1901 lines
93 KiB
C#
1901 lines
93 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace XUGL
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{
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/// <summary>
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/// UGUI Graphics Library.
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/// |UGUI 图形库
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/// </summary>
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public static class UGL
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{
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private static readonly Color32 s_ClearColor32 = new Color32(0, 0, 0, 0);
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private static readonly Vector2 s_ZeroVector2 = Vector2.zero;
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private static UIVertex[] s_Vertex = new UIVertex[4];
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private static List<Vector3> s_CurvesPosList = new List<Vector3>();
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/// <summary>
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/// Draw a arrow. 画箭头
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始位置</param>
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/// <param name="arrowPoint">箭头位置</param>
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/// <param name="width">箭头宽</param>
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/// <param name="height">箭头长</param>
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/// <param name="offset">相对箭头位置的偏移</param>
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/// <param name="dent">箭头凹度</param>
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/// <param name="color">颜色</param>
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public static void DrawArrow(VertexHelper vh, Vector3 startPoint, Vector3 arrowPoint, float width,
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float height, float offset, float dent, Color32 color)
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{
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var dir = (arrowPoint - startPoint).normalized;
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var sharpPos = arrowPoint + (offset + height / 4) * dir;
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var middle = sharpPos + (dent - height) * dir;
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var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
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var left = sharpPos - height * dir + diff;
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var right = sharpPos - height * dir - diff;
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DrawTriangle(vh, middle, sharpPos, left, color);
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DrawTriangle(vh, middle, sharpPos, right, color);
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}
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/// <summary>
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/// Draw a line. 画直线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起点</param>
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/// <param name="endPoint">终点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">颜色</param>
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public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width, Color32 color)
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{
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DrawLine(vh, startPoint, endPoint, width, color, color);
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}
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/// <summary>
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/// Draw a line. 画直线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起点</param>
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/// <param name="endPoint">终点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">颜色</param>
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/// <param name="toColor">渐变颜色</param>
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public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width, Color32 color, Color32 toColor)
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{
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if (startPoint == endPoint) return;
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Vector3 v = Vector3.Cross(endPoint - startPoint, Vector3.forward).normalized * width;
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s_Vertex[0].position = startPoint - v;
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s_Vertex[1].position = endPoint - v;
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s_Vertex[2].position = endPoint + v;
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s_Vertex[3].position = startPoint + v;
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for (int j = 0; j < 4; j++)
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{
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s_Vertex[j].color = j == 0 || j == 3 ? color : toColor;
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s_Vertex[j].uv0 = s_ZeroVector2;
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}
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vh.AddUIVertexQuad(s_Vertex);
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}
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/// <summary>
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/// Draw a line defined by three points. 画一条由3个点确定的折线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="middlePoint">中间转折点</param>
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/// <param name="endPoint">终点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">颜色</param>
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public static void DrawLine(VertexHelper vh, Vector3 startPoint, Vector3 middlePoint, Vector3 endPoint,
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float width, Color32 color)
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{
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var dir1 = (middlePoint - startPoint).normalized;
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var dir2 = (endPoint - middlePoint).normalized;
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var dir1v = Vector3.Cross(dir1, Vector3.forward).normalized;
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var dir2v = Vector3.Cross(dir2, Vector3.forward).normalized;
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var dir3 = (dir1 + dir2).normalized;
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var isDown = Vector3.Cross(dir1, dir2).z <= 0;
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var angle = (180 - Vector3.Angle(dir1, dir2)) * Mathf.Deg2Rad / 2;
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var diff = width / Mathf.Sin(angle);
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var dirDp = Vector3.Cross(dir3, Vector3.forward).normalized;
