Archived
补充注释及更多用法。
This commit is contained in:
+243
-118
@@ -13,7 +13,7 @@ namespace XericLibrary.Runtime.UIGraph
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internal static class XericRendererUtils
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{
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#region 数学计算
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/// <summary>
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/// 计算线路的总长度
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/// </summary>
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@@ -54,7 +54,8 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="center">是否要居中显示</param>
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/// <param name="rectSize">整个绘制矩形范围的尺寸</param>
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/// <returns></returns>
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public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) => center ? Vector2.zero : -(rectSize / 2);
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public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) =>
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center ? Vector2.zero : -(rectSize / 2);
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/// <summary>
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/// 获取两个点之间的法线,副法线
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@@ -65,19 +66,21 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="distance">两点间距离</param>
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/// <param name="normal">起点到终点的法线</param>
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/// <param name="subTangent">垂直与起点到终点的法线(法线左转90)</param>
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/// <param name="reverseVector">反转矢量</param>
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/// <returns></returns>
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private static bool GetNormalizedVector(Vector2 startPoint, Vector2 endPoint,
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out Vector2 vector, out float distance, out Vector2 normal, out Vector2 subTangent)
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private static bool GetNormalizedVector(Vector2 startPoint, Vector2 endPoint,
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out Vector2 vector, out float distance, out Vector2 normal, out Vector2 subTangent,
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bool reverseVector = false)
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{
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vector = endPoint - startPoint;
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vector = reverseVector ? startPoint - endPoint : endPoint - startPoint;
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distance = vector.magnitude;
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normal = Vector2.zero;
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subTangent = Vector2.zero;
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// 距离过小时不绘制
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if (distance <= float.Epsilon)
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return false;
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// 线段的法线和副法线
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normal = vector / distance;
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subTangent = Vector2.Perpendicular(normal);
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@@ -96,19 +99,20 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="totalLength">总线路的长度</param>
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/// <param name="startUVY">起点处的uv y</param>
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/// <param name="endUVY">终点处的uv y</param>
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private static void GetCurrentLengthUVY(float startLength, float currentLength, float totalLength, out float startUVY, out float endUVY)
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private static void GetCurrentLengthUVY(float startLength, float currentLength, float totalLength,
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out float startUVY, out float endUVY)
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{
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startUVY = totalLength > 0 ? startLength / totalLength : 0f;
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endUVY = totalLength > 0 ? (startLength + currentLength) / totalLength : 0f;
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}
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#endregion
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#region 简易线路绘制
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// 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
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// 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)
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/// <summary>
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/// 创建线段的顶点数据
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/// 每个线段由 5 个顶点组成:
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@@ -124,8 +128,10 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="color">线条的颜色</param>
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/// <param name="startLength">当前线段起点在线路中的累积长度</param>
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/// <param name="totalLength">线路的总长度</param>
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public static List<UIVertex> GetSingleLineSegmentVerts_DSL5(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint,
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float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset)
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public static List<UIVertex> GetSingleLineSegmentVerts_DSL5(List<UIVertex> vertices, Vector2 startPoint,
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Vector2 endPoint,
