Archived
Merge remote-tracking branch 'origin/dev/cp_lrc_dev1'
This commit is contained in:
@@ -0,0 +1,800 @@
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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.UI;
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namespace XericLibrary.Runtime.UIGraph
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{
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/// <summary>
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/// 任意图案渲染器
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/// </summary>
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[AddComponentMenu("Xeric Library/UI/UIAnyPatternRenderer", 15)]
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public class UIAnyPatternRenderer : XericRendererComponent
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{
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public enum DistanceFieldMode
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{
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/// <summary>
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/// 简单模式:仅使用中心点(适用于凸多边形)
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/// </summary>
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SimpleCenter,
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/// <summary>
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/// 高级模式:使用中轴变换(适用于任意多边形)
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/// </summary>
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MedialAxis,
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/// <summary>
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/// 网格采样模式:在网格上采样距离(最精确但最慢)
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/// </summary>
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GridSampling
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}
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[System.Serializable]
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public class PatternGroup
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{
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[Tooltip("该组包含的顶点索引")]
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public List<int> vertexIndices = new List<int>();
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[Tooltip("该组的填充颜色")]
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public Color32 fillColor = Color.white;
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[Tooltip("该组的描边颜色")]
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public Color32 strokeColor = Color.black;
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[Tooltip("描边宽度(像素)")]
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[Range(0f, 20f)]
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public float strokeWidth = 2f;
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[Tooltip("是否填充该组")]
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public bool fillEnabled = true;
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[Tooltip("是否显示描边")]
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public bool strokeEnabled = true;
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[Header("距离场设置")]
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[Tooltip("距离场生成模式")]
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public DistanceFieldMode distanceFieldMode = DistanceFieldMode.SimpleCenter;
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[Tooltip("距离场分辨率(仅GridSampling模式使用)")]
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[Range(16, 256)]
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public int distanceFieldResolution = 64;
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[Tooltip("是否在着色器中使用距离场(需要自定义着色器)")]
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public bool useDistanceFieldInShader = false;
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[Tooltip("距离场衰减系数")]
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[Range(0.1f, 10f)]
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public float distanceFalloff = 1f;
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[HideInInspector]
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public List<Vector2> cachedMedialAxisPoints = new List<Vector2>();
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[HideInInspector]
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public List<float> cachedDistances = new List<float>();
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[HideInInspector]
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public Texture2D distanceFieldTexture;
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}
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[Header("顶点设置")]
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[Tooltip("所有顶点的列表(局部坐标)")]
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public List<Vector2> vertices = new List<Vector2>();
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[Header("图形分组")]
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[Tooltip("定义哪些顶点构成一个图形")]
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public List<PatternGroup> patternGroups = new List<PatternGroup>();
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[Header("全局设置")]
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[Tooltip("是否显示所有顶点的辅助标记")]
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public bool showVertexMarkers = false;
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[Tooltip("顶点标记大小")]
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[Range(1f, 20f)]