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var dnPos = middlePoint + (isDown ? dirDp : -dirDp) * diff;
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var upPos1 = middlePoint + (isDown ? -dir1v : dir1v) * width;
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var upPos2 = middlePoint + (isDown ? -dir2v : dir2v) * width;
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var startUp = startPoint - dir1v * width;
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var startDn = startPoint + dir1v * width;
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var endUp = endPoint - dir2v * width;
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var endDn = endPoint + dir2v * width;
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if (isDown)
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{
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DrawQuadrilateral(vh, startDn, startUp, upPos1, dnPos, color);
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DrawQuadrilateral(vh, dnPos, upPos2, endUp, endDn, color);
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DrawTriangle(vh, dnPos, upPos1, upPos2, color);
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}
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else
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{
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DrawQuadrilateral(vh, startDn, startUp, dnPos, upPos1, color);
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DrawQuadrilateral(vh, upPos2, dnPos, endUp, endDn, color);
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DrawTriangle(vh, dnPos, upPos1, upPos2, color);
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}
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}
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public static void DrawLine(VertexHelper vh, List<Vector3> points, float width, Color32 color, bool smooth, bool closepath = false)
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{
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for (int i = points.Count - 1; i >= 1; i--)
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{
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if (UGLHelper.IsValueEqualsVector3(points[i], points[i - 1]))
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points.RemoveAt(i);
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}
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if (points.Count < 2) return;
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else if (points.Count <= 2)
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{
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DrawLine(vh, points[0], points[1], width, color);
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}
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else if (smooth)
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{
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DrawCurves(vh, points, width, color, 2);
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}
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else
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{
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var ltp = Vector3.zero;
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var lbp = Vector3.zero;
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var ntp = Vector3.zero;
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var nbp = Vector3.zero;
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var itp = Vector3.zero;
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var ibp = Vector3.zero;
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var ctp = Vector3.zero;
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var cbp = Vector3.zero;
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if (closepath && !UGLHelper.IsValueEqualsVector3(points[points.Count - 1], points[0]))
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{
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points.Add(points[0]);
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}
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for (int i = 1; i < points.Count - 1; i++)
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{
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bool bitp = true, bibp = true;
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UGLHelper.GetLinePoints(points[i - 1], points[i], points[i + 1], width,
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ref ltp, ref lbp,
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ref ntp, ref nbp,
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ref itp, ref ibp,
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ref ctp, ref cbp,
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ref bitp, ref bibp);
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if (i == 1)
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{
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vh.AddVert(ltp, color, Vector2.zero);
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vh.AddVert(lbp, color, Vector2.zero);
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}
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if (bitp == bibp)
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{
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AddVertToVertexHelper(vh, itp, ibp, color);
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}
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else
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{
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if (bitp)
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{
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AddVertToVertexHelper(vh, itp, ctp, color);
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AddVertToVertexHelper(vh, itp, cbp, color);
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}
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else
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{
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AddVertToVertexHelper(vh, ctp, ibp, color);
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AddVertToVertexHelper(vh, cbp, ibp, color);
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}
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}
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}
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AddVertToVertexHelper(vh, ntp, nbp, color);
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}
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}
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public static void AddVertToVertexHelper(VertexHelper vh, Vector3 top,
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Vector3 bottom, Color32 color, bool needTriangle = true)
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{
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AddVertToVertexHelper(vh, top, bottom, color, color, needTriangle);
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}
