Archived
800 lines
28 KiB
C#
800 lines
28 KiB
C#
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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// 归一化距离
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float normalizedDist = Mathf.Clamp01(minDistance / Mathf.Max(width, height));
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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;
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byte distByte = (byte)(Mathf.Clamp01(Mathf.Abs(normalizedDist)) * 255);
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pixels[pixelIndex] = new Color32(distByte, distByte, distByte, 255);
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// 为顶点生成UV
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if (visualizeDistanceField)
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{
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for (int i = 0; i < vertices.Count; i++)
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{
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if (Vector2.Distance(vertices[i], worldPos) < 1f)
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{
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uvs[i] = new Vector2(x / (float)group.distanceFieldResolution,
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y / (float)group.distanceFieldResolution);
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}
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}
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}
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}
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}
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group.distanceFieldTexture.SetPixels32(pixels);
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group.distanceFieldTexture.Apply();
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// 如果不显示可视化,使用简单模式的UV
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if (!visualizeDistanceField)
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{
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return GenerateSimpleCenterUVs(vertices);
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}
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return uvs;
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}
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/// <summary>
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/// 计算多边形的质心
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/// </summary>
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private Vector2 CalculateCentroid(List<Vector2> vertices)
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{
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float signedArea = 0;
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float centerX = 0;
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float centerY = 0;
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int n = vertices.Count;
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for (int i = 0; i < n; i++)
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{
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int next = (i + 1) % n;
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float temp = vertices[i].x * vertices[next].y - vertices[next].x * vertices[i].y;
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signedArea += temp;
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centerX += (vertices[i].x + vertices[next].x) * temp;
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centerY += (vertices[i].y + vertices[next].y) * temp;
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}
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signedArea *= 0.5f;
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if (Mathf.Abs(signedArea) < 0.001f)
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return vertices.Count > 0 ? vertices[0] : Vector2.zero;
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centerX /= (6 * signedArea);
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centerY /= (6 * signedArea);
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return new Vector2(centerX, centerY);
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}
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/// <summary>
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/// 检查点是否在多边形内部
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/// </summary>
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private bool PointInPolygon(Vector2 point, List<Vector2> vertices)
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{
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int n = vertices.Count;
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bool inside = false;
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for (int i = 0, j = n - 1; i < n; j = i++)
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{
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if (((vertices[i].y > point.y) != (vertices[j].y > point.y)) &&
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(point.x < (vertices[j].x - vertices[i].x) * (point.y - vertices[i].y) /
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(vertices[j].y - vertices[i].y) + vertices[i].x))
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{
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inside = !inside;
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}
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}
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return inside;
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}
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/// <summary>
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/// 计算点到线段的最短距离
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/// </summary>
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private float DistancePointToSegment(Vector2 point, Vector2 a, Vector2 b)
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{
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Vector2 ab = b - a;
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Vector2 ap = point - a;
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float dot = Vector2.Dot(ap, ab);
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float lenSq = ab.sqrMagnitude;
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float t = dot / lenSq;
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t = Mathf.Clamp01(t);
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Vector2 projection = a + t * ab;
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return Vector2.Distance(point, projection);
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}
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/// <summary>
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/// 计算两条直线的交点
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/// </summary>
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private bool LineLineIntersection(Vector2 p1, Vector2 d1, Vector2 p2, Vector2 d2, out Vector2 intersection)
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{
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intersection = Vector2.zero;
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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
|
|
|
|
}
|
|
} |