Archived
虽然不对,但是起码计算思路是对的
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@@ -29,6 +29,8 @@ namespace XericLibrary
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/// </summary>
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public bool center = true;
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public float a = 1;
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/// <summary>
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/// 重写 MaskableGraphic 的方法,用于生成线条的网格
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/// 当 UI 需要重建时会自动调用此方法
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@@ -52,7 +54,10 @@ namespace XericLibrary
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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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UILineRendererUtils.CreateLineSegment(points[i], points[i+1], thickness, center, rectTransform.sizeDelta, color, vh, currentLength, totalLength);
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UILineRendererUtils.CreateLineSegment(points[i], points[i+1],
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i > 0 ? Mathf.Acos(Vector2.Dot((points[i -1] - points[i]).normalized, (points[i + 1] - points[i]).normalized)) : 0,
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i < points.Length-2 ? Mathf.Acos(Vector2.Dot((points[i + 1] - points[i]).normalized, (points[i + 1] - points[i +2]).normalized)) : 0,
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thickness, center, rectTransform.sizeDelta, color, vh, 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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@@ -1,5 +1,6 @@
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using UnityEngine;
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using UnityEngine.UI;
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using XericLibrary.Runtime.MacroLibrary;
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namespace XericLibrary
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{
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@@ -35,6 +36,8 @@ namespace XericLibrary
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/// </summary>
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/// <param name="point1">线段的起点</param>
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/// <param name="point2">线段的终点</param>
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/// <param name="angle0">起点到终点与终点到下一点</param>
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/// <param name="angle3">起点到终点与终点到下一点</param>
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/// <param name="thickness">线条的厚度</param>
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/// <param name="center">是否居中显示</param>
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/// <param name="rectSize">矩形变换的尺寸</param>
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@@ -42,49 +45,71 @@ namespace XericLibrary
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/// <param name="vh">用于添加顶点的 VertexHelper 对象</param>
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/// <param name="currentLength">当前线段起点在线路中的累积长度</param>
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/// <param name="totalLength">线路的总长度</param>
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public static void CreateLineSegment(Vector3 point1, Vector3 point2, float thickness, bool center, Vector2 rectSize, Color color, VertexHelper vh, float currentLength, float totalLength)
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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)
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{
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// 计算偏移量:如果需要居中显示,则偏移到组件中心
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Vector3 offset = center ? (rectSize / 2) : Vector2.zero;
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Vector2 offset = center ? (rectSize / 2) : Vector2.zero;
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// 创建顶点模板,设置颜色为组件的当前颜色
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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var vector = point2 - point1;
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var vectorDistance = vector.magnitude;
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// 距离过小时不绘制
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if (vectorDistance <= float.Epsilon)
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return;
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// 线段的法线和副法线
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var vectorNormal = vector / vectorDistance;
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var vectorSubtangent = Vector2.Perpendicular(vectorNormal);
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// 计算线段长度
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float segmentLength = Vector2.Distance(point1, point2);
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// 线段单侧宽度
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var width = thickness / 2;
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//顶点偏移量
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var pointOffset1 = angle0 == 0 ? 0 : width / Mathf.Sin(angle0 / 2);
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var pointOffset2 = angle3 == 0 ? 0 : width / Mathf.Sin(angle3 / 2);
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Debug.Log($"{pointOffset1} , {pointOffset2}");
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// 计算起点和终点的UV坐标Y值
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float startUVY = totalLength > 0 ? currentLength / totalLength : 0f;
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float endUVY = totalLength > 0 ? (currentLength + segmentLength) / totalLength : 0f;
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// 计算起点的旋转角度,使线条垂直于线段方向
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Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
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// Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
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// 添加起点的左侧顶点
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vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point1 - offset;
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// vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
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vertex.position = (Vector3)(point1 +
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vectorSubtangent * -width +
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vectorNormal * pointOffset1) - (Vector3)offset;
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vertex.uv0 = new Vector2(0f, startUVY); // 左侧顶点的UV
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vh.AddVert(vertex);
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// 添加起点的右侧顶点
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vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point1 - offset;
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// vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
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vertex.position = (Vector3)(point1 +
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vectorSubtangent * width +
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vectorNormal * pointOffset1) - (Vector3)offset;
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vertex.uv0 = new Vector2(1f, startUVY); // 右侧顶点的UV
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vh.AddVert(vertex);
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// 计算终点的旋转角度,使线条垂直于线段方向
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Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
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//Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
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// 添加终点的左侧顶点
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vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point2 - offset;
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//vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
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vertex.position = (Vector3)(point2 +
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vectorSubtangent * -width +
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vectorNormal * pointOffset2) - (Vector3)offset;
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vertex.uv0 = new Vector2(0f, endUVY); // 左侧顶点的UV
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vh.AddVert(vertex);
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// 添加终点的右侧顶点
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vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point2 - offset;
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//vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
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vertex.position = (Vector3)(point2 +
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vectorSubtangent * width +
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vectorNormal * pointOffset2) - (Vector3)offset;
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vertex.uv0 = new Vector2(1f, endUVY); // 右侧顶点的UV
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vh.AddVert(vertex);
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