diff --git a/Runtime/Material.meta b/Runtime/Material.meta new file mode 100644 index 0000000..993c800 --- /dev/null +++ b/Runtime/Material.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 8809f4d705e747558add71820c73b3a6 +timeCreated: 1774340409 \ No newline at end of file diff --git a/Runtime/UILineRender.mat b/Runtime/Material/UILineRender.mat similarity index 100% rename from Runtime/UILineRender.mat rename to Runtime/Material/UILineRender.mat diff --git a/Runtime/UILineRender.mat.meta b/Runtime/Material/UILineRender.mat.meta similarity index 100% rename from Runtime/UILineRender.mat.meta rename to Runtime/Material/UILineRender.mat.meta diff --git a/Runtime/UILineRender.shader b/Runtime/Material/UILineRender.shader similarity index 77% rename from Runtime/UILineRender.shader rename to Runtime/Material/UILineRender.shader index 380e9ae..3ffee53 100644 --- a/Runtime/UILineRender.shader +++ b/Runtime/Material/UILineRender.shader @@ -1,6 +1,6 @@ -// Made with Amplify Shader Editor v1.9.9.1 +// Made with Amplify Shader Editor v1.9.9.8 // Available at the Unity Asset Store - http://u3d.as/y3X -Shader "UILineRender" +Shader "XericLibrary/UILine/UILineRender" { Properties { @@ -48,7 +48,7 @@ Shader "UILineRender" { Name "Default" CGPROGRAM - #define ASE_VERSION 19901 + #define ASE_VERSION 19908 #pragma vertex vert #pragma fragment frag @@ -156,11 +156,11 @@ Shader "UILineRender" Fallback Off } /*ASEBEGIN -Version=19901 -Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-432.087,-103.4147;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 -Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;-192,-112;Inherit;False;FLOAT4;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0 -Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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WireConnection;3;0;1;0 WireConnection;0;0;3;0 ASEEND*/ -//CHKSM=7125D87DAE9E1D51798A36D24871C6DA03114C88 \ No newline at end of file +//CHKSM=DE8DD19A3E7EFA6148EC2C70DC047F03DC773C59 \ No newline at end of file diff --git a/Runtime/UILineRender.shader.meta b/Runtime/Material/UILineRender.shader.meta similarity index 100% rename from Runtime/UILineRender.shader.meta rename to Runtime/Material/UILineRender.shader.meta diff --git a/Runtime/Material/UIPattern.mat b/Runtime/Material/UIPattern.mat new file mode 100644 index 0000000..aa225e7 --- /dev/null +++ b/Runtime/Material/UIPattern.mat @@ -0,0 +1,43 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 8 + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: UIPattern + m_Shader: {fileID: 4800000, guid: 93c66aea56a128b49926a44aca851008, type: 3} + m_Parent: {fileID: 0} + m_ModifiedSerializedProperties: 0 + m_ValidKeywords: [] + m_InvalidKeywords: [] + m_LightmapFlags: 4 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_LockedProperties: + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - _MainTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Ints: [] + m_Floats: + - _ColorMask: 15 + - _Fill: -0.51 + - _Stencil: 0 + - _StencilComp: 8 + - _StencilOp: 0 + - _StencilReadMask: 255 + - _StencilWriteMask: 255 + - _Thinkness: 0.13 + - _UseUIAlphaClip: 0 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/Runtime/Material/UIPattern.mat.meta b/Runtime/Material/UIPattern.mat.meta new file mode 100644 index 0000000..379f8d8 --- /dev/null +++ b/Runtime/Material/UIPattern.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e8d311832d5ece64193b5735e219f3aa +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Material/UIPattern.shader b/Runtime/Material/UIPattern.shader new file mode 100644 index 0000000..194df28 --- /dev/null +++ b/Runtime/Material/UIPattern.shader @@ -0,0 +1,198 @@ +// Made with Amplify Shader Editor v1.9.9.8 +// Available at the Unity Asset Store - http://u3d.as/y3X +Shader "XericLibrary/UILine/UIPattern" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _Thinkness( "Thinkness", Range( 0, 1 ) ) = 0.1 + _BorderColor( "Border Color", Color ) = ( 1, 1, 1, 1 ) + _FillColor( "Fill Color", Color ) = ( 0.6698113, 0.6698113, 0.6698113, 0.7803922 ) + + } + + SubShader + { + LOD 0 + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } + + Stencil + { + Ref [_Stencil] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + Comp [_StencilComp] + Pass [_StencilOp] + } + + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + + Pass + { + Name "Default" + CGPROGRAM + #define ASE_VERSION 19908 + + #pragma vertex vert + #pragma fragment frag + #pragma target 3.5 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile_local _ UNITY_UI_CLIP_RECT + #pragma multi_compile_local _ UNITY_UI_ALPHACLIP + + #define ASE_NEEDS_TEXTURE_COORDINATES2 + + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 ase_texcoord2 : TEXCOORD2; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + float4 mask : TEXCOORD2; + UNITY_VERTEX_OUTPUT_STEREO + float4 ase_texcoord3 : TEXCOORD3; + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float _UIMaskSoftnessX; + float _UIMaskSoftnessY; + + uniform float4 _FillColor; + uniform float4 _BorderColor; + uniform float _Thinkness; + + + v2f vert(appdata_t v ) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + + OUT.ase_texcoord3 = v.ase_texcoord2; + + v.vertex.xyz += float3( 0, 0, 0 ) ; + + float4 vPosition = UnityObjectToClipPos(v.vertex); + OUT.worldPosition = v.vertex; + OUT.vertex = vPosition; + + float2 pixelSize = vPosition.w; + pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + OUT.texcoord = v.texcoord; + OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN ) : SV_Target + { + //Round up the alpha color coming from the interpolator (to 1.0/256.0 steps) + //The incoming alpha could have numerical instability, which makes it very sensible to + //HDR color transparency blend, when it blends with the world's texture. + const half alphaPrecision = half(0xff); + const half invAlphaPrecision = half(1.0/alphaPrecision); + IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision; + + float4 texCoord4 = IN.ase_texcoord3; + texCoord4.xy = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); + float temp_output_18_0 = saturate( ( ( ( _Thinkness - ( 1.0 - texCoord4.z ) ) / _Thinkness ) * 100.0 ) ); + float4 lerpResult19 = lerp( _FillColor , _BorderColor , temp_output_18_0); + + + half4 color = lerpResult19; + + #ifdef UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color.a *= m.x * m.y; + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + color.rgb *= color.a; + + return color; + } + ENDCG + } + } + CustomEditor "AmplifyShaderEditor.MaterialInspector" + + Fallback Off +} +/*ASEBEGIN +Version=19908 +Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;4;-640,-384;Inherit;False;2;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-288,-176;Inherit;False;Property;_Thinkness;Thinkness;0;0;Create;True;0;0;0;False;0;False;0.1;0;0;1;0;1;FLOAT;0 +Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;13;-256,-368;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;14;-96,-384;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;15;113.2046,-377.9782;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;17;256,-240;Inherit;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;0;False;0;False;100;0;0;0;0;1;FLOAT;0 +Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;16;256,-384;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;416,-384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 +Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;21;480,-592;Inherit;False;Property;_FillColor;Fill Color;2;0;Create;True;0;0;0;False;0;False;0.6698113,0.6698113,0.6698113,0.7803922;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 +Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;20;480,-96;Inherit;False;Property;_BorderColor;Border Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 +Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;784,-384;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 +Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;864,-160;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;22;176,-592;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT4;0 +Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;0;1008,-368;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;12;XericLibrary/UILine/UIPattern;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;3;1;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0 +WireConnection;13;0;4;3 +WireConnection;14;0;2;0 +WireConnection;14;1;13;0 +WireConnection;15;0;14;0 +WireConnection;15;1;2;0 +WireConnection;16;0;15;0 +WireConnection;16;1;17;0 +WireConnection;18;0;16;0 +WireConnection;19;0;21;0 +WireConnection;19;1;20;0 +WireConnection;19;2;18;0 +WireConnection;6;0;18;0 +WireConnection;22;0;4;1 +WireConnection;22;1;4;2 +WireConnection;22;2;4;3 +WireConnection;0;0;19;0 +ASEEND*/ +//CHKSM=0563E16505FEE01A149F7DEE4B80FAB154BB7859 \ No newline at end of file diff --git a/Runtime/Material/UIPattern.shader.meta b/Runtime/Material/UIPattern.shader.meta new file mode 100644 index 0000000..f5d32a2 --- /dev/null +++ b/Runtime/Material/UIPattern.