Archived
改进ui多边形渲染组件功能。
改进渲染器基类流程。 改进多边形shader逻辑。
This commit is contained in:
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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namespace XericLibrary
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{
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/// <summary>
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/// UI上线条绘制组件
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/// 支持设置线条厚度、居中显示,并为线段之间添加斜角边缘
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/// 继承自 MaskableGraphic,可与 UI 遮罩系统配合使用
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/// </summary>
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public class UILineRenderer : XericRendererComponent
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{
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#region 字段属性
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/// <summary>
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/// 线条的顶点数组,至少需要 2 个点才能绘制线条
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/// 点的坐标基于本地空间,中心点由 center 属性控制
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/// </summary>
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public List<Vector2> points = new List<Vector2>();
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private Vector2[] _points;
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public float thickness = 10f;
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public bool center = true;
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public bool cycleLoop = false;
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/// <summary>
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/// 是否启用倒角功能
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/// </summary>
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public bool useChamfer = false;
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/// <summary>
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/// 倒角细分数量,控制圆弧的平滑度
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/// </summary>
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public int chamferSegments = 4;
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/// <summary>
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/// 内圆弧半径,当大于0时启用内圆弧
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/// </summary>
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public float innerRadius = 0f;
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#endregion
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/// <summary>
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/// 添加顶点
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/// </summary>
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/// <param name="point"></param>
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/// <param name="mergingRadius">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</param>
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public void AddPoint(Vector2 point, float mergingRadius = -1)
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{
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if (mergingRadius > 0 && points.Count >= 2)
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{
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var a = points[^1];
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var b = Vector3.Dot((a - points[^2]).normalized, (a - point).normalized);
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if (b < mergingRadius)
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points[^1] = point;
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return;
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}
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points.Add(point);
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Refresh();
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}
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public void RemovePoint(int index)
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{
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points.RemoveAt(index);
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Refresh();
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}
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public void CleanPoint(Vector2 point)
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{
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points.Clear();
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Refresh();
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}
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/// <summary>
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/// 生成线条网格
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/// </summary>
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/// <param name="vh">用于构建网格的 VertexHelper 对象</param>
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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// 清空现有的网格数据
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vh.Clear();
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var offset = XericRendererUtils.SwitchCenterOffset(center, rectTransform.sizeDelta);
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_points = points.ToArray();
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if (useChamfer)
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{
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vh.PopulateLineByPointsArray_CFAL(_points, thickness, cycleLoop, color, offset, chamferSegments, innerRadius);
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}
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else
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{
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vh.PopulateLineByPointsArray_DSL5(_points, thickness, cycleLoop, color, offset);
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}
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return;
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// 至少需要 2 个点才能绘制线条
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if (_points.Length < 2)
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return;
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// 计算线路总长度
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float totalLength = _points.CalculateTotalLength();
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float currentLength = 0f;
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// 遍历所有点,创建线段并添加到网格中
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for (int i = 0; i < _points.Length-1; i++)
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{
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// 使用静态工具方法创建当前点与下一个点之间的线段
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// 传递当前累积长度和总长度用于UV坐标计算
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vh.CreateLineSegment_CFAL(_points[i], _points[i+1],
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i > 0 ? Mathf.Acos(Vector2.Dot((_points[i] - _points[i -1]).normalized, (_points[i + 1] - _points[i]).normalized)) * Mathf.Rad2Deg : 0,
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i < _points.Length-2 ? Mathf.Acos(Vector2.Dot((_points[i] - _points[i + 1]).normalized, (_points[i + 1] - _points[i +2]).normalized)) * Mathf.Rad2Deg : 0,
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thickness, center, rectTransform.sizeDelta, color, currentLength, totalLength);
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// 更新累积长度
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currentLength += Vector2.Distance(_points[i], _points[i+1]);
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// 计算当前线段的顶点索引(每个线段包含 5 个顶点)
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int index = i * 5;
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// 添加线段的两个三角形(构成矩形线段)
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vh.AddTriangle(index, index+1, index+3);
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vh.AddTriangle(index+3, index+2, index);
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// 为线段之间添加斜角边缘
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// 使用上一个线段的终点和当前线段的起点创建过渡三角形
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if (i != 0)
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{
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vh.AddTriangle(index, index-1, index-3);
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vh.AddTriangle(index+1, index-1, index-2);
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 5b33b2e663e78774c9f0c9af55018725
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,296 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Pool;
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using UnityEngine.Serialization;
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using UnityEngine.UI;
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using XericLibrary.Runtime.Debuger;
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using XericLibrary.Runtime.MacroLibrary;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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namespace XericLibrary
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{
