* 将组件加入到菜单中。

* 添加一个任意形状编辑器
This commit is contained in:
2026-04-07 17:48:48 +08:00
parent 76b891dc26
commit 22ae0d9293
14 changed files with 1203 additions and 55 deletions
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using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UI;
namespace XericLibrary.Runtime.Renderer
{
public static class TriangulateHelp
{
/// <summary>
/// 添加填充多边形
/// </summary>
public static void AddFilledPolygon(VertexHelper vh, List<Vector2> vertices, List<int> triangles, Color color)
{
int vertexStartIndex = vh.currentVertCount;
// 添加顶点
foreach (var vertex in vertices)
{
vh.AddVert(vertex, color, Vector2.zero);
}
// 添加三角形索引
for (int i = 0; i < triangles.Count; i += 3)
{
vh.AddTriangle(
vertexStartIndex + triangles[i],
vertexStartIndex + triangles[i + 1],
vertexStartIndex + triangles[i + 2]
);
}
}
/// <summary>
/// 添加描边
/// </summary>
public static void AddStroke(VertexHelper vh, List<Vector2> vertices, float width, Color color)
{
if (vertices.Count < 2)
return;
float halfWidth = width * 0.5f;
// 为每条边生成两个三角形(形成矩形)
for (int i = 0; i < vertices.Count; i++)
{
int next = (i + 1) % vertices.Count;
Vector2 p1 = vertices[i];
Vector2 p2 = vertices[next];
// 计算边的法线
Vector2 edge = p2 - p1;
Vector2 normal = new Vector2(-edge.y, edge.x).normalized;
// 生成四个顶点(矩形)
Vector2 v1 = p1 + normal * halfWidth;
Vector2 v2 = p1 - normal * halfWidth;
Vector2 v3 = p2 - normal * halfWidth;
Vector2 v4 = p2 + normal * halfWidth;
int startIndex = vh.currentVertCount;
vh.AddVert(v1, color, Vector2.zero);
vh.AddVert(v2, color, Vector2.zero);
vh.AddVert(v3, color, Vector2.zero);
vh.AddVert(v4, color, Vector2.zero);
// 两个三角形
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
vh.AddTriangle(startIndex, startIndex + 2, startIndex + 3);
}
}
/// <summary>
/// 耳切法三角剖分
/// </summary>
public static List<int> TriangulatePolygon(List<Vector2> polygonVertices)
{
List<int> triangles = new List<int>();
if (polygonVertices == null || polygonVertices.Count < 3)
return triangles;
// 复制顶点列表以便修改
List<Vector2> verticesCopy = new List<Vector2>(polygonVertices);
List<int> indices = Enumerable.Range(0, verticesCopy.Count).ToList();
// 确保顶点顺序是逆时针(耳切法要求)
if (!IsCounterClockwise(verticesCopy))
{
verticesCopy.Reverse();
indices.Reverse();
}
int n = verticesCopy.Count;
// 当顶点数大于3时继续切耳朵
while (n > 3)
{
bool foundEar = false;
for (int i = 0; i < n; i++)
{
int prev = (i - 1 + n) % n;
int curr = i;
int next = (i + 1) % n;
// 检查是否是耳朵
if (IsEar(verticesCopy, prev, curr, next, n))
{
// 添加三角形
triangles.Add(indices[prev]);
triangles.Add(indices[curr]);
triangles.Add(indices[next]);
// 移除耳朵顶点
verticesCopy.RemoveAt(curr);
indices.RemoveAt(curr);
n--;
foundEar = true;
break;
}
}
// 如果没有找到耳朵,可能是复杂多边形,退出
if (!foundEar)
{
Debug.LogWarning("无法完成三角剖分,可能是自相交多边形");
break;
}
}
// 添加最后一个三角形
if (n == 3)
{
triangles.Add(indices[0]);
triangles.Add(indices[1]);
triangles.Add(indices[2]);
}
return triangles;
}
/// <summary>
/// 检查顶点顺序是否为逆时针
/// </summary>
public static bool IsCounterClockwise(List<Vector2> vertices)
{
float sum = 0;
int n = vertices.Count;
for (int i = 0; i < n; i++)
{
Vector2 v1 = vertices[i];
Vector2 v2 = vertices[(i + 1) % n];
sum += (v2.x - v1.x) * (v2.y + v1.y);
}
return sum < 0;
}
/// <summary>
/// 检查三个顶点是否构成耳朵
/// </summary>
public static bool IsEar(List<Vector2> vertices, int prev, int curr, int next, int n)
{