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public static void AddVertToVertexHelper(VertexHelper vh, Vector3 top,
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Vector3 bottom, Color32 topColor, Color32 bottomColor, bool needTriangle = true)
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{
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var lastVertCount = vh.currentVertCount;
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vh.AddVert(top, topColor, Vector2.zero);
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vh.AddVert(bottom, bottomColor, Vector2.zero);
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if (needTriangle)
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{
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var indexRt = lastVertCount;
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var indexRb = indexRt + 1;
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var indexLt = indexRt - 2;
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var indexLb = indexLt + 1;
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vh.AddTriangle(indexLt, indexRb, indexLb);
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vh.AddTriangle(indexLt, indexRt, indexRb);
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}
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}
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/// <summary>
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/// Draw a dash line. 画虚线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="endPoint">结束点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">起始颜色</param>
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/// <param name="toColor">结束颜色</param>
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/// <param name="lineLength">实线部分长度,默认为线宽的12倍</param>
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/// <param name="gapLength">间隙部分长度,默认为线宽的3倍</param>
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/// <param name="posList">可选,输出的关键点</param>
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public static void DrawDashLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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Color32 color, Color32 toColor, float lineLength = 0f, float gapLength = 0f, List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
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if (lineLength == 0) lineLength = 12 * width;
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if (gapLength == 0) gapLength = 3 * width;
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int segment = Mathf.CeilToInt(dist / (lineLength + gapLength));
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Vector3 dir = (endPoint - startPoint).normalized;
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Vector3 sp = startPoint, np;
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var isGradient = !color.Equals(toColor);
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = startPoint + dir * dist * i / segment;
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var dashep = np - dir * gapLength;
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DrawLine(vh, sp, dashep, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / segment) : color);
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sp = np;
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}
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if (posList != null) posList.Add(endPoint);
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DrawLine(vh, sp, endPoint, width, toColor);
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}
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/// <summary>
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/// Draw a dot line. 画点线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="endPoint">结束点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">起始颜色</param>
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/// <param name="toColor">结束颜色</param>
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/// <param name="lineLength">实线部分长度,默认为线宽的3倍</param>
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/// <param name="gapLength">间隙部分长度,默认为线宽的3倍</param>
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/// <param name="posList">可选,输出的关键点</param>
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public static void DrawDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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Color32 color, Color32 toColor, float lineLength = 0f, float gapLength = 0f, List<Vector3> posList = null)
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{
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var dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
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if (lineLength == 0) lineLength = 3 * width;
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if (gapLength == 0) gapLength = 3 * width;
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var segment = Mathf.CeilToInt(dist / (lineLength + gapLength));
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var dir = (endPoint - startPoint).normalized;
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var sp = startPoint;
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var np = Vector3.zero;
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var isGradient = !color.Equals(toColor);
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = startPoint + dir * dist * i / segment;
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var dashep = np - dir * gapLength;
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DrawLine(vh, sp, dashep, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / segment) : color);
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sp = np;
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}
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if (posList != null) posList.Add(endPoint);
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DrawLine(vh, sp, endPoint, width, toColor);
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}
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/// <summary>
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/// Draw a dash-dot line. 画点划线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="endPoint">结束点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">颜色</param>
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/// <param name="dashLength">划线长,默认15倍线宽</param>
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/// <param name="dotLength">点线长,默认3倍线宽</param>
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/// <param name="gapLength">间隙长,默认5倍线宽</param>
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/// <param name="posList">可选,输出的关键点</param>
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public static void DrawDashDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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Color32 color, float dashLength = 0f, float dotLength = 0, float gapLength = 0f,
