update 0.6.1
This commit is contained in:
@@ -0,0 +1,478 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Pool;
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using UnityEngine.UI;
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using XericLibrary.Runtime.MacroLibrary;
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namespace XericLibrary.Runtime.UIGraph
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{
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/// <summary>
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/// UILineRenderer 的工具类,提供静态方法用于线条渲染相关的操作
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/// </summary>
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internal static class XericRendererUtils
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{
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#region 数学计算
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/// <summary>
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/// 计算线路的总长度
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/// </summary>
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public static float CalculateTotalLength(this Vector2[] points, bool cycleLoop = false)
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{
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if (points.Length < 2)
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return 0f;
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var totalLength = 0f;
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for (int i = 0; i < points.Length - 1; i++)
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totalLength += Vector2.Distance(points[i], points[i + 1]);
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if (cycleLoop)
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totalLength += Vector2.Distance(points[0], points[^1]);
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return totalLength;
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}
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/// <summary>
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/// 计算一个点指向另一个点的角度(以度为单位)
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/// </summary>
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public static float RotatePointTowards(Vector2 vertex, Vector2 target)
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{
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return (Mathf.Atan2(target.y - vertex.y, target.x - vertex.x) * Mathf.Rad2Deg);
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}
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/// <summary>
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/// 如果需要居中显示,则偏移到组件中心
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/// </summary>
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public static Vector2 SwitchCenterOffset(bool center, Vector2 rectSize) =>
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center ? Vector2.zero : -(rectSize / 2);
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private static bool GetNormalizedVector(Vector2 startPoint, Vector2 endPoint,
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out Vector2 vector, out float distance, out Vector2 normal, out Vector2 subTangent,
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bool reverseVector = false)
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{
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vector = reverseVector ? startPoint - endPoint : endPoint - startPoint;
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distance = vector.magnitude;
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normal = Vector2.zero;
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subTangent = Vector2.zero;
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if (distance <= float.Epsilon)
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return false;
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normal = vector / distance;
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subTangent = Vector2.Perpendicular(normal);
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return true;
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}
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#endregion
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#region uv计算
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private static void GetCurrentLengthUVY(float startLength, float currentLength, float totalLength,
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out float startUVY, out float endUVY)
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{
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startUVY = totalLength > 0 ? startLength / totalLength : 0f;
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endUVY = totalLength > 0 ? (startLength + currentLength) / totalLength : 0f;
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}
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#endregion
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#region 简易线路绘制 DSL5
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public static List<UIVertex> GetSingleLineSegmentVerts_DSL5(List<UIVertex> vertices, Vector2 startPoint,
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Vector2 endPoint,
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float thickness, Color color, Vector2 normal, Vector2 subTangent, float startUVY, float endUVY,
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Vector3 offset)
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{
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if (vertices == null)
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throw new Exception("没有指定线段片段顶点容器列表");
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vertices.Clear();
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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var width = thickness / 2;
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vertex.position = (startPoint + subTangent * width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, startUVY);
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vertices.Add(vertex);
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vertex.position = (startPoint + subTangent * -width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, startUVY);
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vertices.Add(vertex);
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vertex.position = (endPoint + subTangent * width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, endUVY);
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vertices.Add(vertex);
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vertex.position = (endPoint + subTangent * -width);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, endUVY);
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vertices.Add(vertex);
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vertex.position = endPoint;
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vertex.position += offset;
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vertex.uv0 = new Vector2(0.5f, endUVY);
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vertices.Add(vertex);
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return vertices;
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}
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public static void AddSingleLineSegmentVertsAndTriangle_DSL5(this VertexHelper vh, int segmentPartIndex,
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IEnumerable<UIVertex> verts)
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{
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foreach (var vert in verts)
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vh.AddVert(vert);
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int index = segmentPartIndex * 5;