Vector2 a = vertices[prev];
Vector2 b = vertices[curr];
Vector2 c = vertices[next];
// 检查是否是凸角
if (!IsConvex(a, b, c))
return false;
// 检查三角形内部是否包含其他顶点
for (int i = 0; i < n; i++)
{
if (i == prev || i == curr || i == next)
continue;
if (PointInTriangle(vertices[i], a, b, c))
return false;
}
return true;
}
/// <summary>
/// 检查点是否在三角形内部
/// </summary>
public static bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
{
float area = Mathf.Abs(CrossProduct(a, b, c));
float area1 = Mathf.Abs(CrossProduct(p, a, b));
float area2 = Mathf.Abs(CrossProduct(p, b, c));
float area3 = Mathf.Abs(CrossProduct(p, c, a));
return Mathf.Abs(area - (area1 + area2 + area3)) < 0.001f;
}
/// <summary>
/// 检查三点是否构成凸角(逆时针)
/// </summary>
public static bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
{
return CrossProduct(a, b, c) > 0;
}
/// <summary>
/// 计算叉积
/// </summary>
public static float CrossProduct(Vector2 a, Vector2 b, Vector2 c)
{
return (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x);
}
}
}
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fileFormatVersion: 2
guid: 45ff8ace448e4691b1db19cb52906ddd
timeCreated: 1775549185
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using System;
using System.Collections.Generic;
using System.Linq;
using MathNet.Numerics.Distributions;
using UnityEngine;
using UnityEngine.Pool;
using UnityEngine.UI;
using XericLibrary.Runtime.MacroLibrary;
namespace XericLibrary.Runtime.Renderer
{
/// <summary>
/// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作
/// </summary>
internal static class XericRendererUtils
{
#region 数学计算
/// <summary>
/// 计算线路的总长度
/// </summary>
/// <param name="points">线路的顶点数组</param>
/// <param name="cycleLoop">线路是循环</param>
/// <returns>线路的总长度</returns>
public static float CalculateTotalLength(this Vector2[] points, bool cycleLoop = false)
{
if (points.Length < 2)
return 0f;
var totalLength = 0f;
for (int i = 0; i < points.Length - 1; i++)
totalLength += Vector2.Distance(points[i], points[i + 1]);
if (cycleLoop)
totalLength += Vector2.Distance(points[0], points[^1]);
return totalLength;
}
/// <summary>
/// 计算一个点指向另一个点的角度(以度为单位)
/// </summary>
/// <param name="vertex">起始点</param>
/// <param name="target">目标点</param>
/// <returns>旋转角度,范围为 -180 到 180 度</returns>
public static float RotatePointTowards(Vector2 vertex, Vector2 target)
{
// 使用反正切函数计算两点之间的角度
// 将弧度转换为角度返回
return (Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * Mathf.Rad2Deg);
}
/// <summary>
/// 如果需要居中显示,则偏移到组件中心
/// </summary>
/// <param name="center">是否要居中显示</param>
/// <param name="rectSize">整个绘制矩形范围的尺寸</param>
/// <returns></returns>
public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) => center ? Vector2.zero : -(rectSize / 2);
/// <summary>
/// 获取两个点之间的法线,副法线
/// </summary>
/// <param name="startPoint">起点</param>
/// <param name="endPoint">终点</param>
/// <param name="vector">起点到终点的矢量</param>
/// <param name="distance">两点间距离</param>
/// <param name="normal">起点到终点的法线</param>
/// <param name="subTangent">垂直与起点到终点的法线(法线左转90)</param>
/// <returns></returns>
private static bool GetNormalizedVector(Vector2 startPoint, Vector2 endPoint,
out Vector2 vector, out float distance, out Vector2 normal, out Vector2 subTangent)
{
vector = endPoint - startPoint;
distance = vector.magnitude;
normal = Vector2.zero;
subTangent = Vector2.zero;
// 距离过小时不绘制