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public float vertexMarkerSize = 5f;
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[Tooltip("顶点标记颜色")]
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public Color vertexMarkerColor = Color.red;
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[Header("调试设置")]
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[Tooltip("显示中轴线")]
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public bool showMedialAxis = false;
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[Tooltip("中轴线颜色")]
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public Color medialAxisColor = Color.yellow;
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[Tooltip("显示距离场可视化")]
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public bool visualizeDistanceField = false;
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// 三角剖分和距离场缓存
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private Dictionary<int, List<int>> triangulationCache = new Dictionary<int, List<int>>();
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private Dictionary<int, Vector2[]> uvCache = new Dictionary<int, Vector2[]>();
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private bool isDirty = true;
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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vh.Clear();
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if (vertices == null || vertices.Count == 0 || patternGroups == null || patternGroups.Count == 0)
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{
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return;
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}
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// 为每个图形分组生成网格
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foreach (var group in patternGroups)
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{
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if (group.vertexIndices == null || group.vertexIndices.Count < 3)
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continue;
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// 获取该组的顶点
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List<Vector2> groupVertices = new List<Vector2>();
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foreach (int index in group.vertexIndices)
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{
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if (index >= 0 && index < vertices.Count)
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{
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groupVertices.Add(vertices[index]);
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}
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}
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if (groupVertices.Count < 3)
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continue;
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// 三角剖分
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List<int> triangles;
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int cacheKey = GetCacheKey(group.vertexIndices);
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if (!triangulationCache.TryGetValue(cacheKey, out triangles) || isDirty)
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{
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triangles = TriangulatePolygon(groupVertices);
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triangulationCache[cacheKey] = triangles;
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}
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// 生成UV(距离场)
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Vector2[] uvs;
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if (!uvCache.TryGetValue(cacheKey, out uvs) || isDirty)
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{
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uvs = GenerateDistanceFieldUVs(group, groupVertices, triangles);
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uvCache[cacheKey] = uvs;
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}
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// 添加填充
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if (group.fillEnabled && triangles != null && triangles.Count > 0)
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{
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AddFilledPolygon(vh, groupVertices, triangles, uvs, group.fillColor);
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}
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// 添加描边
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if (group.strokeEnabled && group.strokeWidth > 0)
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{
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AddStroke(vh, groupVertices, group.strokeWidth, group.strokeColor);
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}
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// 显示中轴线
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if (showMedialAxis && group.cachedMedialAxisPoints.Count > 0)
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{
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AddMedialAxis(vh, group.cachedMedialAxisPoints, medialAxisColor);
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}
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}
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// 添加顶点标记
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if (showVertexMarkers)
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{
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AddVertexMarkers(vh);
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}