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 93c66aea56a128b49926a44aca851008 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Runtime/Renderer.meta b/Runtime/Renderer.meta new file mode 100644 index 0000000..7cf5f05 --- /dev/null +++ b/Runtime/Renderer.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 390deb51dbe74b08a56ca5ab71691ad5 +timeCreated: 1774340386 \ No newline at end of file diff --git a/Runtime/Renderer/UILineRenderer.cs b/Runtime/Renderer/UILineRenderer.cs new file mode 100644 index 0000000..9dbf355 --- /dev/null +++ b/Runtime/Renderer/UILineRenderer.cs @@ -0,0 +1,140 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +namespace XericLibrary +{ + /// + /// UI上线条绘制组件 + /// 支持设置线条厚度、居中显示,并为线段之间添加斜角边缘 + /// 继承自 MaskableGraphic,可与 UI 遮罩系统配合使用 + /// + public class UILineRenderer : XericRendererComponent + { + #region 字段属性 + + /// + /// 线条的顶点数组,至少需要 2 个点才能绘制线条 + /// 点的坐标基于本地空间,中心点由 center 属性控制 + /// + public List points = new List(); + private Vector2[] _points; + + public float thickness = 10f; + public bool center = true; + public bool cycleLoop = false; + + /// + /// 是否启用倒角功能 + /// + public bool useChamfer = false; + + /// + /// 倒角细分数量,控制圆弧的平滑度 + /// + public int chamferSegments = 4; + + /// + /// 内圆弧半径,当大于0时启用内圆弧 + /// + public float innerRadius = 0f; + + #endregion + + + /// + /// 添加顶点 + /// + /// + /// 合并弧度,指定一个弧度,在添加顶点时,自动合并之前的顶点为直线 + public void AddPoint(Vector2 point, float mergingRadius = -1) + { + if (mergingRadius > 0 && points.Count >= 2) + { + var a = points[^1]; + var b = Vector3.Dot((a - points[^2]).normalized, (a - point).normalized); + + if (b < mergingRadius) + points[^1] = point; + return; + } + points.Add(point); + Refresh(); + } + + public void RemovePoint(int index) + { + points.RemoveAt(index); + Refresh(); + } + + public void CleanPoint(Vector2 point) + { + points.Clear(); + Refresh(); + } + + /// + /// 生成线条网格 + /// + /// 用于构建网格的 VertexHelper 对象 + protected override void OnPopulateMesh(VertexHelper vh) + { + // 清空现有的网格数据 + vh.Clear(); + + var offset = XericRendererUtils.SwitchCenterOffset(center, rectTransform.sizeDelta); + _points = points.ToArray(); + + if (useChamfer) + { + vh.PopulateLineByPointsArray_CFAL(_points, thickness, cycleLoop, color, offset, chamferSegments, innerRadius); + } + else + { + vh.PopulateLineByPointsArray_DSL5(_points, thickness, cycleLoop, color, offset); + } + + + + return; + // 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 + float totalLength = _points.CalculateTotalLength(); + float currentLength = 0f; + + // 遍历所有点,创建线段并添加到网格中 + for (int i = 0; i < _points.Length-1; i++) + { + // 使用静态工具方法创建当前点与下一个点之间的线段 + // 传递当前累积长度和总长度用于UV坐标计算 + vh.CreateLineSegment_CFAL(_points[i], _points[i+1], + i > 0 ? Mathf.Acos(Vector2.Dot((_points[i] - _points[i -1]).normalized, (_points[i + 1] - _points[i]).normalized)) * Mathf.Rad2Deg : 0, + i < _points.Length-2 ? Mathf.Acos(Vector2.Dot((_points[i] - _points[i + 1]).normalized, (_points[i + 1] - _points[i +2]).normalized)) * Mathf.Rad2Deg : 0, + thickness, center, rectTransform.sizeDelta, color, currentLength, totalLength); + + // 更新累积长度 + currentLength += Vector2.Distance(_points[i], _points[i+1]); + + // 计算当前线段的顶点索引(每个线段包含 5 个顶点) + int index = i * 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 (i != 0) + { + vh.AddTriangle(index, index-1, index-3); + vh.AddTriangle(index+1, index-1, index-2); + } + } + } + } +} \ No newline at end of file diff --git a/Runtime/UILineRenderer.cs.meta b/Runtime/Renderer/UILineRenderer.cs.meta similarity index 100% rename from Runtime/UILineRenderer.cs.meta rename to Runtime/Renderer/UILineRenderer.cs.meta diff --git a/Runtime/Renderer/UIPatternRenderer.cs b/Runtime/Renderer/UIPatternRenderer.cs new file mode 100644 index 0000000..eb811f7 --- /dev/null +++ b/Runtime/Renderer/UIPatternRenderer.cs @@ -0,0 +1,296 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Pool; +using UnityEngine.Serialization; +using UnityEngine.UI; +using XericLibrary.Runtime.Debuger; +using XericLibrary.Runtime.MacroLibrary; +#if ODIN_INSPECTOR +using Sirenix.OdinInspector; +#endif +namespace XericLibrary +{ + /// + /// UI多边形图形图案渲染组件(三角形,菱形,五边形...