if (distance <= float.Epsilon)
return false;
// 线段的法线和副法线
normal = vector / distance;
subTangent = Vector2.Perpendicular(normal);
return true;
}
#endregion
#region uv计算
/// <summary>
/// 计算起点和终点的UV坐标Y值
/// </summary>
/// <param name="startLength">这段线段的起始线路长度</param>
/// <param name="currentLength">这段线段的长度</param>
/// <param name="totalLength">总线路的长度</param>
/// <param name="startUVY">起点处的uv y</param>
/// <param name="endUVY">终点处的uv y</param>
private static void GetCurrentLengthUVY(float startLength, float currentLength, float totalLength, out float startUVY, out float endUVY)
{
startUVY = totalLength > 0 ? startLength / totalLength : 0f;
endUVY = totalLength > 0 ? (startLength + currentLength) / totalLength : 0f;
}
#endregion
#region 简易线路绘制
// 在点与点之间绘制给定宽度(thickness)的方片,转角处用两个三角形链接
// 这样会造成一根线会出现5个顶点,所以叫做 DSL5 (直接简单的5点直线 directly simple line 5)
/// <summary>
/// 创建线段的顶点数据
/// 每个线段由 5 个顶点组成:
/// - 起点的左右两个顶点
/// - 终点的左右两个顶点
/// - 终点的中心点(用于线段连接)
/// </summary>
/// <param name="vertices">顶点容器</param>
/// <param name="startPoint">线段的起点</param>
/// <param name="distance">线段的距离</param>
/// <param name="endPoint">线段的终点</param>
/// <param name="thickness">线条的厚度</param>
/// <param name="color">线条的颜色</param>
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
/// <param name="totalLength">线路的总长度</param>
public static List<UIVertex> GetSingleLineSegmentVerts_DSL5(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint,
float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset)
{
if (vertices == null)
throw new Exception("没有指定线段片段顶点容器列表");
vertices.Clear();
// 创建顶点模板,设置颜色为组件的当前颜色
UIVertex vertex = UIVertex.simpleVert;
vertex.color = color;
if (!GetNormalizedVector(startPoint, endPoint,
out var vector, out distance, out var normal, out var subTangent))
return vertices;
// 线段单侧宽度
var width = thickness / 2;
GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
vertex.position = (startPoint +
subTangent * width);
vertex.position += offset;
vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
vertices.Add(vertex);
vertex.position = (startPoint +
subTangent * -width);
vertex.position += offset;
vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
vertices.Add(vertex);
vertex.position = (endPoint +
subTangent * width);
vertex.position += offset;
vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
vertices.Add(vertex);
vertex.position = (endPoint +
subTangent * -width);
vertex.position += offset;
vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
vertices.Add(vertex);
// 添加终点的中心点,用于连接后续线段
vertex.position = endPoint;
vertex.position += offset;
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
vertices.Add(vertex);
return vertices;
}
/// <summary>
/// 在网格构建对象上添加这个直线片段
/// </summary>
/// <param name="vh">构建网格对象</param>
/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
/// <param name="verts">该片段顶点</param>
public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
{
foreach (var vert in verts)
vh.AddVert(vert);
int index = segmentPartIndex * 5;
// 添加线段的两个三角形(构成矩形线段)
vh.AddTriangle(index, index+1, index+3);
vh.AddTriangle(index+3, index+2, index);
// 为线段之间添加斜角边缘
// 使用上一个线段的终点和当前线段的起点创建过渡三角形
if (segmentPartIndex != 0)
{
vh.AddTriangle(index, index-1, index-3);
vh.AddTriangle(index+1, index-1, index-2);
}
}
/// <summary>
/// 推送顶点绘制线路
/// </summary>
/// <param name="vh"></param>