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/// <summary>
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/// 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)
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/// 支持倒角
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/// </summary>
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public class UIPatternRenderer : XericRendererComponent
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{
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public override string ShaderName => "XericLibrary/UILine/UIPattern";
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[Header("多边形设置"), Range(3, 32)] public int sides = 6;
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[SerializeField, Tooltip("多边形的大小 (相对于矩形区域的比例 0-1)")]
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#if ODIN_INSPECTOR
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[ProgressBar("Scalemin", "GetMaxScale")]
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#else
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[Range(0f, 1f)]
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#endif
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private float scale = 1f;
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[Tooltip("倒角尺寸")][Range(0f, 1f)] public float roundingSize = 0;
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[Tooltip("倒角细分")][Range(2f, 32f)] public int roundingTime = 3;
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[Tooltip("倒角形状")][Range(0f, 1f)] public float roundingPower = 1;
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public AngleSelectMode angleMode;
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[ShowIf("angleMode", optionalValue: AngleSelectMode.Angle)]
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[Tooltip("起始角度")] public float startAngle = 90f;
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[ShowIf("angleMode", optionalValue: AngleSelectMode.Multiples)]
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[Tooltip("起始角度(倍数对齐)")] public float startAngleTime = 1;
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[SerializeField, Tooltip("边框厚度")] [Range(0f, 1f)]
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private float borderThickness = .1f;
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[SerializeField, Tooltip("边框颜色")] private Color borderColor = Color.white;
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[SerializeField, Tooltip("填充颜色")] private Color fillColor = Color.gray;
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/// <summary>
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/// 获取最大缩放(一个参考值)
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/// </summary>
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public float GetMaxScale => 1 / Mathf.Cos(GetSideRadius);
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private float Scalemin => 0.01f;
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/// <summary>
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/// 获取多边形的旋转弧度
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/// </summary>
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public float GetSideRadius => Mathf.PI / sides;
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private float sideAngle =>
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angleMode switch
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{
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AngleSelectMode.Angle => startAngle,
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AngleSelectMode.Multiples => Mathf.Rad2Deg * 2 * GetSideRadius * (startAngleTime - (sides % 2 == 0 ? 0 : 0.25f)),
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_ => 1f
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};
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private static readonly int BorderColor1 = Shader.PropertyToID("_BorderColor");
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private static readonly int FillColor1 = Shader.PropertyToID("_FillColor");
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private static readonly int Thinkness = Shader.PropertyToID("_Thinkness");
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/// <summary>
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/// 边框厚度
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/// </summary>
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public float BorderThickness
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{
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get => borderThickness;
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set
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{
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borderThickness = value;
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m_Material.SetFloat(Thinkness, borderThickness);
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}
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}
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/// <summary>
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/// 边框颜色
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/// </summary>
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public Color BorderColor
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{
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get => borderColor;
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set
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{
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borderColor = value;
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m_Material.SetColor(BorderColor1, borderColor);
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}
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}
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/// <summary>
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/// 填充颜色
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/// </summary>
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public Color FillColor
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{
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get => fillColor;
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set
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{
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fillColor = value;
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m_Material.SetColor(FillColor1, fillColor);
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}
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}
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/// <summary>
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/// 设置缩放
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/// </summary>
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/// <param name="scale"></param>
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public void SetScale(float scale) => this.scale = scale;
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// 缓存顶点列表以避免每帧分配内存
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private readonly List<Vector3> verticesCache = new List<Vector3>();
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public enum AngleSelectMode
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{
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Angle,
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Multiples,
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (vh == null) return;
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vh.Clear();
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// 获取绘图区域的中心点和尺寸
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Rect rect = GetPixelAdjustedRect();
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Vector2 center = rect.center;
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// 取宽高较小值的一半作为基准半径,确保图形不超出边界
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float minSize = Mathf.Min(rect.width, rect.height);
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float radius = (minSize / 2f) * scale;
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// 计算多边形的顶点
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verticesCache.Clear();
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// ReSharper disable once ConditionIsAlwaysTrueOrFalse
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if (sides < 3)
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{
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sides = 3;
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Debug.LogError("图元必须由至少3个顶点构成!");
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}
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// 半角 (弧度)
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var halfAngleRad = Mathf.PI / sides;
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// 限制最大倒角半径,防止图形自相交或消失
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// 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
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// 边长 L = 2 * R * sin(pi/n)
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// 最大切距 d_max = L / 2 = R * sin(pi/n)
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// 对应最大圆角半径 r_max = d_max * tan(pi/n) = R * sin^2/cos ?
