | |
for i = 1, NumBeamCircles do | |
local color = Color3.fromHSV((i - 1) / NumBeamCircles, 1, 1) | |
BeamObject.Color = ColorSequence.new({ | |
ColorSequenceKeypoint.new(0, color), | |
ColorSequenceKeypoint.new(1, color) | |
}) | |
DrawBeamCircle({ | |
CFrame = CFrame.new(0, i * 2, 0), | |
Radius = NumBeamCircles + 1 - i, | |
BeamObject = BeamObject, | |
NumBeams = 3, | |
Parent = workspace, | |
TiltAngle = (1 - (i - 1) / NumBeamCircles) * math.pi / 2, | |
}) | |
end |
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DrawBeamCircleTower output