update 0.6.3.7

This commit is contained in:
2026-07-30 09:18:26 +08:00
parent 54644a9f15
commit 46560ea78f
49 changed files with 1126 additions and 1325 deletions
@@ -1,341 +1,134 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.MacroLibrary;
namespace XericLibrary.Runtime.Blueprint
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 蓝图画布渲染工具的抽象基类。
/// <para>
/// 职责:
/// 1. 管理 Viewport Transform — 平移/缩放改为驱动 Transform,不触发 Mesh 重建。
/// 2. 管理网格区块(Chunk)— 按画布坐标分块,每块一个渲染器,避开 65535 顶点限制。
/// 3. 数据分组 — 脏元素的坐标 ÷ chunkSize → Spiral2DEncode → 按 Chunk 写入渲染器。
/// </para>
/// <para>
/// 派生类只需实现三个抽象方法:
/// <list type="bullet">
/// <item><see cref="BuildChunkRenderer"/> — 在 Chunk GameObject 上创建渲染器组件</item>
/// <item><see cref="AppendElementData"/> — 把元素数据写入该 Chunk 的渲染器</item>
/// <item><see cref="ClearChunk"/> — 清空 Chunk 渲染器,准备下一帧重写</item>
/// </list>
/// </para>
/// </summary>
/// <typeparam name="TChildRenderer">Chunk 使用的渲染器组件类型</typeparam>
public abstract class BlueprintCanvasRenderTool<TChildRenderer> : BlueprintTool
where TChildRenderer : MonoBehaviour
/// <summary>Chunk renderer 后端基类:仅消费 Graph.ChunkState 的提交,不计算归属或可见性。</summary>
public abstract class BlueprintCanvasRenderTool<TChildRenderer> : BlueprintTool where TChildRenderer : MonoBehaviour
{
// ====================================================================
// 配置
// ====================================================================
/// <summary>网格区块大小(画布空间单位)。一个 Chunk 覆盖 chunkSize × chunkSize 区域。</summary>
protected int ChunkSize = 400;
/// <summary>Chunk 池的最大缓存数量</summary>
protected int MaxPoolSize = 100;
// ====================================================================
// Chunk 数据
// ====================================================================
/// <summary>活跃区块:Spiral2DEncode ID → 渲染器实例</summary>
protected Dictionary<ulong, TChildRenderer> ActiveChunks = new();
/// <summary>缓存池,减少创建/销毁</summary>
protected Stack<TChildRenderer> ChunkPool = new();
/// <summary>Chunk 的父级 Transform(通常在 Viewport 下)</summary>
protected readonly Dictionary<ulong, TChildRenderer> ActiveChunks = new Dictionary<ulong, TChildRenderer>();
protected readonly Stack<TChildRenderer> ChunkPool = new Stack<TChildRenderer>();
protected Transform ChunksParent;
// ====================================================================
// Viewport 状态
// ====================================================================
/// <summary>当前同步到的 Viewport Transform</summary>
protected RectTransform ViewportRect;
private Vector2 _prevPan;
private float _prevZoom;
// ====================================================================
// 抽象方法(派生类实现)
// ====================================================================
/// <summary>在 Chunk GameObject 上创建渲染器组件并返回。</summary>
protected abstract TChildRenderer BuildChunkRenderer(GameObject chunkGo);
/// <summary>将元素数据写入指定 Chunk 的渲染器。</summary>
protected abstract void AppendElementData(TChildRenderer renderer, IBlueprintElement element);
/// <summary>清空 Chunk 渲染器的数据,准备下一帧重写。</summary>
/// <summary>当前模板方法提交;子类不得重新计算 chunk 本地偏移。</summary>
protected BlueprintElementRenderSubmission CurrentElementSubmission { get; private set; }
protected abstract void AppendElementData(TChildRenderer renderer, IBlueprintElement element, ulong chunkID);
protected abstract void ClearChunkData(TChildRenderer renderer);
/// <summary>触发 Chunk 渲染器的脏标记,使其重建 Mesh。</summary>
protected abstract void SetChunkDirty(TChildRenderer renderer);
protected abstract bool AcceptsElement(IBlueprintElement element);
/// <summary>每个非退出 Chunk 提交的开始钩子。</summary>
protected virtual void BeginChunkSubmission(ulong chunkID, TChildRenderer renderer) { }
/// <summary>每个非退出 Chunk 提交的结束钩子。</summary>
protected virtual void EndChunkSubmission(ulong chunkID, TChildRenderer renderer) { }
protected virtual void OnChunkRecycled(ulong chunkID, TChildRenderer renderer) { }
/// <summary>获取元素用于 Chunk 分组的坐标(通常是 Position 或中心点)。</summary>
protected abstract Vector2 GetElementPosition(IBlueprintElement element);
/// <summary>检查元素是否需要被剔除(例如不在视口内)。</summary>
protected abstract bool IsElementCulled(IBlueprintElement element);
// ====================================================================
// 生命周期
// ====================================================================
public override void OnInitialize()
{
EnsureViewport();
}
public override void OnInitialize() => EnsureViewport();
public override void OnConfigChanged() => Graph?.MarkAllElementsDirty();
public override void OnRender()
{
if (Graph?.Canvas == null) return;
// 1. 确保层级存在
if (Graph?.Canvas == null || Graph.ChunkState == null) return;
EnsureViewport();
// 2. 同步 Viewport Transform(O(1),不重建 Mesh)
if (ViewportRect == null) return;
SyncViewportTransform();
// 3. 检查是否有脏元素
if (Graph.DirtyFlags == null || !Graph.DirtyFlags.HasDirty)
return;
// 4. 收集并分组脏元素
var groups = GroupDirtyElements();
if (groups.Count == 0) return;
// 5. 写入 Chunk 渲染器
foreach (var kvp in groups)