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isDirty = false;
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}
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/// <summary>
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/// 生成距离场UV坐标
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/// </summary>
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private Vector2[] GenerateDistanceFieldUVs(PatternGroup group, List<Vector2> vertices, List<int> triangles)
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{
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Vector2[] uvs = new Vector2[vertices.Count];
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switch (group.distanceFieldMode)
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{
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case DistanceFieldMode.SimpleCenter:
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uvs = GenerateSimpleCenterUVs(vertices);
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break;
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case DistanceFieldMode.MedialAxis:
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uvs = GenerateMedialAxisUVs(group, vertices, triangles);
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break;
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case DistanceFieldMode.GridSampling:
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uvs = GenerateGridSamplingUVs(group, vertices, triangles);
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break;
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}
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return uvs;
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}
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/// <summary>
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/// 简单中心模式:计算质心并生成线性距离
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/// </summary>
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private Vector2[] GenerateSimpleCenterUVs(List<Vector2> vertices)
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{
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Vector2[] uvs = new Vector2[vertices.Count];
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// 计算质心
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Vector2 centroid = CalculateCentroid(vertices);
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// 计算最大距离(归一化用)
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float maxDistance = 0;
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foreach (var vertex in vertices)
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{
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float dist = Vector2.Distance(vertex, centroid);
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if (dist > maxDistance) maxDistance = dist;
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}
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if (maxDistance < 0.001f) maxDistance = 1f;
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// 生成UV:质心处为(0.5, 0.5),边界处根据距离变化
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for (int i = 0; i < vertices.Count; i++)
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{
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float dist = Vector2.Distance(vertices[i], centroid);
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float normalizedDist = dist / maxDistance;
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// UV的x分量表示距离(0-1),y分量可以用于其他用途
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uvs[i] = new Vector2(normalizedDist, 0.5f);
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}
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return uvs;
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}
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/// <summary>
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/// 中轴变换模式:计算多边形的中轴线
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/// </summary>
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private Vector2[] GenerateMedialAxisUVs(PatternGroup group, List<Vector2> vertices, List<int> triangles)
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{
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Vector2[] uvs = new Vector2[vertices.Count];
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// 清空缓存
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group.cachedMedialAxisPoints.Clear();
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group.cachedDistances.Clear();
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// 计算中轴线
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List<Vector2> medialAxis = ComputeMedialAxis(vertices);
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group.cachedMedialAxisPoints = medialAxis;
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if (medialAxis.Count == 0)
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{
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// 如果中轴线计算失败,回退到简单中心模式
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return GenerateSimpleCenterUVs(vertices);
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}
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// 计算每个顶点到最近的中轴线点的距离
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float maxDistance = 0;
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for (int i = 0; i < vertices.Count; i++)
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{
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float minDist = float.MaxValue;
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foreach (var axisPoint in medialAxis)
