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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or
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relinquishment in perpetuity of all present and future rights to this
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software under copyright law.
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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For more information, please refer to <https://unlicense.org/>
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using UnityEngine;
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using UnityEngine.UI;
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namespace Radishmouse
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{
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[RequireComponent(typeof(CanvasRenderer))]
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public class XericSimpleUILineRenderer : MaskableGraphic
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{
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public Vector2[] points;
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public float thickness = 10f;
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public bool center = 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 (points.Length < 2)
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return;
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for (int i = 0; i < points.Length-1; i++)
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{
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// Create a line segment between the next two points
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CreateLineSegment(points[i], points[i+1], vh);
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int index = i * 5;
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// Add the line segment to the triangles array
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vh.AddTriangle(index, index+1, index+3);
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vh.AddTriangle(index+3, index+2, index);
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// These two triangles create the beveled edges
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// between line segments using the end point of
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// the last line segment and the start points of this one
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if (i != 0)
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{
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vh.AddTriangle(index+1, index-1, index-2);
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}
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}
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}
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/// <summary>
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/// Creates a rect from two points that acts as a line segment
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/// </summary>
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/// <param name="point1">The starting point of the segment</param>
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/// <param name="point2">The endint point of the segment</param>
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/// <param name="vh">The vertex helper that the segment is added to</param>
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private void CreateLineSegment(Vector3 point1, Vector3 point2, VertexHelper vh)
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{
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Vector3 offset = center ? (rectTransform.sizeDelta / 2) : Vector2.zero;
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// Create vertex template
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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// Create the start of the segment
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Quaternion point1Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point1, point2) + 90);
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vertex.position = point1Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point1 - offset;
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vh.AddVert(vertex);
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vertex.position = point1Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point1 - offset;
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vh.AddVert(vertex);
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// Create the end of the segment
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Quaternion point2Rotation = Quaternion.Euler(0, 0, RotatePointTowards(point2, point1) - 90);
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vertex.position = point2Rotation * new Vector3(-thickness / 2, 0);
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vertex.position += point2 - offset;
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vh.AddVert(vertex);
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vertex.position = point2Rotation * new Vector3(thickness / 2, 0);
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vertex.position += point2 - offset;
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vh.AddVert(vertex);
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// Also add the end point
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vertex.position = point2 - offset;
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vh.AddVert(vertex);
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}
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/// <summary>
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/// Gets the angle that a vertex needs to rotate to face target vertex
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/// </summary>
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/// <param name="vertex">The vertex being rotated</param>
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/// <param name="target">The vertex to rotate towards</param>
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/// <returns>The angle required to rotate vertex towards target</returns>
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private float RotatePointTowards(Vector2 vertex, Vector2 target)
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{
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return (float)(Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * (180 / Mathf.PI));
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}
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}
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}
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Reference in New Issue
Block a user