foreach (var submission in Graph.ChunkState.Submissions)
{
var renderer = GetOrCreateChunk(kvp.Key);
if (submission.Kind == ChunkSubmissionKind.Exited) { RecycleChunk(submission.ChunkId); continue; }
var renderer = GetOrCreateChunk(submission.ChunkId);
if (renderer == null) continue;
ClearChunkData(renderer);
foreach (var element in kvp.Value)
AppendElementData(renderer, element);
BeginChunkSubmission(submission.ChunkId, renderer);
var session = new RenderSession(Graph, submission);
if (submission.Elements != null)
foreach (var element in submission.Elements)
if (AcceptsElement(element)) { CurrentElementSubmission = session.CreateElementSubmission(element); AppendElementData(renderer, element, submission.ChunkId); }
CurrentElementSubmission = null;
EndChunkSubmission(submission.ChunkId, renderer);
SetChunkDirty(renderer);
}
// 6. 清理空 Chunk
CleanupInactiveChunks(groups.Keys);
}
public override void OnDestroy()
{
DestroyAllChunks();
ViewportRect = null;
ChunksParent = null;
DestroyAllChunks(); ViewportRect = null; ChunksParent = null;
}
// ====================================================================
// Viewport
// ====================================================================
/// <summary>获取或创建 Viewport Transform。</summary>
protected virtual void EnsureViewport()
{
if (ViewportRect != null) return;
if (Graph?.Canvas == null) return;
if (ViewportRect != null || Graph?.Canvas == null) return;
var root = Graph.Canvas.GetRootTransform();
if (root == null) return;
// 查找已有的 __Bp_Viewport
var existing = root.Find("__Bp_Viewport");
if (existing != null)
ViewportRect = root.Find("__Bp_Viewport") as RectTransform;
if (ViewportRect == null)
{
ViewportRect = existing.GetComponent<RectTransform>();
ChunksParent = existing;
return;
var go = new GameObject("__Bp_Viewport", typeof(RectTransform)); go.hideFlags = HideFlags.HideAndDontSave;
ViewportRect = go.GetComponent<RectTransform>(); ViewportRect.SetParent(root, false);
}
// 创建 Viewport
var vpGo = new GameObject("__Bp_Viewport", typeof(RectTransform));
vpGo.hideFlags = HideFlags.HideAndDontSave;
vpGo.transform.SetParent(root, false);
vpGo.transform.SetAsFirstSibling(); // 在 GridBackground 之下
ViewportRect = vpGo.GetComponent<RectTransform>();
ViewportRect.anchorMin = Vector2.zero;
ViewportRect.anchorMax = Vector2.one;
ViewportRect.offsetMin = Vector2.zero;
ViewportRect.offsetMax = Vector2.zero;
ChunksParent = ViewportRect;
// 记录初始状态
_prevPan = Graph.Canvas.PanOffset;
_prevZoom = Graph.Canvas.ZoomLevel;
ViewportRect.anchoredPosition = -_prevPan;
ViewportRect.localScale = Vector3.one * _prevZoom;
var rootRect = root as RectTransform;
var pivot = rootRect != null ? rootRect.pivot : new Vector2(.5f, .5f);
ViewportRect.anchorMin = pivot; ViewportRect.anchorMax = pivot; ViewportRect.pivot = pivot;
ViewportRect.anchoredPosition = Vector2.zero; ViewportRect.sizeDelta = rootRect != null ? rootRect.rect.size : Vector2.zero;
ChunksParent = ViewportRect; _prevPan = Graph.Canvas.PanOffset; _prevZoom = Graph.Canvas.ZoomLevel;
ViewportRect.anchoredPosition = _prevPan; ViewportRect.localScale = Vector3.one * _prevZoom;
}
/// <summary>将画布的 Pan/Zoom 同步到 Viewport Transform。</summary>
protected virtual void SyncViewportTransform()
{
if (ViewportRect == null) return;
var pan = Graph.Canvas.PanOffset;
var zoom = Graph.Canvas.ZoomLevel;
if (_prevPan != pan)
{
ViewportRect.anchoredPosition = -pan;
_prevPan = pan;
}
if (!Mathf.Approximately(_prevZoom, zoom))
{
ViewportRect.localScale = Vector3.one * zoom;
_prevZoom = zoom;
}
var pan = Graph.Canvas.PanOffset; var zoom = Graph.Canvas.ZoomLevel;
if (_prevPan != pan) { ViewportRect.anchoredPosition = pan; _prevPan = pan; }
if (!Mathf.Approximately(_prevZoom, zoom)) { ViewportRect.localScale = Vector3.one * zoom; _prevZoom = zoom; }
}
// ====================================================================
// Chunk 管理
// ====================================================================
protected Vector2 ChunkOrigin(ulong id) => Graph.ChunkState.GetChunkOrigin(id);
/// <summary>将画布空间坐标转为 Chunk 坐标。</summary>
protected (int cx, int cy) PositionToCoord(Vector2 canvasPos)
/// <summary>一次 chunk 提交的标准化坐标、LOD 与版本上下文。</summary>
protected sealed class RenderSession
{
return (
Mathf.FloorToInt(canvasPos.x / ChunkSize),
Mathf.FloorToInt(canvasPos.y / ChunkSize)
);
private readonly BlueprintGraph _graph; private readonly ChunkSubmission _submission; private readonly Vector2 _origin; private readonly Rect _bounds;
public RenderSession(BlueprintGraph graph, ChunkSubmission submission) { _graph=graph; _submission=submission; _origin=graph.ChunkState.GetChunkOrigin(submission.ChunkId); _bounds=graph.ChunkState.GetChunkRect(submission.ChunkId); }
public BlueprintElementRenderSubmission CreateElementSubmission(IBlueprintElement element) => new BlueprintElementRenderSubmission(element, element.BoundingBox.center, element.BoundingBox, _origin, _bounds, _graph.CurrentLod, _submission.ContentRevision, _submission.LodRevision);