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float thickness, Color color, Vector2 normal, Vector2 subTangent, float startUVY, float endUVY,
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Vector3 offset)
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{
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if (vertices == null)
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throw new Exception("没有指定线段片段顶点容器列表");
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@@ -134,35 +140,29 @@ namespace XericLibrary.Runtime.UIGraph
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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if (!GetNormalizedVector(startPoint, endPoint,
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out var vector, out distance, out var normal, out var subTangent))
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return vertices;
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// 线段单侧宽度
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var width = thickness / 2;
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GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
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vertex.position = (startPoint +
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subTangent * width);
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vertex.position = (startPoint +
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subTangent * width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
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vertices.Add(vertex);
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vertex.position = (startPoint +
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subTangent * -width);
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vertex.position = (startPoint +
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subTangent * -width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
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vertices.Add(vertex);
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vertex.position = (endPoint +
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subTangent * width);
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vertex.position = (endPoint +
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subTangent * width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
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vertices.Add(vertex);
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vertex.position = (endPoint +
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subTangent * -width);
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vertex.position = (endPoint +
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subTangent * -width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
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vertices.Add(vertex);
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@@ -181,25 +181,26 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="vh">构建网格对象</param>
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/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
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/// <param name="verts">该片段顶点</param>
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public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
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public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex,
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IEnumerable<UIVertex> verts)
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{
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foreach (var vert in verts)
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vh.AddVert(vert);
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int index = segmentPartIndex * 5;
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// 添加线段的两个三角形(构成矩形线段)
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vh.AddTriangle(index, index+1, index+3);
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vh.AddTriangle(index+3, index+2, index);
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vh.AddTriangle(index, index + 1, index + 3);
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vh.AddTriangle(index + 3, index + 2, index);
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// 为线段之间添加斜角边缘
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// 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
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if (segmentPartIndex != 0)
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{
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vh.AddTriangle(index, index-1, index-3);
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vh.AddTriangle(index+1, index-1, index-2);
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vh.AddTriangle(index, index - 1, index - 3);
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vh.AddTriangle(index + 1, index - 1, index - 2);
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}
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}
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/// <summary>
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/// 推送顶点绘制线路
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/// </summary>
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@@ -207,56 +208,94 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="points"></param>
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/// <param name="thickness"></param>
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/// <param name="cycleLoop"></param>
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/// <param name="color"></param>
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/// <param name="lineColor"></param>
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/// <param name="offset"></param>