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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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if (segmentPartIndex != 0)
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{
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vh.AddTriangle(index, index - 1, index - 3);
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vh.AddTriangle(index + 1, index - 1, index - 2);
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}
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}
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public static void PopulateLineByPointsArray_DSL5(this VertexHelper vh, Vector2[] points,
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float thickness, bool cycleLoop, Color lineColor, Vector3 offset,
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bool enableArrow,
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Color arrowColor, Vector2 arrowSize, float pointProgress, float arrowPointProgress,
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bool absProgressPoint = true, bool reverseDir = false)
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{
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if (points.Length < 2)
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return;
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var totalLength = points.CalculateTotalLength(cycleLoop);
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var currentLength = 0f;
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var lineVertices = ListPool<UIVertex>.Get();
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var arrowVertices = ListPool<UIVertex>.Get();
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var arrowindices = ListPool<int>.Get();
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for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
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{
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var thisPoint = points[i];
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var nextPoint = points[(i + 1) % points.Length];
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if (!GetNormalizedVector(thisPoint, nextPoint,
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out var vector, out var distance, out var normal, out var subTangent))
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continue;
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GetCurrentLengthUVY(currentLength, distance, totalLength, out var startUvy, out var endUvy);
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vh.AddSingleLineSegmentVertsAndTriangle_DSL5(i,
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GetSingleLineSegmentVerts_DSL5(lineVertices, thisPoint, nextPoint, thickness, lineColor, normal,
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subTangent, startUvy, endUvy, offset));
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if (enableArrow)
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{
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PopulateTriangleArrowByPointArray(arrowVertices, thisPoint, nextPoint, arrowColor, arrowSize.y,
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arrowSize.x, pointProgress, arrowPointProgress, absProgressPoint, reverseDir);
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arrowindices.AddFaceByConsecutiveVertices(arrowVertices, i * 3, 3, i * 3);
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}
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currentLength += distance;
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}
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if (enableArrow)
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{
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vh.AddUIVertexStream(arrowVertices, arrowindices);
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}
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ListPool<UIVertex>.Release(lineVertices);
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ListPool<UIVertex>.Release(arrowVertices);
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ListPool<int>.Release(arrowindices);
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}
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#endregion
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#region 圆弧过度的线路绘制 CFAL
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public static void AddSingleLineSegmentVertsAndTriangle_CFAL(this VertexHelper vh, int segmentPartIndex,
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IEnumerable<UIVertex> verts)
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{
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foreach (var vert in verts)
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vh.AddVert(vert);
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int index = segmentPartIndex * 5;
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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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if (segmentPartIndex != 0)
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{
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vh.AddTriangle(index, index - 1, index - 3);
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vh.AddTriangle(index + 1, index - 1, index - 2);
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}
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}
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public static List<UIVertex> GetSingleLineSegmentVerts_CFAL(List<UIVertex> vertices, Vector2 startPoint,
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Vector2 endPoint, Vector2 nextPoint, Vector2 prevPoint,
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float thickness, Color color, float startLength, out float distance, float totalLength, Vector3 offset,
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int chamferSegments = 0, float innerRadius = 0f)
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{
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if (vertices == null)
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throw new Exception("没有指定线段片段顶点容器列表");
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vertices.Clear();
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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if (!GetNormalizedVector(startPoint, endPoint,
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out var vector, out distance, out var normal, out var subTangent))
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return vertices;
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var width = thickness / 2;
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GetCurrentLengthUVY(startLength, distance, totalLength, out var startUVY, out var endUVY);
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float startAngle = 0f;
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float endAngle = 0f;
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if (prevPoint != startPoint)
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{
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var prevVector = startPoint - prevPoint;
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var prevNormal = prevVector.normalized;
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startAngle = Vector2.Angle(normal, -prevNormal);
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}
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if (nextPoint != endPoint)
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{
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var nextVector = nextPoint - endPoint;
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var nextNormal = nextVector.normalized;