}
/// <summary>Chunk 坐标 → 螺旋曲线 ID。</summary>
protected ulong CoordToID(int cx, int cy)
public sealed class BlueprintElementRenderSubmission
{
return MacroCurveMapping.Spiral2DEncode(cx, cy);
public readonly IBlueprintElement Element; public readonly Vector2 CanvasPosition, ChunkOrigin, ChunkLocalPosition; public readonly Rect CanvasBounds, ChunkLocalBounds; public readonly BlueprintLodLevel LOD; public readonly int ContentRevision, LodRevision;
public BlueprintElementRenderSubmission(IBlueprintElement element, Vector2 canvasPosition, Rect canvasBounds, Vector2 chunkOrigin, Rect chunkBounds, BlueprintLodLevel lod, int contentRevision, int lodRevision)
{ Element=element; CanvasPosition=canvasPosition; CanvasBounds=canvasBounds; ChunkOrigin=chunkOrigin; ChunkLocalPosition=canvasPosition-chunkOrigin; ChunkLocalBounds=new Rect(canvasBounds.position-chunkOrigin, canvasBounds.size); LOD=lod; ContentRevision=contentRevision; LodRevision=lodRevision; }
/// <summary>将提交元素相关的 Canvas 空间数据转换为当前 Chunk 局部空间。</summary>
public Vector2 ToChunkLocal(Vector2 canvasPosition) => canvasPosition - ChunkOrigin;
public Rect ToChunkLocal(Rect canvasBounds) => new Rect(canvasBounds.position - ChunkOrigin, canvasBounds.size);
}
/// <summary>螺旋曲线 ID → Chunk 坐标。</summary>
protected void IDToCoord(ulong id, out int cx, out int cy)
protected TChildRenderer GetOrCreateChunk(ulong id)
{
MacroCurveMapping.Spiral2DDecode(id, out cx, out cy);
}
/// <summary>获取或创建坐标对应的 Chunk 渲染器。</summary>
protected TChildRenderer GetOrCreateChunk(ulong chunkID)
{
if (ActiveChunks.TryGetValue(chunkID, out var renderer) && renderer != null)
return renderer;
IDToCoord(chunkID, out int cx, out int cy);
if (ActiveChunks.TryGetValue(id, out var renderer) && renderer != null) return renderer;
BlueprintChunkState.DecodeCoord(id, out int x, out int y);
GameObject go;
// 从池中取或新建
if (ChunkPool.Count > 0)
{
go = ChunkPool.Pop().gameObject;
go.SetActive(true);
}
else
{
go = new GameObject($"Chunk_{cx}_{cy}", typeof(RectTransform));
go.hideFlags = HideFlags.HideAndDontSave;
go.transform.SetParent(ChunksParent, false);
}
// 定位 Chunk
var rt = go.GetComponent<RectTransform>();
rt.pivot = Vector2.zero; // 左下角为原点
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.zero; // 不拉伸,绝对定位
rt.anchoredPosition = new Vector2(cx * ChunkSize, cy * ChunkSize);
rt.sizeDelta = new Vector2(ChunkSize, ChunkSize);
// 获取或创建渲染器
renderer = go.GetComponent<TChildRenderer>();
if (renderer == null)
renderer = BuildChunkRenderer(go);
ActiveChunks[chunkID] = renderer;
return renderer;
if (ChunkPool.Count > 0) { go = ChunkPool.Pop().gameObject; go.SetActive(true); }
else { go = new GameObject("Chunk_" + x + "_" + y, typeof(RectTransform)); go.hideFlags = HideFlags.HideAndDontSave; go.transform.SetParent(ChunksParent, false); }
var rt = go.GetComponent<RectTransform>(); var pivot = ViewportRect.pivot;
rt.anchorMin = pivot; rt.anchorMax = pivot; rt.pivot = pivot; rt.anchoredPosition = ChunkOrigin(id);
rt.sizeDelta = new Vector2(Graph.ChunkState.ChunkSize, Graph.ChunkState.ChunkSize);
renderer = go.GetComponent<TChildRenderer>() ?? BuildChunkRenderer(go); ActiveChunks[id] = renderer; return renderer;
}
/// <summary>收集脏元素并按 Chunk 分组。</summary>
protected virtual Dictionary<ulong, List<IBlueprintElement>> GroupDirtyElements()
private void RecycleChunk(ulong id)
{
var groups = new Dictionary<ulong, List<IBlueprintElement>>();
var dirtyList = Graph.DirtyFlags.FlushDirty();
foreach (var element in dirtyList)
{
if (element == null) continue;
// 剔除
if (IsElementCulled(element)) continue;
var pos = GetElementPosition(element);
var (cx, cy) = PositionToCoord(pos);
ulong id = CoordToID(cx, cy);
if (!groups.TryGetValue(id, out var list))
{
list = new List<IBlueprintElement>();
groups[id] = list;
}
list.Add(element);
}
return groups;
if (!ActiveChunks.TryGetValue(id, out var renderer) || renderer == null) { ActiveChunks.Remove(id); return; }
OnChunkRecycled(id, renderer);
if (ChunkPool.Count < MaxPoolSize) { renderer.gameObject.SetActive(false); ChunkPool.Push(renderer); }
else UnityEngine.Object.Destroy(renderer.gameObject);
ActiveChunks.Remove(id);
}
/// <summary>清理不再包含脏元素的 Chunk。</summary>
protected virtual void CleanupInactiveChunks(Dictionary<ulong, List<IBlueprintElement>>.KeyCollection activeIDs)
{
var toRemove = new List<ulong>();
foreach (var kvp in ActiveChunks)
{
if (!System.Linq.Enumerable.Contains(activeIDs, kvp.Key))
toRemove.Add(kvp.Key);
}
foreach (var id in toRemove)
{
if (!ActiveChunks.TryGetValue(id, out var renderer) || renderer == null)
continue;
// 入池或销毁
if (ChunkPool.Count < MaxPoolSize)
{
renderer.gameObject.SetActive(false);
ChunkPool.Push(renderer);
}
else
{
UnityEngine.Object.Destroy(renderer.gameObject);
}
ActiveChunks.Remove(id);
}
}
/// <summary>销毁所有 Chunk。</summary>
protected virtual void DestroyAllChunks()
{
foreach (var kvp in ActiveChunks)
{