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// 简单限制:r < radius * 0.4 (经验值) 或者精确计算
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var maxRounding = radius * 0.4f;
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var currentRounding = Mathf.Clamp(roundingSize, 0f, maxRounding);
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// 此渲染组件的颜色和中心uv
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Color32 color32 = this.color;
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Vector2 uvCenter = new Vector4(0.5f, 0.5f, 0, 0);
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// 没有倒角,使用常规流程
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if (currentRounding <= 0f)
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{
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verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center));
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// 添加中心点
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vh.AddVert(center, color32, uvCenter, uvCenter, uvCenter, Vector4.zero);
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float angleStep = 360f / sides;
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// 添加外围点
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for (int i = 0; i < verticesCache.Count; i++)
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{
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// 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
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// 这里简单地将多边形映射到整个纹理空间
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XericRendererUtils.GetUVAtRect(verticesCache[i], rect, out var u, out var v);
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GetNormalizedAngleByPos(angleStep, i, out var normalizedAngle);
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var uv = new Vector4(u, v, 1, normalizedAngle);
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vh.AddVert(verticesCache[i], color32, uv, uv, uv, Vector4.zero);
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}
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// 三角形顺序:中心点, 当前外点, 下一个外点
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for (int i = 1; i < sides; i++)
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vh.AddTriangle(0, i, i + 1);
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// 连接最后一个点和第一个点以闭合形状
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vh.AddTriangle(0, sides, 1);
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}
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// 启用倒角
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else
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{
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verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center));
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// 添加中心点
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vh.AddVert(center, color32, uvCenter, uvCenter, uvCenter, Vector4.zero);
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var maxVpCount = sides * roundingTime + 1;
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var l = 2 * radius * Mathf.Sin(Mathf.PI / sides);
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var lastPos = center;
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for (var i = 0; i < sides; i++)
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{
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Vector2 pCurr = verticesCache[i];
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Vector2 pPrev = verticesCache[(i - 1 + sides) % sides];
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Vector2 pNext = verticesCache[(i + 1) % sides];
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Vector2 dirIn = (pPrev - pCurr).normalized;
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Vector2 dirOut = (pNext - pCurr).normalized;
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// 计算圆弧圆心
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// 角平分线方向 (指向内部)
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// dirIn 的反向是 -dirIn. dirOut 是 dirOut.
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// 平分线 = normalize(-dirIn + dirOut)
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Vector2 bisector = (-dirIn + dirOut).normalized;
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// 圆心距离 pCurr 的距离: h = r / sin(alpha)
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float distToCenter = currentRounding / Mathf.Sin(halfAngleRad);
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Vector2 arcCenter = pCurr + bisector * distToCenter;
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var halfL = l * 0.5f;
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var power = halfL * roundingPower * roundingSize;
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// 添加圆弧中心点
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// GetUVByPos(arcCenter, rect, out var ac_u, out var ac_v);