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List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
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if (dashLength == 0) dashLength = 15 * width;
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if (dotLength == 0) dotLength = 3 * width;
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if (gapLength == 0) gapLength = 5 * width;
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int segment = Mathf.CeilToInt(dist / (dashLength + 2 * gapLength + dotLength));
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Vector3 dir = (endPoint - startPoint).normalized;
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Vector3 sp = startPoint, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = startPoint + dir * dist * i / segment;
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var dashep = np - dir * (2 * gapLength + dotLength);
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DrawLine(vh, sp, dashep, width, color);
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if (posList != null) posList.Add(dashep);
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var dotsp = dashep + gapLength * dir;
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var dotep = dotsp + dotLength * dir;
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DrawLine(vh, dotsp, dotep, width, color);
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if (posList != null) posList.Add(dotsp);
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sp = np;
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}
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if (posList != null) posList.Add(endPoint);
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DrawLine(vh, sp, endPoint, width, color);
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}
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/// <summary>
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/// Draw a dash-dot-dot line. 画双点划线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="endPoint">结束点</param>
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/// <param name="width">线宽</param>
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/// <param name="color">颜色</param>
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/// <param name="dashLength">折线长,默认15倍线宽</param>
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/// <param name="dotLength">点线长,默认3倍线宽</param>
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/// <param name="gapLength">间隙长,默认5倍线宽</param>
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/// <param name="posList">可选,输出的关键点</param>
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public static void DrawDashDotDotLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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Color32 color, float dashLength = 0f, float dotLength = 0f, float gapLength = 0f,
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List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
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if (dashLength == 0) dashLength = 15 * width;
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if (dotLength == 0) dotLength = 3 * width;
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if (gapLength == 0) gapLength = 5 * width;
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int segment = Mathf.CeilToInt(dist / (dashLength + 3 * gapLength + 2 * dotLength));
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Vector3 dir = (endPoint - startPoint).normalized;
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Vector3 sp = startPoint, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = startPoint + dir * dist * i / segment;
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var dashep = np - dir * (3 * gapLength + 2 * dotLength);
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DrawLine(vh, sp, dashep, width, color);
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if (posList != null) posList.Add(dashep);
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var dotsp = dashep + gapLength * dir;
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var dotep = dotsp + dotLength * dir;
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DrawLine(vh, dotsp, dotep, width, color);
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if (posList != null) posList.Add(dotep);
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var dotsp2 = dotep + gapLength * dir;
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var dotep2 = dotsp2 + dotLength * dir;
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DrawLine(vh, dotsp2, dotep2, width, color);
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if (posList != null) posList.Add(dotep2);
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sp = np;
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}
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if (posList != null) posList.Add(endPoint);
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DrawLine(vh, sp, endPoint, width, color);
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}
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/// <summary>
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/// Draw a zebar-line. 画斑马线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="startPoint">起始点</param>
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/// <param name="endPoint">结束点</param>
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/// <param name="width">线宽</param>
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/// <param name="zebraWidth">斑马条纹宽</param>
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/// <param name="zebraGap">间隙宽</param>
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/// <param name="color">起始颜色</param>
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/// <param name="toColor">结束颜色</param>
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public static void DrawZebraLine(VertexHelper vh, Vector3 startPoint, Vector3 endPoint, float width,
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float zebraWidth, float zebraGap, Color32 color, Color32 toColor, float maxDistance)
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{
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var dist = Vector3.Distance(startPoint, endPoint);
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if (dist < 0.1f) return;
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if (zebraWidth == 0) zebraWidth = 3 * width;
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if (zebraGap == 0) zebraGap = 3 * width;
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var allSegment = Mathf.CeilToInt(maxDistance / (zebraWidth + zebraGap));
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var segment = Mathf.CeilToInt(dist / maxDistance * allSegment);
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var dir = (endPoint - startPoint).normalized;
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var sp = startPoint;
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var np = Vector3.zero;