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{
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float dist = Vector2.Distance(vertices[i], axisPoint);
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if (dist < minDist) minDist = dist;
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}
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group.cachedDistances.Add(minDist);
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if (minDist > maxDistance) maxDistance = minDist;
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}
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if (maxDistance < 0.001f) maxDistance = 1f;
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// 生成UV
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for (int i = 0; i < vertices.Count; i++)
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{
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float normalizedDist = group.cachedDistances[i] / maxDistance;
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uvs[i] = new Vector2(normalizedDist, 0.5f);
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}
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return uvs;
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}
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/// <summary>
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/// 计算多边形的中轴线(简化版)
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/// 实际应用中可以使用更复杂的算法如Voronoi图或直线骨架算法
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/// </summary>
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private List<Vector2> ComputeMedialAxis(List<Vector2> vertices)
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{
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List<Vector2> medialAxis = new List<Vector2>();
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// 方法1:使用Voronoi图的简化版本
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// 对于每条边,计算其法线方向上的点
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int n = vertices.Count;
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// 添加质心作为起点
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Vector2 centroid = CalculateCentroid(vertices);
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medialAxis.Add(centroid);
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// 对于每条边,计算中垂线与相邻边中垂线的交点
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for (int i = 0; i < n; i++)
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{
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int prev = (i - 1 + n) % n;
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int curr = i;
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int next = (i + 1) % n;
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// 计算三条边的中垂线
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Vector2 edge1Mid = (vertices[prev] + vertices[curr]) * 0.5f;
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Vector2 edge1Dir = vertices[curr] - vertices[prev];
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Vector2 edge1Normal = new Vector2(-edge1Dir.y, edge1Dir.x).normalized;
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Vector2 edge2Mid = (vertices[curr] + vertices[next]) * 0.5f;
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Vector2 edge2Dir = vertices[next] - vertices[curr];
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Vector2 edge2Normal = new Vector2(-edge2Dir.y, edge2Dir.x).normalized;
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// 计算两条中垂线的交点
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Vector2 intersection;
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if (LineLineIntersection(edge1Mid, edge1Normal, edge2Mid, edge2Normal, out intersection))
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{
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// 检查交点是否在多边形内部
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if (PointInPolygon(intersection, vertices))
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{
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medialAxis.Add(intersection);
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}
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}
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}
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// 去重
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medialAxis = RemoveDuplicatePoints(medialAxis, 0.1f);
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return medialAxis;
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}
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/// <summary>
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/// 网格采样模式:在网格上采样距离场(最精确)
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/// </summary>
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private Vector2[] GenerateGridSamplingUVs(PatternGroup group, List<Vector2> vertices, List<int> triangles)
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{
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Vector2[] uvs = new Vector2[vertices.Count];
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// 计算包围盒
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Vector2 min = vertices[0];
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Vector2 max = vertices[0];
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foreach (var v in vertices)
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{
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min = Vector2.Min(min, v);
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max = Vector2.Max(max, v);