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public static void PopulateLineByPointsArray_DSL5(this VertexHelper vh, Vector2[] points, float thickness, bool cycleLoop, Color color, Vector3 offset)
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/// <param name="enableArrow"></param>
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/// <param name="arrowColor"></param>
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/// <param name="arrowSize">宽x长y</param>
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/// <param name="pointProgress"></param>
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/// <param name="arrowPointProgress"></param>
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/// <param name="absProgressPoint"></param>
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/// <param name="reverseDir"></param>
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public static void PopulateLineByPointsArray_DSL5(this VertexHelper vh, Vector2[] points,
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float thickness, bool cycleLoop, Color lineColor, Vector3 offset,
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bool enableArrow,
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Color arrowColor, Vector2 arrowSize, float pointProgress, float arrowPointProgress,
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bool absProgressPoint = true, bool reverseDir = false)
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{
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// 至少需要 2 个点才能绘制线条
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if (points.Length < 2)
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return;
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// 计算线路总长度
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var totalLength = points.CalculateTotalLength(cycleLoop);
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var currentLength = 0f;
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var vertices = ListPool<UIVertex>.Get();
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var lineVertices = ListPool<UIVertex>.Get();
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var arrowVertices = ListPool<UIVertex>.Get();
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var arrowindices = ListPool<int>.Get();
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for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
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{
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vh.AddSingleLineSegmentVertsAndTriangle_DSL5(i,
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GetSingleLineSegmentVerts_DSL5(vertices, points[i], points[(i + 1) % points.Length], thickness, color, currentLength, out var distance, totalLength, offset));
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var thisPoint = points[i];
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var nextPoint = points[(i + 1) % points.Length];
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// 先计算线的矢量参数,以及uv。
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if (!GetNormalizedVector(thisPoint, nextPoint,
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out var vector, out var distance, out var normal, out var subTangent))
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continue;
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GetCurrentLengthUVY(currentLength, distance, totalLength, out var startUvy, out var endUvy);
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vh.AddSingleLineSegmentVertsAndTriangle_DSL5(i,
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GetSingleLineSegmentVerts_DSL5(lineVertices, thisPoint, nextPoint, thickness, lineColor, normal,
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subTangent, startUvy, endUvy, offset));
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if (enableArrow)
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{
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PopulateTriangleArrowByPointArray(arrowVertices, thisPoint, nextPoint, arrowColor, arrowSize.y,
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arrowSize.x, pointProgress, arrowPointProgress, absProgressPoint, reverseDir);
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arrowindices.AddFaceByConsecutiveVertices(arrowVertices, i * 3, 3, i * 3);
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}
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currentLength += distance;
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}
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ListPool<UIVertex>.Release(vertices);
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if (enableArrow)
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{
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vh.AddUIVertexStream(arrowVertices, arrowindices);
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}
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ListPool<UIVertex>.Release(lineVertices);
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ListPool<UIVertex>.Release(arrowVertices);
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ListPool<int>.Release(arrowindices);
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}
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#endregion
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#region 圆弧过度的线路绘制
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// 在简易线路绘制的基础上,修改了转角处的处理
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// 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)
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/// <summary>
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/// 在网格构建对象上添加这个直线片段
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/// </summary>
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/// <param name="vh">构建网格对象</param>
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/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
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/// <param name="verts">该片段顶点</param>