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// vh.AddVert(arcCenter, this.color, new Vector4(ac_u, ac_v, ));
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// // 中心区域
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// if (i > 0)
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// vh.AddTriangle(0, 2 + (i - 1) * roundingTime, 2 + i * roundingTime);
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var p0 = pCurr + dirIn * halfL * roundingSize;
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var p1 = pCurr + dirIn * power;
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var p2 = pCurr + dirOut * power;
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var p3 = pCurr + dirOut * halfL * roundingSize;
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for (var j = 0; j < roundingTime; j++)
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{
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var jTime = (float)j / (roundingTime - 1);
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MacroCurve.BezierCurve3(p0, p1, p2, p3, jTime, out var pos);
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pos.GetUVAtRect(rect, out var u, out var v);
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var uv = new Vector4(u, v, 1, 1);
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vh.AddVert(pos, this.color, uv, uv, uv, Vector4.zero);
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var index = roundingTime * i + j + 1;
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var next = index + 1;
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if (next >= maxVpCount)
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next = (next % maxVpCount) + 1;
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vh.AddTriangle(0, index, next);
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Debug.Log($"{jTime}|{pos}");
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lastPos = pos;
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}
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}
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}
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}
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/// <summary>
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/// 图元基础外围图形顶点
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/// </summary>
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/// <param name="sideCount">边数(或者顶点数)</param>
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/// <param name="radius">半径</param>
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/// <param name="startAngle">图形起始角度</param>
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/// <param name="center">中心偏移</param>
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/// <returns></returns>
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private static IEnumerable<Vector3> OriginPatternVectorPoints(int sideCount, float radius, float startAngle,
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Vector2 center)
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{
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float angleStep = 360f / sideCount;
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for (int i = 0; i < sideCount; i++)
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{
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float angleDeg = startAngle + i * angleStep;
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float angle = angleDeg * Mathf.Deg2Rad;
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float x = center.x + Mathf.Cos(angle) * radius;
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float y = center.y + Mathf.Sin(angle) * radius;
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yield return new Vector2(x, y);
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// uv的y是角度,不过看起来不太需要这一步
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// float normalizedDist = 1.0f;
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// float normalizedAngle = (angleDeg + 90f) / 360f;
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// if (normalizedAngle < 0) normalizedAngle += 1f;
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// if (normalizedAngle > 1) normalizedAngle -= 1f;
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//
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// uvCache.Add(new Vector2(normalizedDist, normalizedAngle));
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}
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}
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private void GetNormalizedAngleByPos(float angleStep, int count, out float normalizedAngle)
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{
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float angleDeg = startAngle + count * angleStep;
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normalizedAngle = (angleDeg + 90f) / 360f;