/// <param name="points"></param>
/// <param name="thickness"></param>
/// <param name="cycleLoop"></param>
/// <param name="color"></param>
/// <param name="offset"></param>
public static void PopulateLineByPointsArray_DSL5(this VertexHelper vh, Vector2[] points, float thickness, bool cycleLoop, Color color, Vector3 offset)
{
// 至少需要 2 个点才能绘制线条
if (points.Length < 2)
return;
// 计算线路总长度
var totalLength = points.CalculateTotalLength(cycleLoop);
var currentLength = 0f;
var vertices = ListPool<UIVertex>.Get();
for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
{
vh.AddSingleLineSegmentVertsAndTriangle_DSL5(i,
GetSingleLineSegmentVerts_DSL5(vertices, points[i], points[(i + 1) % points.Length], thickness, color, currentLength, out var distance, totalLength, offset));
currentLength += distance;
}
ListPool<UIVertex>.Release(vertices);
}
#endregion
#region 圆弧过度的线路绘制
// 在简易线路绘制的基础上,修改了转角处的处理
// 线的顶点还是5,但是转角圆弧处理会更细节,叫它 CFAL (中心对齐的圆弧转角直线,center fanshaped arc Line)
/// <summary>
/// 在网格构建对象上添加这个直线片段
/// </summary>
/// <param name="vh">构建网格对象</param>
/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
/// <param name="verts">该片段顶点</param>
public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
{
foreach (var vert in verts)
vh.AddVert(vert);
int index = segmentPartIndex * 5;
// 添加线段的两个三角形(构成矩形线段)
vh.AddTriangle(index, index+1, index+3);
vh.AddTriangle(index+3, index+2, index);
// 为线段之间添加斜角边缘
// 使用上一个线段的终点和当前线段的起点创建过渡三角形
if (segmentPartIndex != 0)
{
vh.AddTriangle(index, index-1, index-3);
vh.AddTriangle(index+1, index-1, index-2);
}
}
/// <summary>
/// 创建带有倒角的线段顶点数据
/// 支持设置圆弧细分数量和内圆弧半径
/// </summary>
/// <param name="vertices">顶点容器</param>
/// <param name="startPoint">线段的起点</param>
/// <param name="endPoint">线段的终点</param>
/// <param name="nextPoint">下一个线段的终点(用于计算夹角)</param>
/// <param name="prevPoint">上一个线段的起点(用于计算夹角)</param>
/// <param name="thickness">线条的厚度</param>
/// <param name="color">线条的颜色</param>
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
/// <param name="totalLength">线路的总长度</param>
/// <param name="offset">偏移量</param>
/// <param name="chamferSegments">倒角细分数量</param>
/// <param name="innerRadius">内圆弧半径</param>
/// <param name="distance">返回线段的距离</param>
/// <returns>包含线段顶点的列表</returns>
public static List<UIVertex> GetSingleLineSegmentVerts_CFAL(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint, Vector2 nextPoint, Vector2 prevPoint,
float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset,
int chamferSegments = 0, float innerRadius = 0f)
{
if (vertices == null)
throw new Exception("没有指定线段片段顶点容器列表");
vertices.Clear();
// 创建顶点模板,设置颜色为组件的当前颜色
UIVertex vertex = UIVertex.simpleVert;
vertex.color = color;
if (!GetNormalizedVector(startPoint, endPoint,
out var vector, out distance, out var normal, out var subTangent))
return vertices;
// 线段单侧宽度
var width = thickness / 2;
GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
// 计算起点和终点的夹角
float startAngle = 0f;
float endAngle = 0f;
if (prevPoint != startPoint)
{
var prevVector = startPoint - prevPoint;
var prevNormal = prevVector.normalized;
startAngle = Vector2.Angle(normal, -prevNormal);
}
if (nextPoint != endPoint)
{
var nextVector = nextPoint - endPoint;
var nextNormal = nextVector.normalized;
endAngle = Vector2.Angle(-normal, nextNormal);
}
// 计算顶点偏移量
float startOffset = 0f;
float endOffset = 0f;
if (Mathf.Abs(startAngle) > 0.1f)