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public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
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public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex,
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IEnumerable<UIVertex> verts)
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{
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foreach (var vert in verts)
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vh.AddVert(vert);
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int index = segmentPartIndex * 5;
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// 添加线段的两个三角形(构成矩形线段)
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vh.AddTriangle(index, index+1, index+3);
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vh.AddTriangle(index+3, index+2, index);
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vh.AddTriangle(index, index + 1, index + 3);
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vh.AddTriangle(index + 3, index + 2, index);
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// 为线段之间添加斜角边缘
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// 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
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if (segmentPartIndex != 0)
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{
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vh.AddTriangle(index, index-1, index-3);
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vh.AddTriangle(index+1, index-1, index-2);
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vh.AddTriangle(index, index - 1, index - 3);
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vh.AddTriangle(index + 1, index - 1, index - 2);
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}
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}
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@@ -278,49 +317,50 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="innerRadius">内圆弧半径</param>
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/// <param name="distance">返回线段的距离</param>
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/// <returns>包含线段顶点的列表</returns>
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public static List<UIVertex> GetSingleLineSegmentVerts_CFAL(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint, Vector2 nextPoint, Vector2 prevPoint,
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float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset,
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public static List<UIVertex> GetSingleLineSegmentVerts_CFAL(List<UIVertex> vertices, Vector2 startPoint,
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Vector2 endPoint, Vector2 nextPoint, Vector2 prevPoint,
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float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset,
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int chamferSegments = 0, float innerRadius = 0f)
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{
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if (vertices == null)
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throw new Exception("没有指定线段片段顶点容器列表");
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vertices.Clear();
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// 创建顶点模板,设置颜色为组件的当前颜色
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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if (!GetNormalizedVector(startPoint, endPoint,
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if (!GetNormalizedVector(startPoint, endPoint,
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out var vector, out distance, out var normal, out var subTangent))
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return vertices;
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// 线段单侧宽度
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var width = thickness / 2;
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GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
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// 计算起点和终点的夹角
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float startAngle = 0f;
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float endAngle = 0f;
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if (prevPoint != startPoint)
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{
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var prevVector = startPoint - prevPoint;
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var prevNormal = prevVector.normalized;
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startAngle = Vector2.Angle(normal, -prevNormal);
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}
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if (nextPoint != endPoint)
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{
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var nextVector = nextPoint - endPoint;
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var nextNormal = nextVector.normalized;
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endAngle = Vector2.Angle(-normal, nextNormal);
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}
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// 计算顶点偏移量
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float startOffset = 0f;
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float endOffset = 0f;
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if (Mathf.Abs(startAngle) > 0.1f)
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{
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if (innerRadius > 0f)
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@@ -332,7 +372,7 @@ namespace XericLibrary.Runtime.UIGraph
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startOffset = width / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2);
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}