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if (normalizedAngle < 0) normalizedAngle += 1f;
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if (normalizedAngle > 1) normalizedAngle -= 1f;
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}
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eada6ed68c1a4d4f80a267cc56ee40d9
|
||||
timeCreated: 1774341380
|
||||
@@ -0,0 +1,149 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Pool;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace XericLibrary
|
||||
{
|
||||
/// <summary>
|
||||
/// 自定义渲染组件
|
||||
/// </summary>
|
||||
[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<UIVertex> _vertexList = new List<UIVertex>();
|
||||
private readonly List<int> _indexList = new List<int>();
|
||||
// 阵列原点
|
||||
private readonly List<Vector4> _arrayTransformList = new List<Vector4>();
|
||||
// 中间数据
|
||||
private List<UIVertex> _temp_vertexList = new List<UIVertex>();
|
||||
private List<int> _temp_indexList = new List<int>();
|
||||
|
||||
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
|
||||
|
||||
/// <summary>
|
||||
/// 刷新
|
||||
/// </summary>
|
||||
public virtual void Refresh()
|
||||
{
|
||||
SetVerticesDirty();
|
||||
}
|
||||
/// <summary>
|
||||
/// ui模型填充流程
|
||||
/// </summary>
|
||||
/// <param name="vh"></param>
|
||||
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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 填充预制顶点
|
||||
/// </summary>
|
||||
/// <param name="vertexList">顶点列表</param>
|
||||
/// <param name="indexList">三角面索引</param>
|
||||
protected virtual void OnPopulatePrefabricateVertex(List<UIVertex> vertexList, List<int> indexList)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 清除所有缓存
|
||||
/// </summary>
|
||||
protected void ClearCache()
|
||||
{
|
||||
_vertexList.Clear();
|
||||
_indexList.Clear();
|
||||
_arrayTransformList.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个阵列节点
|
||||
/// </summary>
|
||||
/// <param name="offset">偏移</param>
|
||||
/// <param name="angle">角度</param>
|
||||
protected void AddArrayModifier(Vector3 offset, float angle)
|
||||
{
|
||||
_arrayTransformList.Add(new Vector4(offset.x, offset.y, offset.z, angle));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 阵列
|
||||
|
||||
/// <summary>
|
||||
/// 根据原点阵列
|
||||
/// </summary>
|
||||
/// <param name="vh"></param>
|
||||
/// <param name="trans"></param>
|
||||
protected void ArrayVertexList(List<Vector4> 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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69b796bc59d34993b4b618c67db9c388
|
||||
timeCreated: 1774340572
|
||||
@@ -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
|
||||
{
|
||||
/// <summary>
|
||||
/// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作
|
||||
/// </summary>
|
||||
internal static class XericRendererUtils
|
||||
{
|
||||
/// <summary>
|
||||
/// 计算线路的总长度
|
||||
/// </summary>
|
||||
/// <param name="points">线路的顶点数组</param>
|
||||
/// <param name="cycleLoop">线路是循环</param>
|
||||
/// <returns>线路的总长度</returns>
|
||||
public static float CalculateTotalLength(this Vector2[] points, bool cycleLoop = false)
|
||||
{
|
||||
if (points.Length < 2)
|
||||
return 0f;
|
||||
|
||||
var totalLength = 0f;
|
||||
for (int i = 0; i < points.Length - 1; i++)
|
||||
totalLength += Vector2.Distance(points[i], points[i + 1]);
|
||||
|
||||
if (cycleLoop)
|
||||
totalLength += Vector2.Distance(points[0], points[^1]);
|
||||
|
||||
return totalLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算一个点指向另一个点的角度(以度为单位)
|
||||
/// </summary>
|
||||
/// <param name="vertex">起始点</param>
|
||||
/// <param name="target">目标点</param>
|
||||
/// <returns>旋转角度,范围为 -180 到 180 度</returns>
|
||||
public static float RotatePointTowards(Vector2 vertex, Vector2 target)
|
||||
{
|
||||
// 使用反正切函数计算两点之间的角度
|
||||
// 将弧度转换为角度返回
|
||||
return (Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * Mathf.Rad2Deg);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 如果需要居中显示,则偏移到组件中心
|
||||
/// </summary>
|
||||
/// <param name="center">是否要居中显示</param>
|
||||
/// <param name="rectSize">整个绘制矩形范围的尺寸</param>
|
||||
/// <returns></returns>
|
||||
public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) => center ? Vector2.zero : -(rectSize / 2);
|
||||
|
||||
/// <summary>
|
||||
/// 获取两个点之间的法线,副法线
|
||||
/// </summary>
|
||||
/// <param name="startPoint">起点</param>
|
||||
/// <param name="endPoint">终点</param>
|
||||
/// <param name="vector">起点到终点的矢量</param>
|
||||
/// <param name="distance">两点间距离</param>
|
||||
/// <param name="normal">起点到终点的法线</param>
|
||||
/// <param name="subTangent">垂直与起点到终点的法线(法线左转90)</param>
|
||||
/// <returns></returns>
|
||||
private static bool GetNormalizedVector(Vector2 startPoint, Vector2 endPoint,
|
||||
out Vector2 vector, out float distance, out Vector2 normal, out Vector2 subTangent)
|
||||
{
|
||||
vector = endPoint - startPoint;
|
||||
distance = vector.magnitude;
|
||||
normal = Vector2.zero;
|
||||