if (kvp.Value != null)
UnityEngine.Object.Destroy(kvp.Value.gameObject);
}
foreach (var pair in ActiveChunks) if (pair.Value != null) UnityEngine.Object.Destroy(pair.Value.gameObject);
ActiveChunks.Clear();
while (ChunkPool.Count > 0)
{
var pooled = ChunkPool.Pop();
if (pooled != null)
UnityEngine.Object.Destroy(pooled.gameObject);
}
while (ChunkPool.Count > 0) { var item = ChunkPool.Pop(); if (item != null) UnityEngine.Object.Destroy(item.gameObject); }
}
}
}
}
-8
View File
@@ -1,8 +0,0 @@
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@@ -1,145 +0,0 @@
using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 网格背景配置表 —— 控制 Shader 全部可调参数。
/// 材质实例由此配置统一管理,所有调用者通过 <see cref="GetOrCreateMaterial"/> 获取同一实例。
/// <see cref="ApplyToMaterial"/> 封装所有材质属性写入(含 _Transform 同步画布平移/缩放)。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Grid Background Config 创建资产。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphGridBackgroundConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Grid Background Config",
order = 3)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphGridBackgroundConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickUGUIGraphGridBackgroundTool); }
}
[Header("材质来源")]
[Tooltip("网格 Shader 名称")]
public string ShaderName = "XericLibrary/BluePrint/BlueprintBackgound_GridLine";
[Tooltip("可选:直接指定背景材质。设置后将忽略 ShaderName。")]
public Material OverrideMaterial = null;
[Header("网格参数")]
[Tooltip("网格间距(画布单位)。值越小网格越密。")]
public float GridSize = 100f;
[Tooltip("叠加网格密度")]
public float GridOverlayPower = 5f;
[Tooltip("线条阈值。0.5=极粗, 1=极细")]
[Range(0.5f, 1f)]
public float GridLineThreshold = 0.99f;
[Tooltip("线条扩展/柔和度。越大线条越宽。")]
[Range(0.001f, 1f)]
public float GridExp = 0.001f;
[Header("颜色")]
[Tooltip("网格线颜色")]
public Color GridColor = Color.white;
[Tooltip("背景底色")]
public Color GridBackgroundColor = Color.black;
// ─── 运行时缓存的材质实例 ───
[NonSerialized]
private Material _cachedMaterial;
/// <summary>
/// 获取或创建材质实例。
/// - 若 OverrideMaterial 不为空,直接返回。
/// - 否则按 ShaderName 查找 Shader,创建材质并缓存。
/// - 同一配置实例上多次调用返回同一材质对象。
/// </summary>
public Material GetOrCreateMaterial()
{
if (OverrideMaterial != null)
return OverrideMaterial;
if (_cachedMaterial != null)
return _cachedMaterial;
if (!string.IsNullOrEmpty(ShaderName))
{
var shader = Shader.Find(ShaderName);
if (shader != null)
{
_cachedMaterial = new Material(shader);
_cachedMaterial.name = "BpGridBackground_Mat";
}
}
return _cachedMaterial;
}
/// <summary>
/// 将当前配置的所有参数写入材质。
/// <para>包括:
/// - _Transform(scaleX, scaleY, offsetX, offsetY):随画布 zoom / pan 同步更新;
/// - _GridOverlayPower、_GridLineThreshold、_GridExp;
/// - _GridColor、_GridBackgroundColor。</para>
/// 每次渲染时调用以保持与蓝图画布的缩放/平移同步。
/// </summary>
/// <param name="mat">目标材质实例</param>
/// <param name="rectSize">背景板 RectTransform 的像素尺寸 (width, height)</param>
/// <param name="zoom">当前画布缩放级别</param>
/// <param name="panOffset">当前画布平移偏移量</param>
public void ApplyToMaterial(Material mat, Vector2 rectSize, float zoom, Vector2 panOffset)
{
if (mat == null) return;
// ── _Transform: 基于画布 zoom / pan 同步 ──
// Shader 中: texCoord2 = uv * _Transform.xy + _Transform.zw
// uv (0,0) = Image 左下角, uv (1,1) = Image 右上角
// CanvasToLocal: localPoint = canvasPoint * zoom + panOffset
// UV ↔ localPoint: uv = localPoint / rectSize + 0.5f
// ^^^^^ pivot(0.5,0.5) 的 UV 偏移
// 代入: uv = (canvasPoint * zoom + panOffset) / rectSize + 0.5f
// 目标: gridPos = canvasPoint / GridSize = uv * scale + offset
// 解出: scale = rectSize / (zoom * GridSize)
// offset = -(panOffset + 0.5 * rectSize) / (zoom * GridSize)
float sx = rectSize.x / (zoom * GridSize);
float sy = rectSize.y / (zoom * GridSize);
float ox = -(panOffset.x + 0.5f * rectSize.x) / (zoom * GridSize);
float oy = -(panOffset.y + 0.5f * rectSize.y) / (zoom * GridSize);
mat.SetVector("_Transform", new Vector4(sx, sy, ox, oy));
// ── 网格线参数 ──
mat.SetFloat("_GridOverlayPower", GridOverlayPower);
mat.SetFloat("_GridLineThreshold", GridLineThreshold);
mat.SetFloat("_GridExp", GridExp);
// ── 颜色 ──
mat.SetColor("_GridColor", GridColor);
mat.SetColor("_GridBackgroundColor", GridBackgroundColor);
}
/// <summary>
/// 释放此配置创建的材质实例(不释放 OverrideMaterial)。
/// </summary>
public void ReleaseMaterial()
{
if (_cachedMaterial != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
DestroyImmediate(_cachedMaterial);
else
#endif
Destroy(_cachedMaterial);
_cachedMaterial = null;
}
}
}
}
@@ -1,11 +0,0 @@
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@@ -1,65 +0,0 @@
using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 输入工具配置表 —— 控制平移/缩放插值速率、灵敏度等可调参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Input Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphInputConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Input Config",
order = 4)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphInputConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType
{
get { return typeof(QuickGraphInputTool); }
}
[Header("平移")]