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}
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float width = max.x - min.x;
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float height = max.y - min.y;
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// 创建距离场纹理
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if (group.distanceFieldTexture == null ||
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group.distanceFieldTexture.width != group.distanceFieldResolution)
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{
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group.distanceFieldTexture = new Texture2D(
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group.distanceFieldResolution,
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group.distanceFieldResolution,
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TextureFormat.R8, false);
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group.distanceFieldTexture.filterMode = FilterMode.Bilinear;
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}
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Color32[] pixels = new Color32[group.distanceFieldResolution * group.distanceFieldResolution];
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// 对每个像素采样
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for (int y = 0; y < group.distanceFieldResolution; y++)
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{
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for (int x = 0; x < group.distanceFieldResolution; x++)
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{
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// 计算世界坐标
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float worldX = min.x + (x / (float)(group.distanceFieldResolution - 1)) * width;
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float worldY = min.y + (y / (float)(group.distanceFieldResolution - 1)) * height;
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Vector2 worldPos = new Vector2(worldX, worldY);
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// 计算到边界的最小距离
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float minDistance = float.MaxValue;
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// 检查是否在多边形内部
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bool inside = PointInPolygon(worldPos, vertices);
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// 计算到每条边的距离
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for (int i = 0; i < vertices.Count; i++)
|
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{
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int next = (i + 1) % vertices.Count;
|
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float dist = DistancePointToSegment(worldPos, vertices[i], vertices[next]);
|
||||
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if (dist < minDistance)
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minDistance = dist;
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}
|
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|
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// 归一化距离
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float normalizedDist = Mathf.Clamp01(minDistance / Mathf.Max(width, height));
|
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|
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// 如果在外部,距离为负
|
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if (!inside)
|
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normalizedDist = -normalizedDist;
|
||||
|
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// 存储到纹理
|
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int pixelIndex = y * group.distanceFieldResolution + x;
|
||||
byte distByte = (byte)(Mathf.Clamp01(Mathf.Abs(normalizedDist)) * 255);
|
||||
pixels[pixelIndex] = new Color32(distByte, distByte, distByte, 255);
|
||||
|
||||
// 为顶点生成UV
|
||||
if (visualizeDistanceField)
|
||||
{
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
if (Vector2.Distance(vertices[i], worldPos) < 1f)
|
||||
{
|
||||
uvs[i] = new Vector2(x / (float)group.distanceFieldResolution,
|
||||
y / (float)group.distanceFieldResolution);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
group.distanceFieldTexture.SetPixels32(pixels);
|
||||
group.distanceFieldTexture.Apply();
|
||||
|
||||
// 如果不显示可视化,使用简单模式的UV
|
||||
if (!visualizeDistanceField)
|
||||
{
|
||||
return GenerateSimpleCenterUVs(vertices);
|
||||
}
|
||||
|
||||
return uvs;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算多边形的质心
|
||||
/// </summary>
|
||||
private Vector2 CalculateCentroid(List<Vector2> vertices)
|
||||
{
|
||||
float signedArea = 0;
|
||||
float centerX = 0;
|
||||
float centerY = 0;
|
||||
|
||||
int n = vertices.Count;
|
||||
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
int next = (i + 1) % n;
|
||||
float temp = vertices[i].x * vertices[next].y - vertices[next].x * vertices[i].y;
|
||||
signedArea += temp;
|
||||
centerX += (vertices[i].x + vertices[next].x) * temp;
|
||||
centerY += (vertices[i].y + vertices[next].y) * temp;
|
||||
}
|
||||
|
||||
signedArea *= 0.5f;
|
||||
|
||||
if (Mathf.Abs(signedArea) < 0.001f)
|
||||
return vertices.Count > 0 ? vertices[0] : Vector2.zero;
|
||||
|
||||
centerX /= (6 * signedArea);
|
||||
centerY /= (6 * signedArea);
|
||||
|
||||
return new Vector2(centerX, centerY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查点是否在多边形内部
|
||||
/// </summary>
|
||||
private bool PointInPolygon(Vector2 point, List<Vector2> vertices)
|
||||
{
|
||||
int n = vertices.Count;
|
||||
bool inside = false;
|
||||
|
||||