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endAngle = Vector2.Angle(-normal, nextNormal);
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}
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float startOffset = 0f;
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float endOffset = 0f;
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if (Mathf.Abs(startAngle) > 0.1f)
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{
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if (innerRadius > 0f)
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{
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startOffset = (width + innerRadius) / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2) - innerRadius;
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}
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else
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{
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startOffset = width / Mathf.Sin(startAngle * Mathf.Deg2Rad / 2);
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}
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}
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if (Mathf.Abs(endAngle) > 0.1f)
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{
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if (innerRadius > 0f)
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{
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endOffset = (width + innerRadius) / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2) - innerRadius;
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}
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else
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{
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endOffset = width / Mathf.Sin(endAngle * Mathf.Deg2Rad / 2);
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}
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}
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vertex.position = (startPoint + subTangent * width + normal * startOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, startUVY);
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vertices.Add(vertex);
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vertex.position = (startPoint + subTangent * -width + normal * startOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, startUVY);
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vertices.Add(vertex);
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vertex.position = (endPoint + subTangent * width + normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0f, endUVY);
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vertices.Add(vertex);
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vertex.position = (endPoint + subTangent * -width + normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(1f, endUVY);
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vertices.Add(vertex);
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vertex.position = (endPoint + normal * -endOffset);
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vertex.position += offset;
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vertex.uv0 = new Vector2(0.5f, endUVY);
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vertices.Add(vertex);
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return vertices;
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}
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public static void PopulateLineByPointsArray_CFAL(this VertexHelper vh, Vector2[] points, float thickness,
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bool cycleLoop, Color color, Vector3 offset,
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int chamferSegments = 0, float innerRadius = 0f)
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{
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if (points.Length < 2)
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return;
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var totalLength = points.CalculateTotalLength(cycleLoop);
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var currentLength = 0f;
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var vertices = ListPool<UIVertex>.Get();
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for (int i = 0; i < points.Length - (cycleLoop ? 0 : 1); i++)
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{
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var startPoint = points[i];
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var endPoint = points[(i + 1) % points.Length];
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var prevPoint = i > 0 ? points[i - 1] : cycleLoop ? points[^1] : startPoint;
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var nextPoint = points[(i + 2) % points.Length];
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vh.AddSingleLineSegmentVertsAndTriangle_CFAL(i,
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GetSingleLineSegmentVerts_CFAL(vertices, startPoint, endPoint, nextPoint, prevPoint,
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thickness, color, currentLength, out var distance, totalLength, offset,
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chamferSegments, innerRadius));
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currentLength += distance;
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}
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ListPool<UIVertex>.Release(vertices);
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}
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public static void CreateLineSegment_CFAL(this VertexHelper vh, Vector2 startPoint, Vector2 endPoint,
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float angle0, float angle3, float thickness, bool center, Vector2 rectSize, Color color, float startLength,
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float totalLength)
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{
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Vector2 offset = center ? (rectSize / 2) : Vector2.zero;
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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if (!GetNormalizedVector(startPoint, endPoint,
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out var vector, out var distance, out var normal, out var subTangent))
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return;
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var width = thickness / 2;
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var pointOffset1 = Mathf.Abs(angle0) <= 0.1f
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? 0
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: width / Mathf.Sin(angle0 * Mathf.Deg2Rad) + (angle0 > 90 ? width : 0);
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var pointOffset2 = Mathf.Abs(angle3) <= 0.1f
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? 0
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: width / Mathf.Sin(angle3 * Mathf.Deg2Rad) + (angle3 > 90 ? width : 0);
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float startUVY = totalLength > 0 ? startLength / totalLength : 0f;
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float endUVY = totalLength > 0 ? (startLength + distance) / totalLength : 0f;
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vertex.position = (Vector3)(startPoint + subTangent * width + normal * pointOffset1) - (Vector3)offset;
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vertex.uv0 = new Vector2(0f, startUVY);
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vh.AddVert(vertex);
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vertex.position = (Vector3)(startPoint + subTangent * -width + normal * pointOffset1) - (Vector3)offset;
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vertex.uv0 = new Vector2(1f, startUVY);