[Tooltip("平移动画插值速率(越大跟随越快,3=适中,10=几乎瞬移)")]
[Range(1f, 20f)]
public float PanLerpSpeed = 3f;
[Header("缩放")]
[Tooltip("缩放动画插值速率(越大跟随更快)")]
[Range(1f, 30f)]
public float ZoomLerpSpeed = 8f;
[Tooltip("滚轮缩放除数。公式:zoom += scrollDelta / ZoomDivisor。\n旧输入系统 scrollDelta.y 约 ±3,默认 30 = 每格 ±0.1")]
[Range(1f, 200f)]
public float ZoomDivisor = 30f;
[Header("拖拽平移")]
[Tooltip("中键拖拽平移速度系数。1=鼠标移动 1px,画布移动 1px(经缩放校正)")]
[Range(0.1f, 10f)]
public float DragPanSpeed = 1f;
[Header("缩放范围")]
[Tooltip("最小缩放级别")]
[Range(0.01f, 1f)]
public float MinZoom = 0.1f;
[Tooltip("最大缩放级别")]
[Range(1f, 10f)]
public float MaxZoom = 3f;
[Header("键盘")]
[Tooltip("键盘方向键平移速度(画布单位/秒)")]
[Range(50f, 2000f)]
public float KeyboardPanSpeed = 600f;
[Tooltip("键盘 +/- 缩放速度(与 ZoomDivisor 配合,公式:zoom += 1 / ZoomDivisor)")]
[Range(0.005f, 0.5f)]
public float KeyboardZoomSpeed = 0.05f;
[Header("框选")]
[Tooltip("框选拖拽触发阈值(画布单位)。拖拽距离超过此值后才显示选框并开始框选")]
[Range(1f, 100f)]
public float BoxSelectThreshold = 10f;
}
}
@@ -1,11 +0,0 @@
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@@ -1,61 +0,0 @@
using System;
using UnityEngine;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 节点渲染配置表 —— 控制节点矩形、边框、圆角等视觉参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Node Render Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphNodeRenderConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Node Render Config",
order = 1)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphNodeRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType => typeof(NodeCanvasRenderTool);
[Header("尺寸")]
[Tooltip("节点宽度(像素)")]
public float NodeWidth = 90f;
[Tooltip("节点高度(像素)")]
public float NodeHeight = 130f;
[Header("边框")]
[Tooltip("边框厚度(像素)")]
public float BorderThickness = 3f;
[Header("圆角")]
[Tooltip("圆角大小(0~1 归一化)")]
[Range(0f, 0.5f)]
public float ChamferSize = 0.2f;
[Tooltip("圆角细分段数")]
[Range(1, 16)]
public int ChamferSegments = 4;
[Header("颜色")]
[Tooltip("节点默认背景色")]
public Color DefaultBackgroundColor = new Color(0.16f, 0.16f, 0.16f);
[Tooltip("节点默认文字色")]
public Color DefaultTextColor = Color.white;
[Header("文本")]
[Tooltip("节点标题字号")]
public float TitleFontSize = 14f;
[Tooltip("节点标题字体(留空使用默认 TMP 字体)")]
public TMPro.TMP_FontAsset TitleFont;
[Header("LOD(缩放等级细节)")]
[Tooltip("归一化缩放值低于此阈值时触发 LOD 0(极简:纯色节点,无文本)。0~1。默认 0.3。")]
[Range(0f, 1f)]
public float Lod0Threshold = 0.3f;
[Tooltip("归一化缩放值低于此阈值时触发 LOD 1(简化:节点+边框,无文本);高于此值为 LOD 2(完整渲染)。0~1。默认 0.7。")]
[Range(0f, 1f)]
public float Lod1Threshold = 0.7f;
}
}
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@@ -1,63 +0,0 @@
using System;
using UnityEngine;
using XericLibrary.Runtime.UIGraph;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// QuickGraph 连线渲染配置表 —— 控制贝塞尔曲线宽度、箭头形状等全部视觉参数。
/// 右键 Project 窗口 → Create/Blueprint/QuickGraph/Wire Render Config 创建资产。
/// 拖入蓝图组件的 ToolConfigAssets 列表即可覆盖默认值。
/// </summary>
[CreateAssetMenu(
fileName = "QuickGraphWireRenderConfig",
menuName = "Xeric Library/Blueprint/QuickGraph/Wire Render Config",
order = 2)]
[BlueprintTheme("QuickGraph")]
public class QuickGraphWireRenderConfig : BlueprintToolConfigBase
{
/// <summary>目标工具类型</summary>
public override System.Type TargetToolType => typeof(WireCanvasRenderTool);
[Header("连线")]
[Tooltip("连线宽度(像素)")]
[Range(1f, 20f)]
public float WireWidth = 5f;
[Header("贝塞尔手柄")]
[Tooltip("源端手柄从端口伸出的距离(画布单位)。数值越大曲线越平缓。")]
[Range(10f, 500f)]
public float SourceHandleLength = 80f;
[Tooltip("目标端手柄从端口伸出的距离(画布单位)。")]
[Range(10f, 500f)]
public float TargetHandleLength = 80f;
[Header("箭头")]
[Tooltip("箭头形状")]
public ArrowShape ArrowShape = ArrowShape.Triangle;
[Tooltip("箭头是否反向")]
public bool ArrowReversed = false;
[Tooltip("箭头在曲线上的位置(0=起点, 1=终点)")]
[Range(0f, 1f)]
public float ArrowProgress = 1f;
[Tooltip("箭头宽度(垂直切线方向,像素)")]
[Range(4f, 40f)]
public float ArrowWidth = 12f;
[Tooltip("箭头高度(沿切线方向,像素)")]
[Range(4f, 40f)]
public float ArrowHeight = 10f;
[Tooltip("深度补偿:-1=尾部对齐曲线点,0=中心对齐,1=头部对齐曲线点")]
[Range(-1f, 1f)]
public float ArrowDepthCompensation = -1f;
[Header("曲线质量")]
[Tooltip("贝塞尔曲线细分段数")]
[Range(8, 64)]
public int TessellationSegments = 32;
}
}
@@ -1,11 +0,0 @@
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@@ -1,278 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using TMPro;
using XericLibrary.Runtime.UIGraph;
using PrimitiveType = XericLibrary.Runtime.UIGraph.PrimitiveType;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 节点渲染工具 — 按网格区块管理 BlueprintPrimitiveRenderer,支持 Viewport Transform。
/// <para>每个 Chunk 一个 PrimitiveRenderer + 每个节点一个 TMP Text(挂在该 Chunk 下)。</para>
/// LOD 逻辑保留自 QuickUGUIGraphNodeRenderTool。
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 100)]
[BlueprintTheme("QuickGraph")]
public class NodeCanvasRenderTool : BlueprintCanvasRenderTool<BlueprintPrimitiveRenderer>
{
private enum LodLevel { Minimal, Simplified, Full }
private QuickGraphNodeRenderConfig _defaultConfig;
private QuickGraphNodeRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphNodeRenderConfig external) return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphNodeRenderConfig>();
return _defaultConfig;
}
}
// TMP 文本:节点 → (ChunkID, Text 组件)
private Dictionary<string, (ulong chunkID, TMP_Text text)> _nodeTexts
= new Dictionary<string, (ulong, TMP_Text)>();
// ====================================================================
// 抽象实现
// ====================================================================
protected override BlueprintPrimitiveRenderer BuildChunkRenderer(GameObject chunkGo)
{
return chunkGo.AddComponent<BlueprintPrimitiveRenderer>();
}
protected override void AppendElementData(BlueprintPrimitiveRenderer renderer, IBlueprintElement element)
{
if (!(element is BlueprintNode node)) return;
var cfg = Config;
float zoom = Graph.Canvas.ZoomLevel;
LodLevel lod = GetLodLevel();
// 端口位置始终用原始尺寸计算
CalculatePortPositions(node, cfg.NodeWidth, cfg.NodeHeight);
// 节点尺寸和位置(画布空间,不转换,由 Viewport Transform 统一变换)
float nw = cfg.NodeWidth;
float nh = cfg.NodeHeight;
float border = (lod == LodLevel.Minimal) ? 0f : cfg.BorderThickness;
Vector2 pos = node.Position;
Color bgColor, borderColor;
if (lod == LodLevel.Minimal)
{
bgColor = node.NodeColor;
borderColor = node.NodeColor;
}
else
{
bgColor = node.NodeBGColor;
borderColor = node.NodeColor;
}
var primEntry = new PrimitiveCacheEntry
{
type = PrimitiveType.Rectangle,
sizeMode = SizeMode.InscribedEllipse,
center = pos,
size = new Vector2(nw, nh),
angle = 0f,
@params = new PrimitiveParams
{
axisScaleX = 1f,
axisScaleY = 1f,
sideCount = 4,
chamferSize = cfg.ChamferSize,
chamferSegments = cfg.ChamferSegments,
bgColor = new Color32(0, 0, 0, 0),
centerColor = bgColor,
borderColor = borderColor,
borderThickness = border,
}
};
renderer.AddPrimitive(primEntry);
// LOD Full 时显示文本
if (lod == LodLevel.Full)
UpdateNodeText(node, pos, nw, nh, border, cfg);
else
HideNodeText(node);
}
protected override void ClearChunkData(BlueprintPrimitiveRenderer renderer)
{
renderer.ClearAll();
}
protected override void SetChunkDirty(BlueprintPrimitiveRenderer renderer)
{
renderer.SetPrimitiveDirty(0);
}
protected override Vector2 GetElementPosition(IBlueprintElement element)
{
return element is BlueprintNode node ? node.Position : Vector2.zero;
}
protected override bool IsElementCulled(IBlueprintElement element)
{
if (!(element is BlueprintNode node)) return true;
var viewport = Graph?.Canvas?.GetViewportRect() ?? new Rect();
float margin = Config.NodeWidth + Config.NodeHeight;
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
return !viewport.Contains(node.Position);
}
// ====================================================================
// LOD
// ====================================================================
private LodLevel GetLodLevel()
{
var cfg = Config;
float min = Graph.Canvas.MinZoom;
float max = Graph.Canvas.MaxZoom;
float range = max - min;
float normalized = range > 0.001f ? (Graph.Canvas.ZoomLevel - min) / range : 1f;
if (normalized < cfg.Lod0Threshold) return LodLevel.Minimal;
if (normalized < cfg.Lod1Threshold) return LodLevel.Simplified;
return LodLevel.Full;
}
// ====================================================================
// 端口位置(和旧渲染工具一致)
// ====================================================================
private static void CalculatePortPositions(BlueprintNode node, float nw, float nh)
{
int inCount = node.InputPorts.Count;
int outCount = node.OutputPorts.Count;
for (int i = 0; i < inCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (inCount + 1));
node.InputPorts[i].RelativePosition = new Vector2(-nw * 0.5f, y);
}
for (int i = 0; i < outCount; i++)
{
float y = nh * (0.5f - (float)(i + 1) / (outCount + 1));
node.OutputPorts[i].RelativePosition = new Vector2(nw * 0.5f, y);
}
}
// ====================================================================
// TMP 文本 — 挂到节点所属的 Chunk 下
// ====================================================================
private void UpdateNodeText(BlueprintNode node, Vector2 pos, float nw, float nh,
float border, QuickGraphNodeRenderConfig cfg)
{
var (cx, cy) = PositionToCoord(pos);
ulong chunkID = CoordToID(cx, cy);
if (_nodeTexts.TryGetValue(node.ElementId, out var existing))
{
// 节点已换 Chunk → 清理旧文本
if (existing.chunkID != chunkID)
{
Object.Destroy(existing.text.gameObject);
_nodeTexts.Remove(node.ElementId);
}
else
{
// 复用现有文本
var tmp = existing.text;
tmp.text = node.NodeTitle;
tmp.color = node.NodeTextColor;
tmp.fontSize = cfg.TitleFontSize;
if (cfg.TitleFont != null) tmp.font = cfg.TitleFont;
var rt = tmp.rectTransform;
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.zero;
rt.anchoredPosition = new Vector2(pos.x - cx * ChunkSize, pos.y - cy * ChunkSize);
rt.sizeDelta = new Vector2(nw - border * 2f, nh - border * 2f);
rt.SetAsLastSibling();
tmp.gameObject.SetActive(true);
return;
}
}
// 创建新文本
var chunkGo = GetOrCreateChunk(chunkID).gameObject;
var textGo = new GameObject($"__Text_{node.ElementId}", typeof(RectTransform));