for (int i = 0, j = n - 1; i < n; j = i++)
|
||||
{
|
||||
if (((vertices[i].y > point.y) != (vertices[j].y > point.y)) &&
|
||||
(point.x < (vertices[j].x - vertices[i].x) * (point.y - vertices[i].y) /
|
||||
(vertices[j].y - vertices[i].y) + vertices[i].x))
|
||||
{
|
||||
inside = !inside;
|
||||
}
|
||||
}
|
||||
|
||||
return inside;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算点到线段的最短距离
|
||||
/// </summary>
|
||||
private float DistancePointToSegment(Vector2 point, Vector2 a, Vector2 b)
|
||||
{
|
||||
Vector2 ab = b - a;
|
||||
Vector2 ap = point - a;
|
||||
|
||||
float dot = Vector2.Dot(ap, ab);
|
||||
float lenSq = ab.sqrMagnitude;
|
||||
|
||||
float t = dot / lenSq;
|
||||
t = Mathf.Clamp01(t);
|
||||
|
||||
Vector2 projection = a + t * ab;
|
||||
return Vector2.Distance(point, projection);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计算两条直线的交点
|
||||
/// </summary>
|
||||
private bool LineLineIntersection(Vector2 p1, Vector2 d1, Vector2 p2, Vector2 d2, out Vector2 intersection)
|
||||
{
|
||||
intersection = Vector2.zero;
|
||||
|
||||
float det = d1.x * d2.y - d1.y * d2.x;
|
||||
if (Mathf.Abs(det) < 0.001f)
|
||||
return false;
|
||||
|
||||
Vector2 diff = p2 - p1;
|
||||
float t = (diff.x * d2.y - diff.y * d2.x) / det;
|
||||
|
||||
intersection = p1 + t * d1;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 去除重复点
|
||||
/// </summary>
|
||||
private List<Vector2> RemoveDuplicatePoints(List<Vector2> points, float threshold)
|
||||
{
|
||||
List<Vector2> result = new List<Vector2>();
|
||||
|
||||
foreach (var p in points)
|
||||
{
|
||||
bool isDuplicate = false;
|
||||
|
||||
foreach (var r in result)
|
||||
{
|
||||
if (Vector2.Distance(p, r) < threshold)
|
||||
{
|
||||
isDuplicate = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isDuplicate)
|
||||
result.Add(p);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// ========== 以下是原有代码的简化版本 ==========
|
||||
|
||||
/// <summary>
|
||||
/// 生成缓存键(基于顶点索引列表)
|
||||
/// </summary>
|
||||
private int GetCacheKey(List<int> indices)
|
||||
{
|
||||
int hash = 17;
|
||||
foreach (int index in indices)
|
||||
{
|
||||
hash = hash * 31 + index;
|
||||
}
|
||||
return hash;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 耳切法三角剖分(简化版)
|
||||
/// </summary>
|
||||
private List<int> TriangulatePolygon(List<Vector2> polygonVertices)
|
||||
{
|
||||
// 这里使用简化版本,实际应用中可以使用更复杂的三角剖分算法
|
||||
List<int> triangles = new List<int>();
|
||||
|
||||
if (polygonVertices.Count < 3)
|
||||
return triangles;
|
||||
|
||||
// 简单的扇形三角剖分(仅适用于凸多边形)
|
||||
for (int i = 1; i < polygonVertices.Count - 1; i++)
|
||||
{
|
||||
triangles.Add(0);
|
||||
triangles.Add(i);
|
||||
triangles.Add(i + 1);
|
||||
}
|
||||
|
||||
return triangles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加填充多边形
|
||||
/// </summary>
|
||||
private void AddFilledPolygon(VertexHelper vh, List<Vector2> vertices, List<int> triangles, Vector2[] uvs, Color32 color)
|
||||
{
|
||||
int vertexStartIndex = vh.currentVertCount;
|
||||
|
||||
// 添加顶点
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
Vector2 uv = uvs != null && i < uvs.Length ? uvs[i] : Vector2.zero;
|
||||
vh.AddVert(vertices[i], color, uv);
|
||||
}
|
||||
|
||||
// 添加三角形索引
|
||||
for (int i = 0; i < triangles.Count; i += 3)
|
||||
{
|
||||
vh.AddTriangle(
|
||||
vertexStartIndex + triangles[i],
|
||||
vertexStartIndex + triangles[i + 1],
|
||||
vertexStartIndex + triangles[i + 2]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加描边
|
||||
/// </summary>
|
||||
private void AddStroke(VertexHelper vh, List<Vector2> vertices, float width, Color32 color)
|
||||
{
|
||||
if (vertices.Count < 2)
|
||||
return;
|
||||
|
||||
float halfWidth = width * 0.5f;
|
||||
|
||||
// 为每条边生成两个三角形(形成矩形)
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
int next = (i + 1) % vertices.Count;
|
||||
|
||||
Vector2 p1 = vertices[i];
|
||||
Vector2 p2 = vertices[next];
|
||||
|
||||
// 计算边的法线
|
||||
Vector2 edge = p2 - p1;
|
||||
Vector2 normal = new Vector2(-edge.y, edge.x).normalized;
|
||||
|
||||
// 生成四个顶点(矩形)
|
||||
Vector2 v1 = p1 + normal * halfWidth;
|
||||
Vector2 v2 = p1 - normal * halfWidth;
|
||||
Vector2 v3 = p2 - normal * halfWidth;
|
||||
Vector2 v4 = p2 + normal * halfWidth;
|
||||
|
||||
int startIndex = vh.currentVertCount;
|
||||
|
||||
vh.AddVert(v1, color, Vector2.zero);
|
||||
vh.AddVert(v2, color, Vector2.zero);
|
||||
vh.AddVert(v3, color, Vector2.zero);
|
||||
vh.AddVert(v4, color, Vector2.zero);
|
||||
|
||||
// 两个三角形
|
||||
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
||||
vh.AddTriangle(startIndex, startIndex + 2, startIndex + 3);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加中轴线可视化
|
||||
/// </summary>
|
||||
private void AddMedialAxis(VertexHelper vh, List<Vector2> points, Color32 color)
|
||||
{
|
||||
if (points.Count < 2)
|
||||
return;
|
||||
|
||||
// 绘制线段
|
||||
for (int i = 0; i < points.Count - 1; i++)
|
||||
{
|
||||
Vector2 p1 = points[i];
|
||||
Vector2 p2 = points[i + 1];
|
||||
|
||||
float lineWidth = 3f;
|
||||
Vector2 edge = p2 - p1;
|
||||
Vector2 normal = new Vector2(-edge.y, edge.x).normalized;
|
||||
|
||||
Vector2 v1 = p1 + normal * lineWidth * 0.5f;
|
||||
Vector2 v2 = p1 - normal * lineWidth * 0.5f;
|
||||
Vector2 v3 = p2 - normal * lineWidth * 0.5f;
|
||||
Vector2 v4 = p2 + normal * lineWidth * 0.5f;
|
||||
|
||||
int startIndex = vh.currentVertCount;
|
||||
|
||||
vh.AddVert(v1, color, Vector2.zero);
|
||||
vh.AddVert(v2, color, Vector2.zero);
|
||||
vh.AddVert(v3, color, Vector2.zero);
|
||||
vh.AddVert(v4, color, Vector2.zero);
|
||||
|
||||
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
||||