三十二边形) + /// 支持倒角 + /// + public class UIPatternRenderer : XericRendererComponent + { + public override string ShaderName => "XericLibrary/UILine/UIPattern"; + + [Header("多边形设置"), Range(3, 32)] public int sides = 6; + + [SerializeField, Tooltip("多边形的大小 (相对于矩形区域的比例 0-1)")] +#if ODIN_INSPECTOR + [ProgressBar("Scalemin", "GetMaxScale")] +#else + [Range(0f, 1f)] +#endif + private float scale = 1f; + + [Tooltip("倒角尺寸")][Range(0f, 1f)] public float roundingSize = 0; + [Tooltip("倒角细分")][Range(2f, 32f)] public int roundingTime = 3; + [Tooltip("倒角形状")][Range(0f, 1f)] public float roundingPower = 1; + public AngleSelectMode angleMode; + [ShowIf("angleMode", optionalValue: AngleSelectMode.Angle)] + [Tooltip("起始角度")] public float startAngle = 90f; + [ShowIf("angleMode", optionalValue: AngleSelectMode.Multiples)] + [Tooltip("起始角度(倍数对齐)")] public float startAngleTime = 1; + [SerializeField, Tooltip("边框厚度")] [Range(0f, 1f)] + private float borderThickness = .1f; + + [SerializeField, Tooltip("边框颜色")] private Color borderColor = Color.white; + [SerializeField, Tooltip("填充颜色")] private Color fillColor = Color.gray; + + /// + /// 获取最大缩放(一个参考值) + /// + public float GetMaxScale => 1 / Mathf.Cos(GetSideRadius); + private float Scalemin => 0.01f; + /// + /// 获取多边形的旋转弧度 + /// + public float GetSideRadius => Mathf.PI / sides; + private float sideAngle => + angleMode switch + { + AngleSelectMode.Angle => startAngle, + AngleSelectMode.Multiples => Mathf.Rad2Deg * 2 * GetSideRadius * (startAngleTime - (sides % 2 == 0 ? 0 : 0.25f)), + _ => 1f + }; + + private static readonly int BorderColor1 = Shader.PropertyToID("_BorderColor"); + private static readonly int FillColor1 = Shader.PropertyToID("_FillColor"); + private static readonly int Thinkness = Shader.PropertyToID("_Thinkness"); + + /// + /// 边框厚度 + /// + public float BorderThickness + { + get => borderThickness; + set + { + borderThickness = value; + m_Material.SetFloat(Thinkness, borderThickness); + } + } + /// + /// 边框颜色 + /// + public Color BorderColor + { + get => borderColor; + set + { + borderColor = value; + m_Material.SetColor(BorderColor1, borderColor); + } + } + /// + /// 填充颜色 + /// + public Color FillColor + { + get => fillColor; + set + { + fillColor = value; + m_Material.SetColor(FillColor1, fillColor); + } + } + /// + /// 设置缩放 + /// + /// + public void SetScale(float scale) => this.scale = scale; + + // 缓存顶点列表以避免每帧分配内存 + private readonly List verticesCache = new List(); + + public enum AngleSelectMode + { + Angle, + Multiples, + } + + protected override void OnPopulateMesh(VertexHelper vh) + { + if (vh == null) return; + vh.Clear(); + + // 获取绘图区域的中心点和尺寸 + Rect rect = GetPixelAdjustedRect(); + Vector2 center = rect.center; + + // 取宽高较小值的一半作为基准半径,确保图形不超出边界 + float minSize = Mathf.Min(rect.width, rect.height); + float radius = (minSize / 2f) * scale; + + // 计算多边形的顶点 + verticesCache.Clear(); + + // ReSharper disable once ConditionIsAlwaysTrueOrFalse + if (sides < 3) + { + sides = 3; + Debug.LogError("图元必须由至少3个顶点构成!"); + } + + // 半角 (弧度) + var halfAngleRad = Mathf.PI / sides; + + // 限制最大倒角半径,防止图形自相交或消失 + // 最大理论半径是内切圆半径,但为了安全,限制在边长的一半对应的切距内 + // 边长 L = 2 * R * sin(pi/n) + // 最大切距 d_max = L / 2 = R * sin(pi/n) + // 对应最大圆角半径 r_max = d_max * tan(pi/n) = R * sin^2/cos ? + // 简单限制:r < radius * 0.4 (经验值) 或者精确计算 + var maxRounding = radius * 0.4f; + var currentRounding = Mathf.Clamp(roundingSize, 0f, maxRounding); + + // 此渲染组件的颜色和中心uv + Color32 color32 = this.color; + Vector2 uvCenter = new Vector4(0.5f, 0.5f, 0, 0); + // 没有倒角,使用常规流程 + if (currentRounding <= 0f) + { + verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center)); + // 添加中心点 + vh.AddVert(center, color32, uvCenter, uvCenter, uvCenter, Vector4.zero); + + float angleStep = 360f / sides; + // 添加外围点 + for (int i = 0; i < verticesCache.Count; i++) + { + // 简单的映射UV,将世界坐标映射到 0-1 范围,或者根据需求自定义 + // 这里简单地将多边形映射到整个纹理空间 + XericRendererUtils.GetUVAtRect(verticesCache[i], rect, out var u, out var v); + GetNormalizedAngleByPos(angleStep, i, out var normalizedAngle); + var uv = new Vector4(u, v, 1, normalizedAngle); + vh.AddVert(verticesCache[i], color32, uv, uv, uv, Vector4.zero); + } + + // 三角形顺序:中心点, 当前外点, 下一个外点 + for (int i = 1; i < sides; i++) + vh.AddTriangle(0, i, i + 1); + // 连接最后一个点和第一个点以闭合形状 + vh.AddTriangle(0, sides, 1); + } + // 启用倒角 + else + { + verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center)); + // 添加中心点 + vh.AddVert(center, color32, uvCenter, uvCenter, uvCenter, Vector4.zero); + var maxVpCount = sides * roundingTime + 1; + var l = 2 * radius * Mathf.Sin(Mathf.PI / sides); + var lastPos = center; + for (var i = 0; i < sides; i++) + { + Vector2 pCurr = verticesCache[i]; + Vector2 pPrev = verticesCache[(i - 1 + sides) % sides]; + Vector2 pNext = verticesCache[(i + 1) % sides]; + + Vector2 dirIn = (pPrev - pCurr).normalized; + Vector2 dirOut = (pNext - pCurr).normalized; + + // 计算圆弧圆心 + // 角平分线方向 (指向内部) + // dirIn 的反向是 -dirIn. dirOut 是 dirOut. + // 平分线 = normalize(-dirIn + dirOut) + Vector2 bisector = (-dirIn + dirOut).normalized; + // 圆心距离 pCurr 的距离: h = r / sin(alpha) + float distToCenter = currentRounding / Mathf.Sin(halfAngleRad); + Vector2 arcCenter = pCurr + bisector * distToCenter; + + var halfL = l * 0.5f; + var power = halfL * roundingPower * roundingSize; + + // 添加圆弧中心点 + // GetUVByPos(arcCenter, rect, out var ac_u, out var ac_v); + // vh.AddVert(arcCenter, this.color, new Vector4(ac_u, ac_v, )); + // // 中心区域 + // if (i > 0) + // vh.AddTriangle(0, 2 + (i - 1) * roundingTime, 2 + i * roundingTime); + + var p0 = pCurr + dirIn * halfL * roundingSize; + var p1 = pCurr + dirIn * power; + var p2 = pCurr + dirOut * power; + var p3 = pCurr + dirOut * halfL * roundingSize; + for (var j = 0; j < roundingTime; j++) + { + var jTime = (float)j / (roundingTime - 1); + MacroCurve.BezierCurve3(p0, p1, p2, p3, jTime, out var pos); + pos.GetUVAtRect(rect, out var u, out var v); + var uv = new Vector4(u, v, 1, 1); + vh.AddVert(pos, this.color, uv, uv, uv, Vector4.zero); + var index = roundingTime * i + j + 1; + var next = index + 1; + if (next >= maxVpCount) + next = (next % maxVpCount) + 1; + vh.AddTriangle(0, index, next); + Debug.Log($"{jTime}|{pos}"); + lastPos = pos; + } + } + } + } + + /// + /// 图元基础外围图形顶点 + /// + /// 边数(或者顶点数) + /// 半径 + /// 图形起始角度 + /// 中心偏移 + /// + private static IEnumerable OriginPatternVectorPoints(int sideCount, float radius, float startAngle, + Vector2 center) + { + float angleStep = 360f / sideCount; + for (int i = 0; i < sideCount; i++) + { + float angleDeg = startAngle + i * angleStep; + float angle = angleDeg * Mathf.Deg2Rad; + float x = center.x + Mathf.Cos(angle) * radius; + float y = center.y + Mathf.Sin(angle) * radius; + + yield return new Vector2(x, y); + + // uv的y是角度,不过看起来不太需要这一步 + // float normalizedDist = 1.0f; + // float normalizedAngle = (angleDeg + 90f) / 360f; + // if (normalizedAngle < 0) normalizedAngle += 1f; + // if (normalizedAngle > 1) normalizedAngle -= 1f; + // + // uvCache.Add(new Vector2(normalizedDist, normalizedAngle)); + } + } + + private void GetNormalizedAngleByPos(float angleStep, int count, out float normalizedAngle) + { + float angleDeg = startAngle + count * angleStep; + normalizedAngle = (angleDeg + 90f) / 360f; + if (normalizedAngle < 0) normalizedAngle += 1f; + if (normalizedAngle > 1) normalizedAngle -= 1f; + } + +#if UNITY_EDITOR + protected override void OnValidate() + { + base.OnValidate(); + + if (sides < 3) sides = 3; + if (scale <= float.Epsilon) scale = float.Epsilon; + SetVerticesDirty(); + + BorderThickness = borderThickness; + BorderColor = borderColor; + FillColor = fillColor; + } +#endif + } +} \ No newline at end of file diff --git a/Runtime/Renderer/UIPatternRenderer.cs.meta b/Runtime/Renderer/UIPatternRenderer.cs.meta new file mode 100644 index 0000000..144ca78 --- /dev/null +++ b/Runtime/Renderer/UIPatternRenderer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: eada6ed68c1a4d4f80a267cc56ee40d9 +timeCreated: 1774341380 \ No newline at end of file diff --git a/Runtime/Renderer/XericRendererComponent.cs b/Runtime/Renderer/XericRendererComponent.cs new file mode 100644 index 0000000..e3c476d --- /dev/null +++ b/Runtime/Renderer/XericRendererComponent.cs @@ -0,0 +1,149 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.Pool; +using UnityEngine.UI; + +namespace XericLibrary +{ + /// + /// 自定义渲染组件 + /// + [RequireComponent(typeof(CanvasRenderer))] + public class XericRendererComponent : MaskableGraphic + { + public virtual string ShaderName => "Hidden/Texture2D"; + + #region 字段属性 + + // 原始数据 + private readonly List _vertexList = new List(); + private readonly List _indexList = new List(); + // 阵列原点 + private readonly List _arrayTransformList = new List(); + // 中间数据 + private List _temp_vertexList = new List(); + private List _temp_indexList = new List(); + + private bool _dirty; + + #endregion + +#if UNITY_EDITOR + protected override void OnValidate() + { + base.OnValidate(); + + if (m_Material == null) + material = new Material(Shader.Find(ShaderName)); + } +#endif + + #region 绘制 + + /// + /// 刷新 + /// + public virtual void Refresh() + { + SetVerticesDirty(); + } + /// + /// ui模型填充流程 + /// + /// + protected override void OnPopulateMesh(VertexHelper vh) + { + ClearCache(); + // 填充图元 + OnPopulatePrefabricateVertex(_vertexList, _indexList); + // 阵列 + ArrayVertexList(_arrayTransformList); + // 将顶点填充到mesh + vh.AddUIVertexStream(_temp_vertexList, _temp_indexList); + } + + /// + /// 填充预制顶点 + /// + /// 顶点列表 + /// 三角面索引 + protected virtual void OnPopulatePrefabricateVertex(List vertexList, List indexList) + { + } + + + /// + /// 清除所有缓存 + /// + protected void ClearCache() + { + _vertexList.Clear(); + _indexList.Clear(); + _arrayTransformList.Clear(); + } + + /// + /// 添加一个阵列节点 + /// + /// 偏移 + /// 角度 + protected void AddArrayModifier(Vector3 offset, float angle) + { + _arrayTransformList.Add(new Vector4(offset.x, offset.y, offset.z, angle)); + } + + #endregion + + #region 阵列 + + /// + /// 根据原点阵列 + /// + /// + /// + protected void ArrayVertexList(List trans) + { + if (trans == null || trans.Count == 0) + { + Copy(); + return; + } + foreach (var t in trans) + Copy2(t); + + void Copy() + { + _temp_vertexList = _vertexList.GetRange(0, _vertexList.Count); + _temp_indexList = _indexList.GetRange(0, _indexList.Count); + } + void Copy2(Vector4 transform) + { + _temp_vertexList = _vertexList.Select(a => + { + var newPos = new Vector3(a.position.x, a.position.y, a.position.z); + if (a.position.z != 0) + { + var rot = Quaternion.Euler(0, 0, a.position.z); + newPos = rot * newPos; + } + newPos += (Vector3)transform; + return new UIVertex() + { + position = newPos, + normal = a.normal, + tangent = a.tangent, + color = a.color, + uv0 = a.uv0, + uv1 = a.uv1, + uv2 = a.uv2, + uv3 = a.uv3, + }; + }).ToList(); + _temp_indexList = _indexList.GetRange(0, _indexList.Count); + } + } + + #endregion + } +} \ No newline at end of file diff --git a/Runtime/Renderer/XericRendererComponent.cs.meta b/Runtime/Renderer/XericRendererComponent.cs.meta new file mode 100644 index 0000000..3603c0a --- /dev/null +++ b/Runtime/Renderer/XericRendererComponent.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 69b796bc59d34993b4b618c67db9c388 +timeCreated: 1774340572 \ No newline at end of file diff --git a/Runtime/Renderer/XericRendererUtils.cs b/Runtime/Renderer/XericRendererUtils.cs new file mode 100644 index 0000000..77b2ed0 --- /dev/null +++ b/Runtime/Renderer/XericRendererUtils.cs @@ -0,0 +1,518 @@ +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 +{ + /// + /// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作 + /// + internal static class XericRendererUtils + { + /// + /// 计算线路的总长度 + /// + /// 线路的顶点数组 + /// 线路是循环 + /// 线路的总长度 + 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; + } + + /// + /// 计算一个点指向另一个点的角度(以度为单位) + /// + /// 起始点 + /// 目标点 + /// 旋转角度,范围为 -180 到 180 度 + 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); + } + + /// + /// 如果需要居中显示,则偏移到组件中心 + /// + /// 是否要居中显示 + /// 整个绘制矩形范围的尺寸 + /// + public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) => center ? Vector2.zero : -(rectSize / 2); + + /// + /// 获取两个点之间的法线,副法线 + /// + /// 起点 + /// 终点 + /// 起点到终点的矢量 + /// 两点间距离 + /// 起点到终点的法线 + /// 垂直与起点到终点的法线(法线左转90) + /// + 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; + } + + /// + /// 计算起点和终点的UV坐标Y值 + /// + /// 这段线段的起始线路长度 + /// 这段线段的长度 + /// 总线路的长度 + /// 起点处的uv y + /// 终点处的uv y + 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; + } + + #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) + + /// + /// 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) + /// + /// 顶点容器 + /// 线段的起点 + /// 线段的距离 + /// 线段的终点 + /// 线条的厚度 + /// 线条的颜色 + /// 当前线段起点在线路中的累积长度 + /// 线路的总长度 + public static List GetSingleLineSegmentVerts_DSL5(List 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; + } + + /// + /// 在网格构建对象上添加这个直线片段 + /// + /// 构建网格对象 + /// 该线路片段索引(比如第一段线应该是0) + /// 该片段顶点 + public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex, IEnumerable 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); + } + } + + /// + /// 推送顶点绘制线路 + /// + /// + /// + /// + /// + /// + /// + 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.