textGo.hideFlags = HideFlags.HideAndDontSave;
textGo.transform.SetParent(chunkGo.transform, false);
var tmp2 = textGo.AddComponent<TextMeshProUGUI>();
tmp2.alignment = TextAlignmentOptions.Center;
tmp2.fontSize = cfg.TitleFontSize;
tmp2.enableAutoSizing = false;
tmp2.text = node.NodeTitle;
tmp2.color = node.NodeTextColor;
if (cfg.TitleFont != null) tmp2.font = cfg.TitleFont;
var rt2 = tmp2.rectTransform;
rt2.pivot = new Vector2(0.5f, 0.5f);
rt2.anchorMin = Vector2.zero; // 相对 Chunk 左下角
rt2.anchorMax = Vector2.zero;
// Chunk 原点 = 左下角(cx*size, cy*size),文本相对 Chunk 原点偏移
rt2.anchoredPosition = new Vector2(pos.x - cx * ChunkSize, pos.y - cy * ChunkSize);
rt2.sizeDelta = new Vector2(nw - border * 2f, nh - border * 2f);
rt2.SetAsLastSibling();
_nodeTexts[node.ElementId] = (chunkID, tmp2);
}
private void HideNodeText(BlueprintNode node)
{
if (_nodeTexts.TryGetValue(node.ElementId, out var existing))
{
existing.text.gameObject.SetActive(false);
}
}
// ====================================================================
// 清理(重写基类,额外清理 TMP 文本)
// ====================================================================
protected override void CleanupInactiveChunks(
Dictionary<ulong, List<IBlueprintElement>>.KeyCollection activeIDs)
{
// 清理空 Chunk 中的文本
var deadNodes = new List<string>();
foreach (var kvp in _nodeTexts)
{
ulong chunkID = kvp.Value.chunkID;
if (!System.Linq.Enumerable.Contains(activeIDs, chunkID))
deadNodes.Add(kvp.Key);
}
foreach (var id in deadNodes)
{
if (_nodeTexts.TryGetValue(id, out var entry))
{
Object.Destroy(entry.text.gameObject);
_nodeTexts.Remove(id);
}
}
base.CleanupInactiveChunks(activeIDs);
}
protected override void DestroyAllChunks()
{
foreach (var kvp in _nodeTexts)
{
if (kvp.Value.text != null)
Object.Destroy(kvp.Value.text.gameObject);
}
_nodeTexts.Clear();
base.DestroyAllChunks();
}
}
}
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@@ -1,162 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 快速 UGUI 图论网格背景渲染工具。
/// 在蓝图画布最底层创建一个 Image 组件绘制网格背景,
/// 每帧将画布的 zoom / pan 同步到 Shader 的 _Transform 属性。
/// <para>
/// 背景 Image 在 <see cref="__Bp_RenderRoot"/> 下锚点撑满,
/// 只响应画布属性和 dirty flag,不会因画布重建而销毁(见 <see cref="OnInitialize"/>)。
/// Shader 参数(<c>_Transform</c> 的 scale/offset)在 <see cref="OnRender"/> 中随
/// <c>ZoomLevel / PanOffset</c> 更新,与画布拖拽共享同一属性源。
/// </para>
/// <para>
/// <b>材质引用注意:</b>
/// 必须缓存材质实例(<see cref="_backgroundMaterial"/>)并直接写入该实例。
/// UGUI 的 <c>Graphic.material</c> getter 可能返回 <c>materialForRendering</c>
/// 的副本(与 setter 存入的 <c>m_Material</c> 不同),因此 <c>_backgroundImage.material</c>
/// 不适合用于写 shader 属性。见 <c>Graphic.material</c> Unity 源码。
/// </para>
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 0)]
[BlueprintTheme("QuickGraph")]
public class QuickUGUIGraphGridBackgroundTool : BlueprintTool
{
private const string BackgroundGoName = "__Bp_GridBackground";
private QuickGraphGridBackgroundConfig _defaultConfig;
private QuickGraphGridBackgroundConfig Config
{
get
{
if (ToolConfig is QuickGraphGridBackgroundConfig external)
return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphGridBackgroundConfig>();
return _defaultConfig;
}
}
private Image _backgroundImage;
/// <summary>
/// 缓存的背景材质实例。
/// 由 <see cref="Config.GetOrCreateMaterial"/> 创建,终身保留。
/// shader 属性始终写入此实例,避免 UGUI <c>materialForRendering</c> 副本问题。
/// </summary>
private Material _backgroundMaterial;
public override void OnInitialize()
{
EnsureBackground();
}
public override void OnRender()
{
if (Graph == null) return;
EnsureBackground();
SyncMaterialProperties();
}
/// <summary>
/// 在 RenderRoot 下查找或创建背景 Image。
/// 创建后终身保留,不随画布重建销毁。
/// </summary>
private void EnsureBackground()
{
if (_backgroundImage != null) return;
if (Graph?.Canvas?.GetRootTransform() == null) return;
var root = Graph.Canvas.GetRootTransform();
var existing = root.Find(BackgroundGoName);
if (existing != null)
{
_backgroundImage = existing.GetComponent<Image>();
if (_backgroundImage == null)
{
Object.DestroyImmediate(existing.gameObject);
}
else
{
ApplyMaterial();
return;
}
}
var bgGo = new GameObject(BackgroundGoName, typeof(RectTransform));
bgGo.hideFlags = HideFlags.HideAndDontSave;
bgGo.transform.SetParent(root, false);
bgGo.transform.SetAsFirstSibling();
var rt = bgGo.GetComponent<RectTransform>();
rt.anchorMin = Vector2.zero;
rt.anchorMax = Vector2.one;
rt.offsetMin = Vector2.zero;
rt.offsetMax = Vector2.zero;
_backgroundImage = bgGo.AddComponent<Image>();
_backgroundImage.raycastTarget = true;
// 关闭 maskable:运行时背景 Image 不参与 UGUI Mask 裁剪,
// 避免父级 Mask 组件触发 materialForRendering 克隆材质实例。
// 材质写入(_Transform 等 shader 属性)直通 GPU,不受 IMaterialModifier 干扰。
_backgroundImage.maskable = false;
ApplyMaterial();
}
/// <summary>
/// 从配置获取材质并缓存到 <see cref="_backgroundMaterial"/>,
/// 然后赋值给 Image。
/// 此方法仅执行一次,后续材质写入直接使用缓存的引用。
/// </summary>
private void ApplyMaterial()
{
if (_backgroundImage == null) return;
if (_backgroundMaterial != null) return;