vh.AddTriangle(startIndex, startIndex + 2, startIndex + 3);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加顶点标记(小圆圈)
|
||||
/// </summary>
|
||||
private void AddVertexMarkers(VertexHelper vh)
|
||||
{
|
||||
int segments = 8;
|
||||
|
||||
foreach (var vertex in vertices)
|
||||
{
|
||||
List<Vector2> circleVertices = new List<Vector2>();
|
||||
List<int> circleTriangles = new List<int>();
|
||||
|
||||
circleVertices.Add(vertex);
|
||||
|
||||
for (int i = 0; i <= segments; i++)
|
||||
{
|
||||
float angle = (i / (float)segments) * 2 * Mathf.PI;
|
||||
Vector2 point = vertex + new Vector2(
|
||||
Mathf.Cos(angle) * vertexMarkerSize,
|
||||
Mathf.Sin(angle) * vertexMarkerSize
|
||||
);
|
||||
circleVertices.Add(point);
|
||||
}
|
||||
|
||||
for (int i = 1; i <= segments; i++)
|
||||
{
|
||||
circleTriangles.Add(0);
|
||||
circleTriangles.Add(i);
|
||||
circleTriangles.Add(i + 1);
|
||||
}
|
||||
|
||||
int startIndex = vh.currentVertCount;
|
||||
foreach (var v in circleVertices)
|
||||
{
|
||||
vh.AddVert(v, vertexMarkerColor, Vector2.zero);
|
||||
}
|
||||
|
||||
for (int i = 0; i < circleTriangles.Count; i += 3)
|
||||
{
|
||||
vh.AddTriangle(
|
||||
startIndex + circleTriangles[i],
|
||||
startIndex + circleTriangles[i + 1],
|
||||
startIndex + circleTriangles[i + 2]
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 标记为需要重新生成网格
|
||||
/// </summary>
|
||||
public void SetVerticesDirty()
|
||||
{
|
||||
isDirty = true;
|
||||
SetAllDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置顶点列表
|
||||
/// </summary>
|
||||
public void SetVertices(List<Vector2> newVertices)
|
||||
{
|
||||
vertices = newVertices ?? new List<Vector2>();
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置图形分组
|
||||
/// </summary>
|
||||
public void SetPatternGroups(List<PatternGroup> newGroups)
|
||||
{
|
||||
patternGroups = newGroups ?? new List<PatternGroup>();
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个新的图形分组
|
||||
/// </summary>
|
||||
public void AddPatternGroup(List<int> vertexIndices, Color fillColor, Color strokeColor, float strokeWidth = 2f)
|
||||
{
|
||||
PatternGroup group = new PatternGroup
|
||||
{
|
||||
vertexIndices = vertexIndices,
|
||||
fillColor = fillColor,
|
||||
strokeColor = strokeColor,
|
||||
strokeWidth = strokeWidth,
|
||||
fillEnabled = true,
|
||||
strokeEnabled = true,
|
||||
distanceFieldMode = DistanceFieldMode.SimpleCenter
|
||||
};
|
||||
|
||||
if (patternGroups == null)
|
||||
patternGroups = new List<PatternGroup>();
|
||||
|
||||
patternGroups.Add(group);
|
||||
SetVerticesDirty();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override void OnValidate()
|
||||
{
|
||||
base.OnValidate();
|
||||
isDirty = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e0096bca1b7b40bf90e0aa7ebbda48f0
|
||||
timeCreated: 1775548842
|
||||
@@ -0,0 +1,142 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
[AddComponentMenu("Xeric Library/UI/UILineRenderer", 15)]
|
||||
public class UILineRenderer : XericRendererComponent
|
||||
{
|
||||
// todo 根据优弧劣弧绘制线段,这么说可能不太准确,但我需要在90度以内绘制漂亮的转角,大于90度则用中心圆代替
|
||||
#region 字段属性
|
||||
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
public List<Vector2> points = new List<Vector2>();
|
||||
private Vector2[] _points;
|
||||
|
||||
public float thickness = 10f;
|
||||
public bool center = true;
|
||||
public bool cycleLoop = false;
|
||||
|
||||
/// <summary>
|
||||
/// 是否启用倒角功能
|
||||
/// </summary>
|
||||
public bool useChamfer = false;
|
||||
|
||||
/// <summary>
|
||||
/// 倒角细分数量,控制圆弧的平滑度
|
||||
/// </summary>
|
||||
public int chamferSegments = 4;
|
||||
|
||||
/// <summary>
|
||||
/// 内圆弧半径,当大于0时启用内圆弧
|
||||
/// </summary>
|
||||
public float innerRadius = 0f;
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 添加顶点
|
||||
/// </summary>
|
||||
/// <param name="point"></param>
|
||||
/// <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>
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 生成线条网格
|
||||
/// </summary>
|
||||
/// <param name="vh">用于构建网格的 VertexHelper 对象</param>
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5b33b2e663e78774c9f0c9af55018725
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,320 @@
|
||||
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.Runtime.UIGraph
|
||||
{
|
||||
/// <summary>
|
||||
/// 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
|
||||
/// </summary>
|
||||
[AddComponentMenu("Xeric Library/UI/UIPatternRenderer", 15)]
|
||||
public class UIPatternRenderer : XericRendererComponent
|
||||
{
|
||||
#region 字段属性
|
||||
|
||||
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
|
||||
[PropertyRange("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;
|
||||
#if ODIN_INSPECTOR
|
||||
[ShowIf("angleMode", optionalValue: AngleSelectMode.Angle)]
|
||||
#endif
|
||||
[Tooltip("起始角度")] public float startAngle = 90f;
|
||||
#if ODIN_INSPECTOR
|
||||
[ShowIf("angleMode", optionalValue: AngleSelectMode.Multiples)]
|
||||
#endif
|
||||
[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("边框颜色渐变")] private Color borderColor2 = Color.white;
|
||||
[SerializeField, Tooltip("填充颜色")] private Color fillColor = Color.gray;
|
||||
|
||||
/// <summary>
|
||||
/// 获取最大缩放(一个参考值)
|
||||
/// </summary>
|
||||
public float GetMaxScale => 1 / Mathf.Cos(GetSideRadius);
|
||||
private float ScaleMin => 0.01f;
|
||||
/// <summary>
|
||||
/// 获取多边形的旋转弧度
|
||||
/// </summary>
|
||||
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 BorderColor2 = Shader.PropertyToID("_BorderColor2");
|
||||
private static readonly int FillColor1 = Shader.PropertyToID("_FillColor");
|
||||
private static readonly int Thinkness = Shader.PropertyToID("_Thinkness");