{
if (innerRadius > 0f)
{
startOffset = (width + innerRadius) / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2) - innerRadius;
}
else
{
startOffset = width / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2);
}
}
if (Mathf.Abs(endAngle) > 0.1f)
{
if (innerRadius > 0f)
{
endOffset = (width + innerRadius) / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2) - innerRadius;
}
else
{
endOffset = width / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2);
}
}
// 添加起点的左侧顶点
vertex.position = (startPoint +
subTangent * width +
normal * startOffset);
vertex.position += offset;
vertex.uv0 = new Vector2(0f, startUVY);
vertices.Add(vertex);
// 添加起点的右侧顶点
vertex.position = (startPoint +
subTangent * -width +
normal * startOffset);
vertex.position += offset;
vertex.uv0 = new Vector2(1f, startUVY);
vertices.Add(vertex);
// 添加终点的左侧顶点
vertex.position = (endPoint +
subTangent * width +
normal * -endOffset);
vertex.position += offset;
vertex.uv0 = new Vector2(0f, endUVY);
vertices.Add(vertex);
// 添加终点的右侧顶点
vertex.position = (endPoint +
subTangent * -width +
normal * -endOffset);
vertex.position += offset;
vertex.uv0 = new Vector2(1f, endUVY);
vertices.Add(vertex);
// 添加终点的中心点
vertex.position = (endPoint +
normal * -endOffset);
vertex.position += offset;
vertex.uv0 = new Vector2(0.5f, endUVY);
vertices.Add(vertex);
return vertices;
}
/// <summary>
/// 推送顶点绘制带有倒角的线路
/// </summary>
/// <param name="vh">网格构建对象</param>
/// <param name="points">线路顶点数组</param>
/// <param name="thickness">线条厚度</param>
/// <param name="cycleLoop">是否循环</param>
/// <param name="color">线条颜色</param>
/// <param name="offset">偏移量</param>
/// <param name="chamferSegments">倒角细分数量</param>
/// <param name="innerRadius">内圆弧半径</param>
public static void PopulateLineByPointsArray_CFAL(this VertexHelper vh, Vector2[] points, float thickness, bool cycleLoop, Color color, Vector3 offset,
int chamferSegments = 0, float innerRadius = 0f)
{
// 至少需要 2 个点才能绘制线条
if (points.Length < 2)
return;
// 计算线路总长度
var totalLength = points.CalculateTotalLength(cycleLoop);
var currentLength = 0f;
var vertices = ListPool<UIVertex>.Get();
for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
{
var startPoint = points[i];
var endPoint = points[(i + 1) % points.Length];
var prevPoint = i > 0 ? points[i - 1] : cycleLoop ? points[^1] : startPoint;
var nextPoint = points[(i + 2) % points.Length];
vh.AddSingleLineSegmentVertsAndTriangle_CFAL(i,
GetSingleLineSegmentVerts_CFAL(vertices, startPoint, endPoint, nextPoint, prevPoint,
thickness, color, currentLength, out var distance, totalLength, offset,
chamferSegments, innerRadius));
currentLength += distance;
}
ListPool<UIVertex>.Release(vertices);
}
#endregion
#region 带有顶合并的线路绘制方法
/// <summary>
/// 创建线段的顶点数据
/// 每个线段由 5 个顶点组成:
/// - 起点的左右两个顶点
/// - 终点的左右两个顶点
/// - 终点的中心点(用于线段连接)
/// </summary>
/// <param name="startPoint">线段的起点</param>
/// <param name="endPoint">线段的终点</param>
/// <param name="angle0">起点到终点与终点到下一点</param>
/// <param name="angle3">起点到终点与终点到下一点</param>
/// <param name="thickness">线条的厚度</param>
/// <param name="center">是否居中显示</param>
/// <param name="rectSize">矩形变换的尺寸</param>
/// <param name="color">线条的颜色</param>
/// <param name="vh">用于添加顶点的 VertexHelper 对象</param>
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
/// <param name="totalLength">线路的总长度</param>
