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, PublicKeyToken=null;0;0,0;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;3;UILineRender;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;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;True;3;False;0;;0;0;Standard;0;0;1;True;False;;False;0
+Version=19908
+Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-640,-128;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;-384,-128;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, PublicKeyToken=null;0;-128,-128;Float;False;True;-1;3;AmplifyShaderEditor.MaterialInspector;0;12;XericLibrary/UILine/UILineRender;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;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));
- }
- }
-}
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