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
{
///
/// 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
///
[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;
[ShowIf("angleMode", optionalValue: AngleSelectMode.Angle)]
[Tooltip("起始角度")] public float startAngle = 90f;
[ShowIf("angleMode", optionalValue: AngleSelectMode.Multiples)]
[Tooltip("起始角度(倍数对齐)")] public float startAngleTime = 1;
[SerializeField, Tooltip("边框厚度")] [Range(0f, 1f)]
private float borderThickness = .1f;
[SerializeField, Tooltip("边框颜色")] private Color borderColor = Color.white;
[SerializeField, Tooltip("边框颜色渐变")] private Color borderColor2 = Color.white;
[SerializeField, Tooltip("填充颜色")] private Color fillColor = Color.gray;
///
/// 获取最大缩放(一个参考值)
///
public float GetMaxScale => 1 / Mathf.Cos(GetSideRadius);
private float ScaleMin => 0.01f;
///
/// 获取多边形的旋转弧度
///
public float GetSideRadius => Mathf.PI / sides;
private float sideAngle =>
angleMode switch
{
AngleSelectMode.Angle => startAngle,
AngleSelectMode.Multiples => Mathf.Rad2Deg * 2 * GetSideRadius * (startAngleTime - (sides % 2 == 0 ? 0 : 0.25f)),
_ => 1f
};
private static readonly int BorderColor1 = Shader.PropertyToID("_BorderColor");
private static readonly int BorderColor2 = Shader.PropertyToID("_BorderColor2");
private static readonly int FillColor1 = Shader.PropertyToID("_FillColor");
private static readonly int Thinkness = Shader.PropertyToID("_Thinkness");
///
/// 边框厚度
///
public float BorderThickness
{
get => borderThickness;
set
{
borderThickness = value;
m_Material.SetFloat(Thinkness, borderThickness);
}
}
///
/// 边框颜色
///
public Color BorderColor
{
get => borderColor;
set
{
borderColor = value;
m_Material.SetColor(BorderColor1, borderColor);
}
}
///
/// 边框颜色渐变
///
public Color BorderColorLinear
{
get => borderColor2;
set
{
borderColor2 = value;
m_Material.SetColor(BorderColor2, borderColor2);
}
}
///
/// 填充颜色
///
public Color FillColor
{
get => fillColor;
set
{
fillColor = value;
m_Material.SetColor(FillColor1, fillColor);
}
}
///
/// 设置缩放
///
///
public void SetScale(float scale) => this.scale = scale;
// 缓存顶点列表以避免每帧分配内存
private readonly List verticesCache = new List();
#endregion
#region 类内类型
public enum AngleSelectMode
{
Angle,
Multiples,
}
#endregion
protected override void OnPopulatePrefabricateVertex(List vertexList, List 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);
}
}
}
}
///
/// 图元基础外围图形顶点
///
/// 边数(或者顶点数)
/// 半径
/// 图形起始角度
/// 中心偏移
///
private static IEnumerable OriginPatternVectorPoints(int sideCount, float radius, float startAngle,
Vector2 center)
{
float angleStep = 360f / sideCount;
for (int i = 0; i < sideCount; i++)
{
float angleDeg = startAngle + i * angleStep;
float angle = angleDeg * Mathf.Deg2Rad;
float x = center.x + Mathf.Cos(angle) * radius;
float y = center.y + Mathf.Sin(angle) * radius;
yield return new Vector2(x, y);
// uv的y是角度,不过看起来不太需要这一步
// float normalizedDist = 1.0f;
// float normalizedAngle = (angleDeg + 90f) / 360f;
// if (normalizedAngle < 0) normalizedAngle += 1f;
// if (normalizedAngle > 1) normalizedAngle -= 1f;
//
// uvCache.Add(new Vector2(normalizedDist, normalizedAngle));
}
}
private void GetNormalizedAngleByPos(float angleStep, int count, out float normalizedAngle)
{
float angleDeg = startAngle + count * angleStep;
normalizedAngle = (angleDeg + 90f) / 360f;
if (normalizedAngle < 0) normalizedAngle += 1f;
if (normalizedAngle > 1) normalizedAngle -= 1f;
}
#if UNITY_EDITOR
protected override void OnValidate()
{
base.OnValidate();
if (sides < 3) sides = 3;
if (scale <= float.Epsilon) scale = float.Epsilon;
SetVerticesDirty();
BorderThickness = borderThickness;
BorderColor = borderColor;
BorderColorLinear = borderColor2;
FillColor = fillColor;
}
#endif
}
}