|
||||
|
||||
/// <summary>
|
||||
/// 边框厚度
|
||||
/// </summary>
|
||||
public float BorderThickness
|
||||
{
|
||||
get => borderThickness;
|
||||
set
|
||||
{
|
||||
borderThickness = value;
|
||||
m_Material.SetFloat(Thinkness, borderThickness);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 边框颜色
|
||||
/// </summary>
|
||||
public Color BorderColor
|
||||
{
|
||||
get => borderColor;
|
||||
set
|
||||
{
|
||||
borderColor = value;
|
||||
m_Material.SetColor(BorderColor1, borderColor);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 边框颜色渐变
|
||||
/// </summary>
|
||||
public Color BorderColorLinear
|
||||
{
|
||||
get => borderColor2;
|
||||
set
|
||||
{
|
||||
borderColor2 = value;
|
||||
m_Material.SetColor(BorderColor2, borderColor2);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 填充颜色
|
||||
/// </summary>
|
||||
public Color FillColor
|
||||
{
|
||||
get => fillColor;
|
||||
set
|
||||
{
|
||||
fillColor = value;
|
||||
m_Material.SetColor(FillColor1, fillColor);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置缩放
|
||||
/// </summary>
|
||||
/// <param name="scale"></param>
|
||||
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<Vector3> verticesCache = new List<Vector3>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region 类内类型
|
||||
|
||||
public enum AngleSelectMode
|
||||
{
|
||||
Angle,
|
||||
Multiples,
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
protected override void OnPopulatePrefabricateVertex(List<UIVertex> vertexList, List<int> indexList)
|
||||
{
|
||||
// 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
|
||||
vertexList.AddVert(center, uvCenter, color32);
|
||||
|
||||
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);
|
||||
vertexList.AddVert(verticesCache[i], uv, color32);
|
||||
}
|
||||
|
||||
// 三角形顺序:中心点, 当前外点, 下一个外点
|
||||
for (int i = 1; i < sides; i++)
|
||||
indexList.AddTriangle(0, i, i + 1);
|
||||
// 连接最后一个点和第一个点以闭合形状
|
||||
indexList.AddTriangle(0, sides, 1);
|
||||
}
|
||||
// 启用倒角
|
||||
else
|
||||
{
|
||||
verticesCache.AddRange(OriginPatternVectorPoints(sides, radius, sideAngle, center));
|
||||
// 添加中心点
|
||||
vertexList.AddVert(center, uvCenter, color32);
|
||||
var maxVpCount = sides * roundingTime + 1;
|
||||
var l = 2 * radius * Mathf.Sin(Mathf.PI / sides);
|
||||
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);
|
||||
vertexList.AddVert(pos, uv, this.color);
|
||||
var index = roundingTime * i + j + 1;
|
||||
var next = index + 1;
|
||||
if (next >= maxVpCount)
|
||||
next = (next % maxVpCount) + 1;
|
||||
indexList.AddTriangle(0, index, next);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 图元基础外围图形顶点
|
||||
/// </summary>
|
||||
/// <param name="sideCount">边数(或者顶点数)</param>
|
||||
/// <param name="radius">半径</param>
|
||||
/// <param name="startAngle">图形起始角度</param>
|
||||
/// <param name="center">中心偏移</param>
|
||||
/// <returns></returns>
|
||||
private static IEnumerable<Vector3> 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;
|
||||
BorderColorLinear = borderColor2;
|
||||
FillColor = fillColor;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eada6ed68c1a4d4f80a267cc56ee40d9
|
||||
timeCreated: 1774341380
|
||||
@@ -0,0 +1,175 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Pool;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace XericLibrary.Runtime.UIGraph
|
||||
{
|
||||
/// <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 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)
|
||||
{
|
||||
if (vh == null) return;
|
||||
vh.Clear();
|
||||
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();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个阵列节点
|
||||
/// </summary>
|
||||
/// <param name="offset">偏移</param>
|
||||
/// <param name="angle">角度</param>
|
||||
public int AddArrayModifier(Vector3 offset, float angle)
|
||||
{
|
||||
var index = _arrayTransformList.Count;
|
||||
_arrayTransformList.Add(new Vector4(offset.x, offset.y, offset.z, angle));
|
||||
Refresh();
|
||||
return index;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空阵列节点
|
||||
/// </summary>
|
||||
public void ClearArrayModifier()
|
||||
{
|
||||
_arrayTransformList.Clear();
|
||||
Refresh();
|
||||
}
|
||||
|
||||
public bool ModifyArrayModifier(int index, Vector3 offset, float angle)
|
||||
{
|
||||
if (index < 0 || index >= _arrayTransformList.Count)
|
||||
return false;
|
||||
_arrayTransformList[index] = new Vector4(offset.x, offset.y, offset.z, angle);
|
||||
Refresh();
|
||||
return true;
|
||||
}
|
||||
|
||||
#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)
|
||||
{
|
||||
_temp_vertexList.Clear();
|
||||
_temp_indexList.Clear();
|
||||
|
||||
if (trans == null || trans.Count == 0)
|
||||
{
|
||||
Copy();
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < trans.Count; i++)
|
||||
Copy2(i, trans[i]);
|
||||
|
||||
void Copy()
|
||||
{
|
||||
_temp_vertexList.AddRange(_vertexList.GetRange(0, _vertexList.Count));
|
||||
_temp_indexList.AddRange(_indexList.GetRange(0, _indexList.Count));
|
||||
}
|
||||
void Copy2(int index, Vector4 transform)
|
||||
{
|
||||
_temp_vertexList.AddRange(_vertexList.Select(a =>
|
||||
{
|
||||
var newPos = a.position;
|
||||
if (transform.w != 0)
|
||||
{
|
||||
var rot = Quaternion.Euler(0, 0, transform.w);
|
||||
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,
|
||||
};
|
||||
}));
|
||||
_temp_indexList.AddRange(_indexList.Select(a => index * _vertexList.Count + a));
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69b796bc59d34993b4b618c67db9c388
|
||||
timeCreated: 1774340572
|
||||
Reference in New Issue
Block a user