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.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) + + /// + /// 在网格构建对象上添加这个直线片段 + /// + /// 构建网格对象 + /// 该线路片段索引(比如第一段线应该是0) + /// 该片段顶点 + public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex, IEnumerable 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); + } + } + + /// + /// 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 + /// + /// 顶点容器 + /// 线段的起点 + /// 线段的终点 + /// 下一个线段的终点(用于计算夹角) + /// 上一个线段的起点(用于计算夹角) + /// 线条的厚度 + /// 线条的颜色 + /// 当前线段起点在线路中的累积长度 + /// 线路的总长度 + /// 偏移量 + /// 倒角细分数量 + /// 内圆弧半径 + /// 返回线段的距离 + /// 包含线段顶点的列表 + public static List GetSingleLineSegmentVerts_CFAL(List 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; + } + + /// + /// 推送顶点绘制带有倒角的线路 + /// + /// 网格构建对象 + /// 线路顶点数组 + /// 线条厚度 + /// 是否循环 + /// 线条颜色 + /// 偏移量 + /// 倒角细分数量 + /// 内圆弧半径 + 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.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.Release(vertices); + } + + + #endregion + + #region 带有顶合并的线路绘制方法 + + /// + /// 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) + /// + /// 线段的起点 + /// 线段的终点 + /// 起点到终点与终点到下一点 + /// 起点到终点与终点到下一点 + /// 线条的厚度 + /// 是否居中显示 + /// 矩形变换的尺寸 + /// 线条的颜色 + /// 用于添加顶点的 VertexHelper 对象 + /// 当前线段起点在线路中的累积长度 + /// 线路的总长度 + 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 vertexList, Vector4 uv2) + { + + } + + #endregion + } +} \ No newline at end of file diff --git a/Runtime/UILineRendererUtils.cs.meta b/Runtime/Renderer/XericRendererUtils.cs.meta similarity index 100% rename from Runtime/UILineRendererUtils.cs.meta rename to Runtime/Renderer/XericRendererUtils.cs.meta diff --git a/Runtime/Sample.unity b/Runtime/Sample.unity index c0b1160..e1e0419 100644 --- a/Runtime/Sample.unity +++ b/Runtime/Sample.unity @@ -192,7 +192,12 @@ MonoBehaviour: - {x: 938.8, y: 3.85} - {x: 1000, y: 133} thickness: 20 - center: 1 + center: 0 + cycleLoop: 0 + a: 1 + useChamfer: 0 + chamferSegments: 4 + innerRadius: 0 --- !u!222 &246206084 CanvasRenderer: m_ObjectHideFlags: 0 @@ -430,6 +435,7 @@ GameObject: - component: {fileID: 963194228} - component: {fileID: 963194227} - component: {fileID: 963194226} + - component: {fileID: 963194229} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -503,6 +509,39 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &963194229 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 963194225} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3} + m_Name: + m_EditorClassIdentifier: + m_RenderShadows: 1 + m_RequiresDepthTextureOption: 2 + m_RequiresOpaqueTextureOption: 2 + m_CameraType: 0 + m_Cameras: [] + m_RendererIndex: -1 + m_VolumeLayerMask: + serializedVersion: 2 + m_Bits: 1 + m_VolumeTrigger: {fileID: 0} + m_VolumeFrameworkUpdateModeOption: 2 + m_RenderPostProcessing: 0 + m_Antialiasing: 0 + m_AntialiasingQuality: 2 + m_StopNaN: 0 + m_Dithering: 0 + m_ClearDepth: 1 + m_AllowXRRendering: 1 + m_RequiresDepthTexture: 0 + m_RequiresColorTexture: 0 + m_Version: 2 --- !u!1 &1231462425 GameObject: m_ObjectHideFlags: 0 diff --git a/Runtime/UILineRenderer.cs b/Runtime/UILineRenderer.cs deleted file mode 100644 index a8b2e01..0000000 --- a/Runtime/UILineRenderer.cs +++ /dev/null @@ -1,82 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -namespace XericLibrary -{ - /// - /// UILineRenderer 是一个用于在 UI 上绘制连续线条的组件 - /// 支持设置线条厚度、居中显示,并为线段之间添加斜角边缘 - /// 继承自 MaskableGraphic,可与 UI 遮罩系统配合使用 - /// - [RequireComponent(typeof(CanvasRenderer))] - public class UILineRenderer : MaskableGraphic - { - /// - /// 线条的顶点数组,至少需要 2 个点才能绘制线条 - /// 点的坐标基于本地空间,中心点由 center 属性控制 - /// - public Vector2[] points; - - /// - /// 线条的厚度,单位为像素 - /// - public float thickness = 10f; - - /// - /// 是否将线条居中显示 - /// true: 线条将以组件中心为原点 - /// false: 线条将以组件左下角为原点 - /// - public bool center = true; - - public float a = 1; - - /// - /// 重写 MaskableGraphic 的方法,用于生成线条的网格 - /// 当 UI 需要重建时会自动调用此方法 - /// - /// 用于构建网格的 VertexHelper 对象 - protected override void OnPopulateMesh(VertexHelper vh) - { - // 清空现有的网格数据 - vh.Clear(); - - // 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 - float totalLength = UILineRendererUtils.CalculateTotalLength(points); - float currentLength = 0f; - - // 遍历所有点,创建线段并添加到网格中 - for (int i = 0; i < points.Length-1; i++) - { - // 使用静态工具方法创建当前点与下一个点之间的线段 - // 传递当前累积长度和总长度用于UV坐标计算 - UILineRendererUtils.CreateLineSegment(points[i], points[i+1], - i > 0 ? Mathf.Acos(Vector2.Dot((points[i -1] - points[i]).normalized, (points[i + 1] - points[i]).normalized)) : 0, - i < points.Length-2 ? Mathf.Acos(Vector2.Dot((points[i + 1] - points[i]).normalized, (points[i + 1] - points[i +2]).normalized)) : 0, - thickness, center, rectTransform.sizeDelta, color, vh, currentLength, totalLength); - - // 更新累积长度 - currentLength += Vector2.Distance(points[i], points[i+1]); - - // 计算当前线段的顶点索引(每个线段包含 5 个顶点) - int index = i * 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 (i != 0) - { - vh.AddTriangle(index, index-1, index-3); - vh.AddTriangle(index+1, index-1, index-2); - } - } - } - } -} \ No newline at end of file diff --git a/Runtime/UILineRendererUtils.cs b/Runtime/UILineRendererUtils.cs deleted file mode 100644 index 8cd97a8..0000000 --- a/Runtime/UILineRendererUtils.cs +++ /dev/null @@ -1,135 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using XericLibrary.Runtime.MacroLibrary; - -namespace XericLibrary -{ - /// - /// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作 - /// - public static class UILineRendererUtils - { - /// - /// 计算线路的总长度 - /// - /// 线路的顶点数组 - /// 线路的总长度 - public static float CalculateTotalLength(Vector2[] points) - { - if (points.Length < 2) - return 0f; - - float totalLength = 0f; - for (int i = 0; i < points.Length - 1; i++) - { - totalLength += Vector2.Distance(points[i], points[i + 1]); - } - return totalLength; - } - - /// - /// 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) - /// - /// 线段的起点 - /// 线段的终点 - /// 起点到终点与终点到下一点 - /// 起点到终点与终点到下一点 - /// 线条的厚度 - /// 是否居中显示 - /// 矩形变换的尺寸 - /// 线条的颜色 - /// 用于添加顶点的 VertexHelper 对象 - /// 当前线段起点在线路中的累积长度 - /// 线路的总长度 - public static void CreateLineSegment(Vector2 point1, Vector2 point2, float angle0, float angle3, float thickness, bool center, Vector2 rectSize, Color color, VertexHelper vh, float currentLength, 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; - - var vector = point2 - point1; - var vectorDistance = vector.magnitude; - - // 距离过小时不绘制 - if (vectorDistance <= float.Epsilon) - return; - // 线段的法线和副法线 - var vectorNormal = vector / vectorDistance; - var vectorSubtangent = Vector2.Perpendicular(vectorNormal); - // 计算线段长度 - float segmentLength = Vector2.Distance(point1, point2); - // 线段单侧宽度 - var width = thickness / 2; - //顶点偏移量 - var pointOffset1 = angle0 == 0 ? 0 : width / Mathf.Sin(angle0 / 2); - var pointOffset2 = angle3 == 0 ? 0 : width / Mathf.Sin(angle3 / 2); - Debug.Log($"{pointOffset1} , {pointOffset2}"); - // 计算起点和终点的UV坐标Y值 - float startUVY = totalLength > 0 ? currentLength / totalLength : 0f; - float endUVY = totalLength > 0 ? (currentLength + segmentLength) / totalLength : 0f; - - // 计算起点的旋转角度,使线条垂直于线段方向 - // Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90); - - // 添加起点的左侧顶点 - // vertex.position = point1Rotation * new Vector3(-thickness / 2, 0); - vertex.position = (Vector3)(point1 + - vectorSubtangent * -width + - vectorNormal * pointOffset1) - (Vector3)offset; - vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV - vh.AddVert(vertex); - - // 添加起点的右侧顶点 - // vertex.position = point1Rotation * new Vector3(thickness / 2, 0); - vertex.position = (Vector3)(point1 + - vectorSubtangent * width + - vectorNormal * pointOffset1) - (Vector3)offset; - vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV - vh.AddVert(vertex); - - // 计算终点的旋转角度,使线条垂直于线段方向 - //Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90); - - // 添加终点的左侧顶点 - //vertex.position = point2Rotation * new Vector3(-thickness / 2, 0); - vertex.position = (Vector3)(point2 + - vectorSubtangent * -width + - vectorNormal * pointOffset2) - (Vector3)offset; - vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV - vh.AddVert(vertex); - - // 添加终点的右侧顶点 - //vertex.position = point2Rotation * new Vector3(thickness / 2, 0); - vertex.position = (Vector3)(point2 + - vectorSubtangent * width + - vectorNormal * 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 = point2 - offset; - vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV - vh.AddVert(vertex); - } - - /// - /// 计算一个点指向另一个点的角度(以度为单位) - /// - /// 起始点 - /// 目标点 - /// 旋转角度,范围为 -180 到 180 度 - 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 (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI)); - } - } -} \ No newline at end of file