public static void CreateLineSegment_CFAL(this VertexHelper vh, Vector2 startPoint, Vector2 endPoint, float angle0, float angle3, float thickness, bool center, Vector2 rectSize, Color color, float startLength, float totalLength)
{
// 计算偏移量:如果需要居中显示,则偏移到组件中心
Vector2 offset = center ? (rectSize / 2) : Vector2.zero;
// 创建顶点模板,设置颜色为组件的当前颜色
UIVertex vertex = UIVertex.simpleVert;
vertex.color = color;
if (!GetNormalizedVector(startPoint, endPoint,
out var vector, out var distance, out var normal, out var subTangent))
return;
// 线段单侧宽度
var width = thickness / 2;
//顶点偏移量,根据夹角计算内侧交点相对坐标点应该退后的距离
var pointOffset1 = Mathf.Abs(angle0) <= 0.1f ? 0 : width / Mathf.Sin(angle0 * Mathf.Deg2Rad) + (angle0 > 90 ? width : 0);
var pointOffset2 = Mathf.Abs(angle3) <= 0.1f ? 0 : width / Mathf.Sin(angle3 * Mathf.Deg2Rad) + (angle3 > 90 ? width : 0);
Debug.Log($"{angle0} = {Mathf.Sin(angle0 * Mathf.Deg2Rad)} , {angle3} = {Mathf.Sin(angle3 * Mathf.Deg2Rad)}");
// 计算起点和终点的UV坐标Y值
float startUVY = totalLength > 0 ? startLength / totalLength : 0f;
float endUVY = totalLength > 0 ? (startLength + distance) / totalLength : 0f;
vertex.position = (Vector3)(startPoint +
subTangent * width +
normal * pointOffset1) - (Vector3)offset;
vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
vh.AddVert(vertex);
vertex.position = (Vector3)(startPoint +
subTangent * -width +
normal * pointOffset1) - (Vector3)offset;
vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
vh.AddVert(vertex);
vertex.position = (Vector3)(endPoint +
subTangent * width +
normal * -pointOffset2) - (Vector3)offset;
vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
vh.AddVert(vertex);
vertex.position = (Vector3)(endPoint +
subTangent * -width +
normal * -pointOffset2) - (Vector3)offset;
vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
vh.AddVert(vertex);
// 添加终点的中心点,用于连接后续线段
vertex.position = (Vector3)(endPoint +
normal * -pointOffset2) - (Vector3)offset;
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
vh.AddVert(vertex);
}
#endregion
#region 顶点工具集
public static void GetUVAtRect(this Vector2 pos, Rect rect, out float u, out float v)
{
u = (pos.x - rect.xMin) / rect.width;
v = (pos.y - rect.yMin) / rect.height;
}
public static void Get(this IList<UIVertex> vertexList, Vector4 uv2)
{
}
#endregion
#region 顶点列表工具
private static readonly Color32 s_DefaultColor = new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
private static readonly Vector4 s_DefaultTangent = new Vector4(1f, 0.0f, 0.0f, -1f);
/// <summary>
/// 添加一个顶点信息
/// </summary>
/// <param name="vertexList"></param>
/// <param name="position"></param>
/// <param name="uv"></param>
/// <param name="color"></param>
public static void AddVert(this ICollection<UIVertex> vertexList, Vector3 position, Vector4 uv, Color32 color)
{
vertexList.Add(new UIVertex()
{
position = position,
normal = Vector3.back,
tangent = s_DefaultTangent,
color = color,
uv0 = uv,
uv1 = uv,
uv2 = uv,
uv3 = uv
});
}
/// <summary>
/// 添加一个三角面索引
/// </summary>
/// <param name="indices"></param>
/// <param name="index0"></param>
/// <param name="index1"></param>
/// <param name="index2"></param>
public static void AddTriangle(this ICollection<int> indices, int index0, int index1, int index2)
{
indices.Add(index0);
indices.Add(index1);
indices.Add(index2);
}
#endregion
}
}
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