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}
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if (Mathf.Abs(endAngle) > 0.1f)
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{
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if (innerRadius > 0f)
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@@ -344,46 +384,46 @@ namespace XericLibrary.Runtime.UIGraph
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endOffset = width / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2);
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}
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}
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// 添加起点的左侧顶点
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vertex.position = (startPoint +
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subTangent * width +
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normal * startOffset);
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vertex.position = (startPoint +
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subTangent * width +
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normal * startOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, startUVY);
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vertices.Add(vertex);
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// 添加起点的右侧顶点
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vertex.position = (startPoint +
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subTangent * -width +
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normal * startOffset);
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vertex.position = (startPoint +
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subTangent * -width +
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normal * startOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, startUVY);
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vertices.Add(vertex);
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// 添加终点的左侧顶点
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vertex.position = (endPoint +
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subTangent * width +
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normal * -endOffset);
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vertex.position = (endPoint +
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subTangent * width +
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normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, endUVY);
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vertices.Add(vertex);
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// 添加终点的右侧顶点
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vertex.position = (endPoint +
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subTangent * -width +
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normal * -endOffset);
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vertex.position = (endPoint +
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subTangent * -width +
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normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, endUVY);
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vertices.Add(vertex);
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// 添加终点的中心点
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vertex.position = (endPoint +
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normal * -endOffset);
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vertex.position = (endPoint +
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normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0.5f, endUVY);
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vertices.Add(vertex);
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return vertices;
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}
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@@ -398,40 +438,89 @@ namespace XericLibrary.Runtime.UIGraph
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/// <param name="offset">偏移量</param>
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/// <param name="chamferSegments">倒角细分数量</param>
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/// <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,
|
||||
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,
|
||||
|
||||
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 箭头绘制工具
|
||||
|
||||
/// <summary>
|
||||
/// 绘制一个三角形箭头
|
||||
/// </summary>
|
||||
/// <param name="start">起点</param>
|
||||
/// <param name="end">终点</param>
|
||||
/// <param name="color">颜色</param>
|
||||
/// <param name="sizeL">箭头的长度</param>
|
||||
/// <param name="sizeW">箭头的宽度</param>
|
||||
/// <param name="pointProgress">箭头所处坐标相对线的进度,使用绝对距离时,进度为世界单位;使用相对距离时,进度为单位距离</param>
|
||||
/// <param name="arrowPointProgress">箭头的哪部分与所处坐标对齐,0为头部对齐,1为尾部对齐</param>
|
||||
/// <param name="absProgressPoint">箭头做出坐标是否为绝对距离</param>
|
||||
/// <param name="reverseDir">反转方向</param>
|
||||
/// <remarks>
|
||||
/// 箭头默认在
|
||||
/// </remarks>
|
||||
public static List<UIVertex> PopulateTriangleArrowByPointArray(List<UIVertex> vertices, Vector2 start,
|
||||
Vector2 end, Color color, float sizeL, float sizeW, float pointProgress, float arrowPointProgress,
|
||||
bool absProgressPoint = true, bool reverseDir = false)
|
||||
{
|
||||
GetNormalizedVector(start, end, out var vector, out var length, out var normal, out var tangent,
|
||||
reverseDir);
|
||||
|
||||
var progressPosition = absProgressPoint
|
||||
? pointProgress * normal
|
||||
: pointProgress * vector;
|
||||
// 加上坐标
|
||||
progressPosition += reverseDir ? end : start;
|
||||
// 加上箭头偏移量
|
||||
progressPosition += arrowPointProgress * sizeL * normal;
|
||||
|
||||
// 绘制箭头
|
||||
UIVertex vertex = UIVertex.simpleVert;
|
||||
vertex.color = color;
|
||||
|
||||
vertex.position = progressPosition;
|
||||
vertices.Add(vertex);
|
||||
|
||||