subTangent = Vector2.zero;
|
||||
|
||||
// 距离过小时不绘制
|
||||
if (distance <= float.Epsilon)
|
||||
return false;
|
||||
|
||||
// 线段的法线和副法线
|
||||
normal = vector / distance;
|
||||
subTangent = Vector2.Perpendicular(normal);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算起点和终点的UV坐标Y值
|
||||
/// </summary>
|
||||
/// <param name="startLength">这段线段的起始线路长度</param>
|
||||
/// <param name="currentLength">这段线段的长度</param>
|
||||
/// <param name="totalLength">总线路的长度</param>
|
||||
/// <param name="startUVY">起点处的uv y</param>
|
||||
/// <param name="endUVY">终点处的uv y</param>
|
||||
private static void GetCurrentLengthUVY(float startLength, float currentLength, float totalLength, out float startUVY, out float endUVY)
|
||||
{
|
||||
startUVY = totalLength > 0 ? startLength / totalLength : 0f;
|
||||
endUVY = totalLength > 0 ? (startLength + currentLength) / totalLength : 0f;
|
||||
}
|
||||
|
||||
#region 简易线路绘制
|
||||
|
||||
// 在点与点之间绘制给定宽度(thickness)的方片,转角处用两个三角形链接
|
||||
// 这样会造成一根线会出现5个顶点,所以叫做 DSL5 (直接简单的5点直线 directly simple line 5)
|
||||
|
||||
/// <summary>
|
||||
/// 创建线段的顶点数据
|
||||
/// 每个线段由 5 个顶点组成:
|
||||
/// - 起点的左右两个顶点
|
||||
/// - 终点的左右两个顶点
|
||||
/// - 终点的中心点(用于线段连接)
|
||||
/// </summary>
|
||||
/// <param name="vertices">顶点容器</param>
|
||||
/// <param name="startPoint">线段的起点</param>
|
||||
/// <param name="distance">线段的距离</param>
|
||||
/// <param name="endPoint">线段的终点</param>
|
||||
/// <param name="thickness">线条的厚度</param>
|
||||
/// <param name="color">线条的颜色</param>
|
||||
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
|
||||
/// <param name="totalLength">线路的总长度</param>
|
||||
public static List<UIVertex> GetSingleLineSegmentVerts_DSL5(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint,
|
||||
float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset)
|
||||
{
|
||||
if (vertices == null)
|
||||
throw new Exception("没有指定线段片段顶点容器列表");
|
||||
vertices.Clear();
|
||||
// 创建顶点模板,设置颜色为组件的当前颜色
|
||||
UIVertex vertex = UIVertex.simpleVert;
|
||||
vertex.color = color;
|
||||
|
||||
if (!GetNormalizedVector(startPoint, endPoint,
|
||||
out var vector, out distance, out var normal, out var subTangent))
|
||||
return vertices;
|
||||
|
||||
// 线段单侧宽度
|
||||
var width = thickness / 2;
|
||||
|
||||
GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
|
||||
|
||||
vertex.position = (startPoint +
|
||||
subTangent * width);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
|
||||
vertices.Add(vertex);
|
||||
|
||||
vertex.position = (startPoint +
|
||||
subTangent * -width);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
|
||||
vertices.Add(vertex);
|
||||
|
||||
vertex.position = (endPoint +
|
||||
subTangent * width);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
|
||||
vertices.Add(vertex);
|
||||
|
||||
vertex.position = (endPoint +
|
||||
subTangent * -width);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
|
||||
vertices.Add(vertex);
|
||||
|
||||
// 添加终点的中心点,用于连接后续线段
|
||||
vertex.position = endPoint;
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
|
||||
vertices.Add(vertex);
|
||||
return vertices;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在网格构建对象上添加这个直线片段
|
||||
/// </summary>
|
||||
/// <param name="vh">构建网格对象</param>
|
||||
/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
|
||||
/// <param name="verts">该片段顶点</param>
|
||||
public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
|
||||
{
|
||||
foreach (var vert in verts)
|
||||
vh.AddVert(vert);
|
||||
int index = segmentPartIndex * 5;
|
||||
|
||||
// 添加线段的两个三角形(构成矩形线段)
|
||||
vh.AddTriangle(index, index+1, index+3);
|
||||
vh.AddTriangle(index+3, index+2, index);
|
||||
|
||||
// 为线段之间添加斜角边缘
|
||||
// 使用上一个线段的终点和当前线段的起点创建过渡三角形
|
||||
if (segmentPartIndex != 0)
|
||||
{
|
||||
vh.AddTriangle(index, index-1, index-3);
|
||||
vh.AddTriangle(index+1, index-1, index-2);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 推送顶点绘制线路
|
||||
/// </summary>
|
||||
/// <param name="vh"></param>
|
||||
/// <param name="points"></param>
|
||||
/// <param name="thickness"></param>
|
||||
/// <param name="cycleLoop"></param>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="offset"></param>
|
||||
public static void PopulateLineByPointsArray_DSL5(this VertexHelper vh, Vector2[] points, float thickness, bool cycleLoop, Color color, Vector3 offset)
|
||||
{
|
||||
// 至少需要 2 个点才能绘制线条
|
||||
if (points.Length < 2)
|
||||
return;
|
||||
|
||||
// 计算线路总长度
|
||||
var totalLength = points.CalculateTotalLength(cycleLoop);
|
||||
var currentLength = 0f;
|
||||
var vertices = ListPool<UIVertex>.Get();
|
||||
for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
|
||||
{
|
||||
vh.AddSingleLineSegmentVertsAndTriangle_DSL5(i,
|
||||
GetSingleLineSegmentVerts_DSL5(vertices, points[i], points[(i + 1) % points.Length], thickness, color, currentLength, out var distance, totalLength, offset));
|
||||
currentLength += distance;
|
||||
}
|
||||
ListPool<UIVertex>.Release(vertices);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 圆弧过度的线路绘制
