添加图表功能。

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2026-08-21 11:52:08 +08:00
parent b132e8e167
commit 5a28ab5c59
27 changed files with 3102 additions and 0 deletions
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace XericUI.XChart
{
/// <summary>
/// 3D 散点图数据模型。
///
/// 存储 XYZ 三维坐标点数据,支持脏标记机制。
/// 每个数据点包含 (X, Y, Z) 三个浮点坐标值。
/// </summary>
public class XChartDataModel3D
{
// ── 数据点结构 ────────────────────────────────────────────
/// <summary>
/// 单个数据点。
/// </summary>
[Serializable]
public struct DataPoint
{
public double x;
public double y;
public double z;
public DataPoint(double x, double y, double z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Vector3 ToVector3() => new Vector3((float)x, (float)y, (float)z);
}
// ── 数据存储 ──────────────────────────────────────────────
private List<DataPoint> m_Points = new List<DataPoint>();
/// <summary>所有数据点列表(只读)</summary>
public IReadOnlyList<DataPoint> Points => m_Points;
/// <summary>数据点数量</summary>
public int PointCount => m_Points.Count;
/// <summary>是否有数据</summary>
public bool HasData => m_Points.Count > 0;
// ── 数据范围(自动追踪) ──────────────────────────────────
/// <summary>X 轴最小值</summary>
public double MinX { get; private set; }
/// <summary>X 轴最大值</summary>
public double MaxX { get; private set; }
/// <summary>Y 轴最小值</summary>
public double MinY { get; private set; }
/// <summary>Y 轴最大值</summary>
public double MaxY { get; private set; }
/// <summary>Z 轴最小值</summary>
public double MinZ { get; private set; }
/// <summary>Z 轴最大值</summary>
public double MaxZ { get; private set; }
/// <summary>X 轴跨度</summary>
public double RangeX => MaxX - MinX;
/// <summary>Y 轴跨度</summary>
public double RangeY => MaxY - MinY;
/// <summary>Z 轴跨度</summary>
public double RangeZ => MaxZ - MinZ;
/// <summary>所有轴的最大跨度(用于归一化)</summary>
public double MaxRange => Math.Max(Math.Max(RangeX, RangeY), RangeZ);
// ── 脏标记 ────────────────────────────────────────────────
[Flags]
public enum DirtyFlags
{
None = 0,
DataChanged = 1 << 0,
RangeChanged = 1 << 1,
All = DataChanged | RangeChanged,
}
public DirtyFlags CurrentDirty { get; private set; }
public void MarkDirty(DirtyFlags flag)
{
CurrentDirty |= flag;
}
public void ClearDirty(DirtyFlags flag)
{
CurrentDirty &= ~flag;
}
public bool IsDirty(DirtyFlags flag) => (CurrentDirty & flag) != 0;
// ── 数据操作 ──────────────────────────────────────────────
/// <summary>设置所有数据点(覆盖模式)</summary>
public void SetPoints(IList<DataPoint> points)
{
m_Points.Clear();
if (points != null)
{
foreach (var p in points)
m_Points.Add(p);
}
RecalculateRange();
MarkDirty(DirtyFlags.All);
}
/// <summary>设置原始坐标数据(批量)</summary>
public void SetPoints(double[] xs, double[] ys, double[] zs)
{
m_Points.Clear();
int count = Math.Min(Math.Min(xs.Length, ys.Length), zs.Length);
for (int i = 0; i < count; i++)
m_Points.Add(new DataPoint(xs[i], ys[i], zs[i]));
RecalculateRange();
MarkDirty(DirtyFlags.All);
}
/// <summary>添加一个数据点</summary>
public void AddPoint(double x, double y, double z)
{
m_Points.Add(new DataPoint(x, y, z));
UpdateRangeForPoint(x, y, z);
MarkDirty(DirtyFlags.DataChanged);
}
/// <summary>批量添加数据点</summary>
public void AddPoints(IList<DataPoint> points)
{
foreach (var p in points)
{
m_Points.Add(p);
UpdateRangeForPoint(p.x, p.y, p.z);
}
MarkDirty(DirtyFlags.DataChanged);
}
/// <summary>移除指定索引的数据点</summary>
public void RemovePoint(int index)
{
if (index < 0 || index >= m_Points.Count) return;
m_Points.RemoveAt(index);
RecalculateRange();
MarkDirty(DirtyFlags.All);
}
/// <summary>清空所有数据</summary>
public void ClearAll()
{
m_Points.Clear();
MinX = MaxX = MinY = MaxY = MinZ = MaxZ = 0;
MarkDirty(DirtyFlags.All);
}
/// <summary>获取指定索引的数据点</summary>
public DataPoint GetPoint(int index)
{
return m_Points[index];
}
/// <summary>获取所有数据点作为 Vector3 数组</summary>
public Vector3[] GetPointsAsVector3()
{
var result = new Vector3[m_Points.Count];
for (int i = 0; i < m_Points.Count; i++)
result[i] = m_Points[i].ToVector3();
return result;
}
/// <summary>
/// 将数据点归一化到 [-1, 1] 立方体空间。
/// 基于各轴的最大跨度进行等比例缩放,保持比例。
/// </summary>
public Vector3[] GetNormalizedPoints()
{
if (m_Points.Count == 0) return Array.Empty<Vector3>();
double range = MaxRange;
if (range < double.Epsilon) range = 1.0;
double cx = (MinX + MaxX) * 0.5;
double cy = (MinY + MaxY) * 0.5;
double cz = (MinZ + MaxZ) * 0.5;
var result = new Vector3[m_Points.Count];
for (int i = 0; i < m_Points.Count; i++)
{
result[i] = new Vector3(
(float)((m_Points[i].x - cx) / range * 2.0),
(float)((m_Points[i].y - cy) / range * 2.0),
(float)((m_Points[i].z - cz) / range * 2.0));
}
return result;
}
// ── 范围计算 ──────────────────────────────────────────────
private void RecalculateRange()
{
if (m_Points.Count == 0)
{
MinX = MaxX = MinY = MaxY = MinZ = MaxZ = 0;
return;
}
MinX = MaxX = m_Points[0].x;
MinY = MaxY = m_Points[0].y;
MinZ = MaxZ = m_Points[0].z;
for (int i = 1; i < m_Points.Count; i++)
{
UpdateRangeForPoint(m_Points[i].x, m_Points[i].y, m_Points[i].z);
}
}
private void UpdateRangeForPoint(double x, double y, double z)
{
if (x < MinX) MinX = x;
if (x > MaxX) MaxX = x;
if (y < MinY) MinY = y;
if (y > MaxY) MaxY = y;
if (z < MinZ) MinZ = z;
if (z > MaxZ) MaxZ = z;
}
}
}