vertex.position = progressPosition + -sizeL * normal + sizeW * 0.5f * tangent;
|
||||
vertices.Add(vertex);
|
||||
vertex.position += (Vector3)(-sizeW * tangent);
|
||||
vertices.Add(vertex);
|
||||
|
||||
return 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:
|
||||
@@ -450,7 +539,9 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
/// <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)
|
||||
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;
|
||||
@@ -466,39 +557,44 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
// 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)}");
|
||||
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 +
|
||||
|
||||
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 +
|
||||
|
||||
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 +
|
||||
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 +
|
||||
|
||||
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 +
|
||||
vertex.position = (Vector3)(endPoint +
|
||||
normal * -pointOffset2) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
|
||||
vh.AddVert(vertex);
|
||||
@@ -513,19 +609,20 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
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);
|
||||
|
||||
|
||||
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>
|
||||
@@ -547,6 +644,7 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
uv3 = uv
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个三角面索引
|
||||
/// </summary>
|
||||
@@ -560,7 +658,34 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
indices.Add(index1);
|
||||
indices.Add(index2);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 向顶点管理器添加顶点列表中的顶点构成的面
|
||||
/// </summary>
|
||||
/// <param name="vh"></param>
|
||||
/// <param name="vertexList"></param>
|
||||
/// <param name="startVertexIndex">开始连成面的顶点</param>
|
||||
/// <param name="faceVertexRange">连成面的顶点范围</param>
|
||||
/// <param name="centerVertexIndex">作为连接面中心的顶点</param>
|
||||
public static void AddFaceByConsecutiveVertices(this ICollection<int> indices, IList<UIVertex> vertexList,
|
||||
int startVertexIndex, int faceVertexRange, int centerVertexIndex)
|
||||
{
|
||||
if (faceVertexRange < 3)
|
||||
throw new IndexOutOfRangeException("无法创建小于3个点的面");
|
||||
var length = startVertexIndex + faceVertexRange - 1;
|
||||
for (int i = startVertexIndex + 1; i < length; i++)
|
||||
{
|
||||
if (i < 0 || i > vertexList.Count)
|
||||
throw new IndexOutOfRangeException(
|
||||
$"在向顶点集添加顶点时,从{startVertexIndex}开始的{faceVertexRange}个顶点(以及{centerVertexIndex})可能超出{vertexList.Count}的范围(预定范围{length}),导致构建超出预期");
|
||||
var next = startVertexIndex + 1;
|
||||
|
||||
if (next >= vertexList.Count)
|
||||
return;
|
||||
indices.AddTriangle(centerVertexIndex, startVertexIndex, startVertexIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,10 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
/// <summary>
|
||||
@@ -794,6 +798,19 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
base.OnValidate();
|
||||
isDirty = true;
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("GameObject/Xeric Library/UI/UIAnyPatternRenderer", false, 10)]
|
||||
private static void CreateGameObject()
|
||||
{
|
||||
GameObject newObject = new GameObject(nameof(UIAnyPatternRenderer), typeof(UIAnyPatternRenderer));
|
||||
|
||||
if (Selection.activeGameObject != null)
|
||||
newObject.transform.SetParent(Selection.activeGameObject.transform);
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(newObject, $"Create {nameof(UIAnyPatternRenderer)}");
|
||||
Selection.activeObject = newObject;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
@@ -3,6 +3,10 @@ using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
/// <summary>
|
||||
@@ -23,12 +27,34 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
public List<Vector2> points = new List<Vector2>();
|
||||
private Vector2[] _points;
|
||||
|
||||
/// <summary>
|
||||
/// 线路宽度
|
||||
/// </summary>
|
||||
public float thickness = 10f;
|
||||
/// <summary>
|
||||
/// 居中对齐
|
||||
/// </summary>
|
||||
public bool center = true;
|
||||
/// <summary>
|
||||
/// 循环线路
|
||||
/// </summary>
|
||||
public bool cycleLoop = false;
|
||||
/// <summary>
|
||||
/// 启用额外绘制的矢量箭头
|
||||
/// </summary>
|
||||
public bool enableVectorArrow = false;
|
||||
/// <summary>
|
||||
/// 矢量箭头尺寸(宽长)
|
||||
/// </summary>
|
||||
public Vector2 vectorArrowSize = Vector2.one;
|
||||
|
||||
public bool absVectorProgress = true;
|
||||
public float vectorProgress = 15f;
|
||||
public float vectorArrowProgress = 0.5f;
|
||||
public bool reverseVector = false;
|
||||
|
||||
/// <summary>
|
||||
/// 是否启用倒角功能
|
||||
/// 是/否启用倒角功能
|
||||
/// </summary>
|
||||
public bool useChamfer = false;
|
||||
|
||||
@@ -76,7 +102,7 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
points.Clear();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 生成线条网格
|
||||
/// </summary>
|
||||
@@ -89,15 +115,18 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
var offset = XericRendererUtils.SwitchCenterOffset(center, rectTransform.sizeDelta);
|
||||
_points = points.ToArray();
|
||||
|
||||
// 切换线路绘制模式
|
||||
if (useChamfer)
|
||||
{
|
||||
vh.PopulateLineByPointsArray_CFAL(_points, thickness, cycleLoop, color, offset, chamferSegments, innerRadius);
|
||||
}
|
||||
else
|
||||
{
|
||||
vh.PopulateLineByPointsArray_DSL5(_points, thickness, cycleLoop, color, offset);
|
||||
}
|
||||
|
||||
{
|
||||
vh.PopulateLineByPointsArray_DSL5(_points, thickness, cycleLoop, color, offset,
|
||||
enableVectorArrow,
|
||||
color, vectorArrowSize, vectorProgress, vectorArrowProgress, absVectorProgress, reverseVector);
|
||||
}
|
||||
|
||||
|
||||
return;
|
||||
@@ -138,5 +167,20 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
[MenuItem("GameObject/Xeric Library/UI/UILineRenderer", false, 10)]
|
||||
private static void CreateGameObject()
|
||||
{
|
||||
GameObject newObject = new GameObject(nameof(UILineRenderer), typeof(UILineRenderer));
|
||||
|
||||
if (Selection.activeGameObject != null)
|
||||