|
||||
|
||||
// 在简易线路绘制的基础上,修改了转角处的处理
|
||||
// 线的顶点还是5,但是转角圆弧处理会更细节,叫它 CFAL (中心对齐的圆弧转角直线,center fanshaped arc Line)
|
||||
|
||||
/// <summary>
|
||||
/// 在网格构建对象上添加这个直线片段
|
||||
/// </summary>
|
||||
/// <param name="vh">构建网格对象</param>
|
||||
/// <param name="segmentPartIndex">该线路片段索引(比如第一段线应该是0)</param>
|
||||
/// <param name="verts">该片段顶点</param>
|
||||
public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex, IEnumerable<UIVertex> verts)
|
||||
{
|
||||
foreach (var vert in verts)
|
||||
vh.AddVert(vert);
|
||||
int index = segmentPartIndex * 5;
|
||||
|
||||
// 添加线段的两个三角形(构成矩形线段)
|
||||
vh.AddTriangle(index, index+1, index+3);
|
||||
vh.AddTriangle(index+3, index+2, index);
|
||||
|
||||
// 为线段之间添加斜角边缘
|
||||
// 使用上一个线段的终点和当前线段的起点创建过渡三角形
|
||||
if (segmentPartIndex != 0)
|
||||
{
|
||||
vh.AddTriangle(index, index-1, index-3);
|
||||
vh.AddTriangle(index+1, index-1, index-2);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建带有倒角的线段顶点数据
|
||||
/// 支持设置圆弧细分数量和内圆弧半径
|
||||
/// </summary>
|
||||
/// <param name="vertices">顶点容器</param>
|
||||
/// <param name="startPoint">线段的起点</param>
|
||||
/// <param name="endPoint">线段的终点</param>
|
||||
/// <param name="nextPoint">下一个线段的终点(用于计算夹角)</param>
|
||||
/// <param name="prevPoint">上一个线段的起点(用于计算夹角)</param>
|
||||
/// <param name="thickness">线条的厚度</param>
|
||||
/// <param name="color">线条的颜色</param>
|
||||
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
|
||||
/// <param name="totalLength">线路的总长度</param>
|
||||
/// <param name="offset">偏移量</param>
|
||||
/// <param name="chamferSegments">倒角细分数量</param>
|
||||
/// <param name="innerRadius">内圆弧半径</param>
|
||||
/// <param name="distance">返回线段的距离</param>
|
||||
/// <returns>包含线段顶点的列表</returns>
|
||||
public static List<UIVertex> GetSingleLineSegmentVerts_CFAL(List<UIVertex> vertices, Vector2 startPoint, Vector2 endPoint, Vector2 nextPoint, Vector2 prevPoint,
|
||||
float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset,
|
||||
int chamferSegments = 0, float innerRadius = 0f)
|
||||
{
|
||||
if (vertices == null)
|
||||
throw new Exception("没有指定线段片段顶点容器列表");
|
||||
vertices.Clear();
|
||||
|
||||
// 创建顶点模板,设置颜色为组件的当前颜色
|
||||
UIVertex vertex = UIVertex.simpleVert;
|
||||
vertex.color = color;
|
||||
|
||||
if (!GetNormalizedVector(startPoint, endPoint,
|
||||
out var vector, out distance, out var normal, out var subTangent))
|
||||
return vertices;
|
||||
|
||||
// 线段单侧宽度
|
||||
var width = thickness / 2;
|
||||
|
||||
GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
|
||||
|
||||
// 计算起点和终点的夹角
|
||||
float startAngle = 0f;
|
||||
float endAngle = 0f;
|
||||
|
||||
if (prevPoint != startPoint)
|
||||
{
|
||||
var prevVector = startPoint - prevPoint;
|
||||
var prevNormal = prevVector.normalized;
|
||||
startAngle = Vector2.Angle(normal, -prevNormal);
|
||||
}
|
||||
|
||||
if (nextPoint != endPoint)
|
||||
{
|
||||
var nextVector = nextPoint - endPoint;
|
||||
var nextNormal = nextVector.normalized;
|
||||
endAngle = Vector2.Angle(-normal, nextNormal);
|
||||
}
|
||||
|
||||
// 计算顶点偏移量
|
||||
float startOffset = 0f;
|
||||
float endOffset = 0f;
|
||||
|
||||
if (Mathf.Abs(startAngle) > 0.1f)
|
||||
{
|
||||
if (innerRadius > 0f)
|
||||
{
|
||||
startOffset = (width + innerRadius) / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2) - innerRadius;
|
||||
}
|
||||
else
|
||||
{
|
||||
startOffset = width / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2);
|
||||
}
|
||||
}
|
||||
|
||||
if (Mathf.Abs(endAngle) > 0.1f)
|
||||
{
|
||||
if (innerRadius > 0f)
|
||||
{
|
||||
endOffset = (width + innerRadius) / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2) - innerRadius;
|
||||
}
|
||||
else
|
||||
{
|
||||
endOffset = width / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2);
|
||||
}
|
||||
}
|
||||
|
||||
// 添加起点的左侧顶点
|
||||
vertex.position = (startPoint +
|
||||
subTangent * width +
|
||||
normal * startOffset);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0f, startUVY);
|
||||
vertices.Add(vertex);
|
||||
|
||||
// 添加起点的右侧顶点
|
||||
vertex.position = (startPoint +
|
||||
subTangent * -width +
|
||||
normal * startOffset);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(1f, startUVY);
|
||||
vertices.Add(vertex);
|
||||
|
||||
// 添加终点的左侧顶点
|
||||
vertex.position = (endPoint +
|
||||
subTangent * width +
|
||||
normal * -endOffset);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0f, endUVY);
|
||||
vertices.Add(vertex);
|
||||
|
||||
// 添加终点的右侧顶点
|
||||
vertex.position = (endPoint +
|
||||
subTangent * -width +
|
||||
normal * -endOffset);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(1f, endUVY);
|
||||
vertices.Add(vertex);
|
||||
|
||||
// 添加终点的中心点
|
||||
vertex.position = (endPoint +
|
||||
normal * -endOffset);
|
||||
vertex.position += offset;
|
||||
vertex.uv0 = new Vector2(0.5f, endUVY);
|
||||
vertices.Add(vertex);
|
||||
|
||||
return vertices;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 推送顶点绘制带有倒角的线路