_backgroundMaterial = Config.GetOrCreateMaterial();
if (_backgroundMaterial != null)
_backgroundImage.material = _backgroundMaterial;
}
/// <summary>
/// 每帧将当前画布 zoom / pan 同步到 Shader,
/// 使用 <see cref="_backgroundMaterial"/> 缓存写入,确保与 GPU 使用的材质实例一致。
/// </summary>
private void SyncMaterialProperties()
{
if (_backgroundImage == null) return;
if (_backgroundMaterial == null) return;
if (Graph == null || Graph.Canvas == null) return;
var rt = _backgroundImage.rectTransform;
float zoom = Graph.Canvas.ZoomLevel;
Vector2 pan = Graph.Canvas.PanOffset;
Config.ApplyToMaterial(_backgroundMaterial, rt.rect.size, zoom, pan);
}
public override void OnDestroy()
{
if (_backgroundImage != null && _backgroundImage.gameObject != null)
{
#if UNITY_EDITOR
if (!Application.isPlaying)
Object.DestroyImmediate(_backgroundImage.gameObject);
else
#endif
Object.Destroy(_backgroundImage.gameObject);
_backgroundImage = null;
}
_backgroundMaterial = null;
Config.ReleaseMaterial();
_defaultConfig = null;
}
}
}
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@@ -1,135 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using XericLibrary.Runtime.UIGraph;
namespace XericLibrary.Runtime.Blueprint.Render
{
/// <summary>
/// 连线渲染工具 — 按网格区块管理 BlueprintCurveRenderer,支持 Viewport Transform。
/// <para>连线跟随其源节点(SourcePort.OwnerNode)进入对应 Chunk 的 CurveRenderer。</para>
/// </summary>
[BlueprintTool(phase: ToolPhase.Render, order: 110)]
[BlueprintTheme("QuickGraph")]
public class WireCanvasRenderTool : BlueprintCanvasRenderTool<BlueprintCurveRenderer>
{
private QuickGraphWireRenderConfig _defaultConfig;
private QuickGraphWireRenderConfig Config
{
get
{
if (ToolConfig is QuickGraphWireRenderConfig external) return external;
if (_defaultConfig == null)
_defaultConfig = ScriptableObject.CreateInstance<QuickGraphWireRenderConfig>();
return _defaultConfig;
}
}
// ====================================================================
// 抽象实现
// ====================================================================
protected override BlueprintCurveRenderer BuildChunkRenderer(GameObject chunkGo)
{
return chunkGo.AddComponent<BlueprintCurveRenderer>();
}
protected override void AppendElementData(BlueprintCurveRenderer renderer, IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return;
if (wire.SourcePort == null || wire.TargetPort == null) return;
if (wire.SourcePort.OwnerNode == null || wire.TargetPort.OwnerNode == null) return;
var cfg = Config;
// 端点:画布空间坐标(由 Viewport Transform 统一变换)
Vector2 startPos = wire.SourcePort.GetWorldPosition();
Vector2 endPos = wire.TargetPort.GetWorldPosition();
// 手柄方向 = 端口法向
float srcDirX = Mathf.Sign(wire.SourcePort.RelativePosition.x);
float tgtDirX = Mathf.Sign(wire.TargetPort.RelativePosition.x);
if (srcDirX == tgtDirX) srcDirX *= -1f;
// 手柄长度(原始值,由 Viewport 统一缩放)
Vector2 handle1 = startPos + new Vector2(srcDirX * cfg.SourceHandleLength, 0f);
Vector2 handle2 = endPos + new Vector2(tgtDirX * cfg.TargetHandleLength, 0f);
float ww = cfg.WireWidth;
var ctrlPts = new Vector3[]
{
new Vector3(startPos.x, startPos.y, ww),
new Vector3(handle1.x, handle1.y, ww),
new Vector3(handle2.x, handle2.y, ww),
new Vector3(endPos.x, endPos.y, ww),
};
Color32 srcColor = wire.SourcePort.OwnerNode.NodeColor;
Color32 tgtColor = wire.TargetPort.OwnerNode.NodeColor;
var arrow = new ArrowHeadData
{
shape = cfg.ArrowShape,
reversed = cfg.ArrowReversed,
progress = cfg.ArrowProgress,
width = cfg.ArrowWidth,
height = cfg.ArrowHeight,
depthCompensation = cfg.ArrowDepthCompensation,
color = tgtColor,
};
int count = ctrlPts.Length;
var ctrlPts2 = new Vector2[count];
var widths = new float[count];
for (int i = 0; i < count; i++)
{
ctrlPts2[i] = ctrlPts[i];
widths[i] = ctrlPts[i].z;
}
var curveEntry = new CurveCacheEntry
{
startColor = srcColor,
endColor = tgtColor,
tessellationSegments = cfg.TessellationSegments,
};
renderer.AddCurve(curveEntry, ctrlPts2, widths, new[] { arrow });
}
protected override void ClearChunkData(BlueprintCurveRenderer renderer)
{
renderer.ClearAll();
}
protected override void SetChunkDirty(BlueprintCurveRenderer renderer)
{
renderer.RebuildAll();
}
protected override Vector2 GetElementPosition(IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return Vector2.zero;
// 以源节点的位置作为 Chunk 分组依据
return wire.SourcePort?.OwnerNode?.Position ?? Vector2.zero;
}
protected override bool IsElementCulled(IBlueprintElement element)
{
if (!(element is BlueprintWire wire)) return true;
if (wire.SourcePort?.OwnerNode == null || wire.TargetPort?.OwnerNode == null)
return true;
var viewport = Graph?.Canvas?.GetViewportRect() ?? new Rect();
float margin = Config.WireWidth * 20f;
viewport.xMin -= margin;
viewport.xMax += margin;
viewport.yMin -= margin;
viewport.yMax += margin;
// 两端都不在视口内则跳过
return !viewport.Contains(wire.SourcePort.OwnerNode.Position)
&& !viewport.Contains(wire.TargetPort.OwnerNode.Position);
}
}
}
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