newObject.transform.SetParent(Selection.activeGameObject.transform);
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(newObject, $"Create {nameof(UILineRenderer)}");
|
||||
Selection.activeObject = newObject;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,6 +7,10 @@ using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
using XericLibrary.Runtime.Debuger;
|
||||
using XericLibrary.Runtime.MacroLibrary;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
#if ODIN_INSPECTOR
|
||||
using Sirenix.OdinInspector;
|
||||
#endif
|
||||
@@ -315,6 +319,19 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
BorderColorLinear = borderColor2;
|
||||
FillColor = fillColor;
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("GameObject/Xeric Library/UI/UIPatternRenderer", false, 10)]
|
||||
private static void CreateGameObject()
|
||||
{
|
||||
GameObject newObject = new GameObject(nameof(UIPatternRenderer), typeof(UIPatternRenderer));
|
||||
|
||||
if (Selection.activeGameObject != null)
|
||||
newObject.transform.SetParent(Selection.activeGameObject.transform);
|
||||
|
||||
Undo.RegisterCreatedObjectUndo(newObject, $"Create {nameof(UIPatternRenderer)}");
|
||||
Selection.activeObject = newObject;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -3,6 +3,7 @@ using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Pool;
|
||||
using UnityEngine.UI;
|
||||
using XericLibrary.Runtime.MacroLibrary;
|
||||
|
||||
namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
@@ -21,6 +22,7 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
private readonly List<int> _indexList = new List<int>();
|
||||
// 阵列原点
|
||||
private List<Vector4> _arrayTransformList = new List<Vector4>();
|
||||
private List<Color32> _arrayColorList = new List<Color32>();
|
||||
// 中间数据
|
||||
private List<UIVertex> _temp_vertexList = new List<UIVertex>();
|
||||
private List<int> _temp_indexList = new List<int>();
|
||||
@@ -89,14 +91,26 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
/// </summary>
|
||||
/// <param name="offset">偏移</param>
|
||||
/// <param name="angle">角度</param>
|
||||
public int AddArrayModifier(Vector3 offset, float angle)
|
||||
public int AddArrayModifier(Vector2 offset, float angle, float size)
|
||||
{
|
||||
var index = _arrayTransformList.Count;
|
||||
_arrayTransformList.Add(new Vector4(offset.x, offset.y, offset.z, angle));
|
||||
_arrayTransformList.Add(new Vector4(offset.x, offset.y, angle, size));
|
||||
Refresh();
|
||||
return index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置阵列节点
|
||||
/// </summary>
|
||||
/// <param name="trans"></param>
|
||||
public void SetArrayModifier(IList<Vector4> trans)
|
||||
{
|
||||
if (trans == null)
|
||||
return;
|
||||
_arrayTransformList.Clear();
|
||||
_arrayTransformList.AddRange(trans);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空阵列节点
|
||||
/// </summary>
|
||||
@@ -105,15 +119,62 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
_arrayTransformList.Clear();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
public bool ModifyArrayModifier(int index, Vector3 offset, float angle)
|
||||
|
||||
/// <summary>
|
||||
/// 修改阵列节点
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <param name="offset"></param>
|
||||
/// <param name="angle"></param>
|
||||
/// <param name="size"></param>
|
||||
/// <returns></returns>
|
||||
public bool ModifyArrayModifier(int index, Vector2 offset, float angle, float size)
|
||||
{
|
||||
if (index < 0 || index >= _arrayTransformList.Count)
|
||||
return false;
|
||||
_arrayTransformList[index] = new Vector4(offset.x, offset.y, offset.z, angle);
|
||||
_arrayTransformList[index] = new Vector4(offset.x, offset.y, angle, size);
|
||||
Refresh();
|
||||
return true;
|
||||
}
|
||||
|
||||
public IList<Vector4> GetArrayModifier() => _arrayTransformList;
|
||||
|
||||
/// <summary>
|
||||
/// 添加颜色
|
||||
/// </summary>
|
||||
/// <param name="color"></param>
|
||||
public void AddColor(Color color) => _arrayColorList.Add(color);
|
||||
|
||||
/// <summary>
|
||||
/// 添加颜色
|
||||
/// </summary>
|
||||
/// <param name="color"></param>
|
||||
public void AddColor(Color32 color) => _arrayColorList.Add(color);
|
||||
|
||||
/// <summary>
|
||||
/// 设置颜色节点
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <param name="color"></param>
|
||||
public void SetColor(int index, Color color) => _arrayColorList.SetAtIndex<Color32>(color, index);
|
||||
|
||||
/// <summary>
|
||||
/// 设置颜色节点
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <param name="color"></param>
|
||||
public void SetColor(int index, Color32 color) => _arrayColorList.SetAtIndex<Color32>(color, index);
|
||||
|
||||
/// <summary>
|
||||
/// 清空颜色
|
||||
/// </summary>
|
||||
public void ClearArrayColor() => _arrayColorList.Clear();
|
||||
|
||||
/// <summary>
|
||||
/// 获取颜色列表
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public IList<Color32> GetArrayColor() => _arrayColorList;
|
||||
|
||||
#endregion
|
||||
|
||||
@@ -147,19 +208,27 @@ namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
_temp_vertexList.AddRange(_vertexList.Select(a =>
|
||||
{
|
||||
var newPos = a.position;
|
||||
if (transform.w != 0)
|
||||
Vector2 newPos = a.position;
|
||||
if (transform.z != 0)
|
||||
{
|
||||
var rot = Quaternion.Euler(0, 0, transform.w);
|
||||
var rot = Quaternion.Euler(0, 0, transform.z);
|
||||
newPos = rot * newPos;
|
||||
}
|
||||
newPos += (Vector3)transform;
|
||||
if (transform.z > 0)
|
||||
newPos *= transform.w;
|
||||
newPos += (Vector2)transform;
|
||||
var newColor = a.color;
|
||||
if (index < _arrayColorList.Count && !default(Color32).Equals(_arrayColorList[index]))
|
||||
{
|
||||
newColor = _arrayColorList[index];
|
||||
}
|
||||
|
||||
return new UIVertex()
|
||||
{
|
||||
position = newPos,
|
||||
normal = a.normal,
|
||||
tangent = a.tangent,
|
||||
color = a.color,
|
||||
color = newColor,
|
||||
uv0 = a.uv0,
|
||||
uv1 = a.uv1,
|
||||
uv2 = a.uv2,
|
||||
|
||||
Reference in New Issue
Block a user