|
||||
/// </summary>
|
||||
/// <param name="vh">网格构建对象</param>
|
||||
/// <param name="points">线路顶点数组</param>
|
||||
/// <param name="thickness">线条厚度</param>
|
||||
/// <param name="cycleLoop">是否循环</param>
|
||||
/// <param name="color">线条颜色</param>
|
||||
/// <param name="offset">偏移量</param>
|
||||
/// <param name="chamferSegments">倒角细分数量</param>
|
||||
/// <param name="innerRadius">内圆弧半径</param>
|
||||
public static void PopulateLineByPointsArray_CFAL(this VertexHelper vh, Vector2[] points, float thickness, bool cycleLoop, Color color, Vector3 offset,
|
||||
int chamferSegments = 0, float innerRadius = 0f)
|
||||
{
|
||||
// 至少需要 2 个点才能绘制线条
|
||||
if (points.Length < 2)
|
||||
return;
|
||||
|
||||
// 计算线路总长度
|
||||
var totalLength = points.CalculateTotalLength(cycleLoop);
|
||||
var currentLength = 0f;
|
||||
var vertices = ListPool<UIVertex>.Get();
|
||||
|
||||
for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
|
||||
{
|
||||
var startPoint = points[i];
|
||||
var endPoint = points[(i + 1) % points.Length];
|
||||
var prevPoint = i > 0 ? points[i - 1] : cycleLoop ? points[^1] : startPoint;
|
||||
var nextPoint = points[(i + 2) % points.Length];
|
||||
|
||||
vh.AddSingleLineSegmentVertsAndTriangle_CFAL(i,
|
||||
GetSingleLineSegmentVerts_CFAL(vertices, startPoint, endPoint, nextPoint, prevPoint,
|
||||
thickness, color, currentLength, out var distance, totalLength, offset,
|
||||
chamferSegments, innerRadius));
|
||||
currentLength += distance;
|
||||
}
|
||||
|
||||
ListPool<UIVertex>.Release(vertices);
|
||||
}
|
||||
|
||||
|
||||
#endregion
|
||||
|
||||
#region 带有顶合并的线路绘制方法
|
||||
|
||||
/// <summary>
|
||||
/// 创建线段的顶点数据
|
||||
/// 每个线段由 5 个顶点组成:
|
||||
/// - 起点的左右两个顶点
|
||||
/// - 终点的左右两个顶点
|
||||
/// - 终点的中心点(用于线段连接)
|
||||
/// </summary>
|
||||
/// <param name="startPoint">线段的起点</param>
|
||||
/// <param name="endPoint">线段的终点</param>
|
||||
/// <param name="angle0">起点到终点与终点到下一点</param>
|
||||
/// <param name="angle3">起点到终点与终点到下一点</param>
|
||||
/// <param name="thickness">线条的厚度</param>
|
||||
/// <param name="center">是否居中显示</param>
|
||||
/// <param name="rectSize">矩形变换的尺寸</param>
|
||||
/// <param name="color">线条的颜色</param>
|
||||
/// <param name="vh">用于添加顶点的 VertexHelper 对象</param>
|
||||
/// <param name="startLength">当前线段起点在线路中的累积长度</param>
|
||||
/// <param name="totalLength">线路的总长度</param>
|
||||
public static void CreateLineSegment_CFAL(this VertexHelper vh, Vector2 startPoint, Vector2 endPoint, float angle0, float angle3, float thickness, bool center, Vector2 rectSize, Color color, float startLength, float totalLength)
|
||||
{
|
||||
// 计算偏移量:如果需要居中显示,则偏移到组件中心
|
||||
Vector2 offset = center ? (rectSize / 2) : Vector2.zero;
|
||||
|
||||
// 创建顶点模板,设置颜色为组件的当前颜色
|
||||
UIVertex vertex = UIVertex.simpleVert;
|
||||
vertex.color = color;
|
||||
|
||||
if (!GetNormalizedVector(startPoint, endPoint,
|
||||
out var vector, out var distance, out var normal, out var subTangent))
|
||||
return;
|
||||
|
||||
// 线段单侧宽度
|
||||
var width = thickness / 2;
|
||||
//顶点偏移量,根据夹角计算内侧交点相对坐标点应该退后的距离
|
||||
var pointOffset1 = Mathf.Abs(angle0) <= 0.1f ? 0 : width / Mathf.Sin(angle0 * Mathf.Deg2Rad) + (angle0 > 90 ? width : 0);
|
||||
var pointOffset2 = Mathf.Abs(angle3) <= 0.1f ? 0 : width / Mathf.Sin(angle3 * Mathf.Deg2Rad) + (angle3 > 90 ? width : 0);
|
||||
Debug.Log($"{angle0} = {Mathf.Sin(angle0 * Mathf.Deg2Rad)} , {angle3} = {Mathf.Sin(angle3 * Mathf.Deg2Rad)}");
|
||||
// 计算起点和终点的UV坐标Y值
|
||||
float startUVY = totalLength > 0 ? startLength / totalLength : 0f;
|
||||
float endUVY = totalLength > 0 ? (startLength + distance) / totalLength : 0f;
|
||||
|
||||
vertex.position = (Vector3)(startPoint +
|
||||
subTangent * width +
|
||||
normal * pointOffset1) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
vertex.position = (Vector3)(startPoint +
|
||||
subTangent * -width +
|
||||
normal * pointOffset1) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
vertex.position = (Vector3)(endPoint +
|
||||
subTangent * width +
|
||||
normal * -pointOffset2) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
vertex.position = (Vector3)(endPoint +
|
||||
subTangent * -width +
|
||||
normal * -pointOffset2) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
|
||||
vh.AddVert(vertex);
|
||||
|
||||
// 添加终点的中心点,用于连接后续线段
|
||||
vertex.position = (Vector3)(endPoint +
|
||||
normal * -pointOffset2) - (Vector3)offset;
|
||||
vertex.uv0 = new Vector2(0.5f, endUVY); // 中心点的UV
|
||||
vh.AddVert(vertex);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 顶点工具集
|
||||
|
||||
public static void GetUVAtRect(this Vector2 pos, Rect rect, out float u, out float v)
|
||||
{
|
||||
u = (pos.x - rect.xMin) / rect.width;
|
||||
v = (pos.y - rect.yMin) / rect.height;
|
||||
}
|
||||
|
||||
public static void Get(this IList<UIVertex> vertexList, Vector4 uv2)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 117633a298088ab4fb9fa0edac2bd141
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user