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vh.AddVert(vertex);
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vertex.position = (Vector3)(endPoint + subTangent * width + normal * -pointOffset2) - (Vector3)offset;
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vertex.uv0 = new Vector2(0f, endUVY);
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vh.AddVert(vertex);
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vertex.position = (Vector3)(endPoint + subTangent * -width + normal * -pointOffset2) - (Vector3)offset;
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vertex.uv0 = new Vector2(1f, endUVY);
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vh.AddVert(vertex);
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vertex.position = (Vector3)(endPoint + normal * -pointOffset2) - (Vector3)offset;
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vertex.uv0 = new Vector2(0.5f, endUVY);
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vh.AddVert(vertex);
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}
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#endregion
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#region 箭头绘制工具
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public static List<UIVertex> PopulateTriangleArrowByPointArray(List<UIVertex> vertices, Vector2 start,
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Vector2 end, Color color, float sizeL, float sizeW, float pointProgress, float arrowPointProgress,
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bool absProgressPoint = true, bool reverseDir = false)
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{
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GetNormalizedVector(start, end, out var vector, out var length, out var normal, out var tangent,
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reverseDir);
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var progressPosition = absProgressPoint
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? pointProgress * normal
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: pointProgress * vector;
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progressPosition += reverseDir ? end : start;
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progressPosition += arrowPointProgress * sizeL * normal;
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UIVertex vertex = UIVertex.simpleVert;
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vertex.color = color;
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vertex.position = progressPosition;
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vertices.Add(vertex);
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vertex.position = progressPosition + -sizeL * normal + sizeW * 0.5f * tangent;
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vertices.Add(vertex);
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vertex.position += (Vector3)(-sizeW * tangent);
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vertices.Add(vertex);
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return vertices;
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}
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#endregion
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#region 顶点工具集
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/// <summary>
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/// 获取点在矩形中的UV坐标
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/// </summary>
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public static void GetUVAtRect(this Vector2 pos, Rect rect, out float u, out float v)
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{
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u = (pos.x - rect.xMin) / rect.width;
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v = (pos.y - rect.yMin) / rect.height;
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}
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public static void Get(this IList<UIVertex> vertexList, Vector4 uv2)
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{
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}
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#endregion
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#region 顶点列表工具
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private static readonly Color32 s_DefaultColor =
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new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, byte.MaxValue);
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private static readonly Vector4 s_DefaultTangent = new Vector4(1f, 0.0f, 0.0f, -1f);
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/// <summary>
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/// 添加一个顶点信息
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/// </summary>
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public static void AddVert(this ICollection<UIVertex> vertexList, Vector3 position, Vector4 uv, Color32 color)
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{
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vertexList.Add(new UIVertex()
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{
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position = position,
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normal = Vector3.back,
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tangent = s_DefaultTangent,
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color = color,
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uv0 = uv,
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uv1 = uv,
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uv2 = uv,
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uv3 = uv
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});
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}
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/// <summary>
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/// 添加一个三角面索引
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||||
/// </summary>
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||||
public static void AddTriangle(this ICollection<int> indices, int index0, int index1, int index2)
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||||
{
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indices.Add(index0);
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indices.Add(index1);
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indices.Add(index2);
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}
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/// <summary>
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||||
/// 向顶点管理器添加顶点列表中的顶点构成的面
|
||||
/// </summary>
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||||
public static void AddFaceByConsecutiveVertices(this ICollection<int> indices, IList<UIVertex> vertexList,
|
||||
int startVertexIndex, int faceVertexRange, int centerVertexIndex)
|
||||
{
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||||
if (faceVertexRange < 3)
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||||
throw new IndexOutOfRangeException("无法创建小于3个点的面");
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||||
var length = startVertexIndex + faceVertexRange - 1;
|
||||
for (int i = startVertexIndex + 1; i < length; i++)
|
||||
{
|
||||
if (i < 0 || i > vertexList.Count)
|
||||
throw new IndexOutOfRangeException(
|
||||
$"在向顶点集添加顶点时,从{startVertexIndex}开始的{faceVertexRange}个顶点(以及{centerVertexIndex})可能超出{vertexList.Count}的范围(预定范围{length}),导致构建超出预期");
|
||||
var next = startVertexIndex + 1;
|
||||
|
||||
if (next >= vertexList.Count)
|
||||
return;
|
||||
indices.AddTriangle(centerVertexIndex, startVertexIndex, startVertexIndex + 1);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user