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var isGradient = !color.Equals(toColor);
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zebraWidth = (maxDistance - zebraGap * (allSegment - 1)) / allSegment;
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for (int i = 1; i <= segment; i++)
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{
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np = sp + dir * zebraWidth;
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DrawLine(vh, sp, np, width, isGradient ? Color32.Lerp(color, toColor, i * 1.0f / allSegment) : color);
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sp = np + dir * zebraGap;
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}
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}
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/// <summary>
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/// Draw a diamond. 画菱形(钻石形状)
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/// </summary>
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/// <param name="vh"></param>
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||
/// <param name="center">中心点</param>
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/// <param name="size">尺寸</param>
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/// <param name="color">颜色</param>
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public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color)
|
||
{
|
||
DrawDiamond(vh, center, size, color, color);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a diamond. 画菱形(钻石形状)
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="size">尺寸</param>
|
||
/// <param name="color">渐变色1</param>
|
||
/// <param name="toColor">渐变色2</param>
|
||
public static void DrawDiamond(VertexHelper vh, Vector3 center, float size, Color32 color, Color32 toColor)
|
||
{
|
||
var p1 = new Vector2(center.x - size, center.y);
|
||
var p2 = new Vector2(center.x, center.y + size);
|
||
var p3 = new Vector2(center.x + size, center.y);
|
||
var p4 = new Vector2(center.x, center.y - size);
|
||
DrawTriangle(vh, p4, p1, p2, color, color, toColor);
|
||
DrawTriangle(vh, p3, p4, p2, color, color, toColor);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a square. 画正方形
|
||
/// </summary>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="radius">半径</param>
|
||
/// <param name="color">颜色</param>
|
||
public static void DrawSquare(VertexHelper vh, Vector3 center, float radius, Color32 color)
|
||
{
|
||
DrawSquare(vh, center, radius, color, color, true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a square. 画带渐变的正方形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="radius">半径</param>
|
||
/// <param name="color">渐变色1</param>
|
||
/// <param name="toColor">渐变色2</param>
|
||
/// <param name="vertical">渐变是否为垂直方向</param>
|
||
public static void DrawSquare(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
Color32 toColor, bool vertical = true)
|
||
{
|
||
Vector3 p1, p2, p3, p4;
|
||
if (vertical)
|
||
{
|
||
p1 = new Vector3(center.x + radius, center.y - radius);
|
||
p2 = new Vector3(center.x - radius, center.y - radius);
|
||
p3 = new Vector3(center.x - radius, center.y + radius);
|
||
p4 = new Vector3(center.x + radius, center.y + radius);
|
||
}
|
||
else
|
||
{
|
||
p1 = new Vector3(center.x - radius, center.y - radius);
|
||
p2 = new Vector3(center.x - radius, center.y + radius);
|
||
p3 = new Vector3(center.x + radius, center.y + radius);
|
||
p4 = new Vector3(center.x + radius, center.y - radius);
|
||
}
|
||
DrawQuadrilateral(vh, p1, p2, p3, p4, color, toColor);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a rectangle. 画带长方形
|
||
/// </summary>
|
||
/// <param name="p1">起始点</param>
|
||
/// <param name="p2">结束点</param>
|
||
/// <param name="radius">半径</param>
|
||
/// <param name="color">颜色</param>
|
||
public static void DrawRectangle(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color)
|
||
{
|
||
DrawRectangle(vh, p1, p2, radius, color, color);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a rectangle. 画带渐变的长方形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="p1">起始点</param>
|
||
/// <param name="p2">结束点</param>
|
||
/// <param name="radius">半径</param>
|
||
/// <param name="color">渐变色1</param>
|
||
/// <param name="toColor">渐变色2</param>
|
||
public static void DrawRectangle(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color,
|
||
Color32 toColor)
|
||
{
|
||
var dir = (p2 - p1).normalized;
|
||
var dirv = Vector3.Cross(dir, Vector3.forward).normalized;
|
||
|
||
var p3 = p1 + dirv * radius;
|
||
var p4 = p1 - dirv * radius;
|
||
var p5 = p2 - dirv * radius;
|
||
var p6 = p2 + dirv * radius;
|
||
DrawQuadrilateral(vh, p3, p4, p5, p6, color, toColor);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a rectangle. 画长方形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="p">中心点</param>
|
||
/// <param name="xRadius">x宽</param>
|
||
/// <param name="yRadius">y宽</param>
|
||
/// <param name="color">颜色</param>
|
||
/// <param name="vertical">是否垂直方向</param>
|
||
public static void DrawRectangle(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
|
||
Color32 color, bool vertical = true)
|
||
{
|
||
DrawRectangle(vh, p, xRadius, yRadius, color, color, vertical);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a rectangle. 画带渐变的长方形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="p">中心点</param>
|
||
/// <param name="xRadius">x宽</param>
|
||
/// <param name="yRadius">y宽</param>
|
||
/// <param name="color">渐变色1</param>
|
||
/// <param name="toColor">渐变色2</param>
|
||
/// <param name="vertical">是否垂直方向</param>
|
||
public static void DrawRectangle(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
|
||
Color32 color, Color32 toColor, bool vertical = true)
|
||
{
|
||
Vector3 p1, p2, p3, p4;
|
||
if (vertical)
|
||
{
|
||
p1 = new Vector3(p.x + xRadius, p.y - yRadius);
|
||
p2 = new Vector3(p.x - xRadius, p.y - yRadius);
|
||
p3 = new Vector3(p.x - xRadius, p.y + yRadius);
|
||
p4 = new Vector3(p.x + xRadius, p.y + yRadius);
|
||
}
|
||
else
|
||
{
|
||
p1 = new Vector3(p.x - xRadius, p.y - yRadius);
|
||
p2 = new Vector3(p.x - xRadius, p.y + yRadius);
|
||
p3 = new Vector3(p.x + xRadius, p.y + yRadius);
|
||
p4 = new Vector3(p.x + xRadius, p.y - yRadius);
|
||
}
|
||
|
||
DrawQuadrilateral(vh, p1, p2, p3, p4, color, toColor);
|
||
}
|
||
|
||
public static void DrawRectangle(VertexHelper vh, Rect rect, Color32 color)
|
||
{
|
||
DrawRectangle(vh, rect.center, rect.width / 2, rect.height / 2, color, color, true);
|
||
}
|
||
|
||
public static void DrawRectangle(VertexHelper vh, Rect rect, Color32 color, Color32 toColor)
|
||
{
|
||
DrawRectangle(vh, rect.center, rect.width / 2, rect.height / 2, color, toColor, true);
|
||
}
|
||
|
||
public static void DrawRectangle(VertexHelper vh, Rect rect, float border, Color32 color)
|
||
{
|
||
DrawRectangle(vh, rect, border, color, color);
|
||
}
|
||
|
||
public static void DrawRectangle(VertexHelper vh, Rect rect, float border, Color32 color, Color32 toColor)
|
||
{
|
||
DrawRectangle(vh, rect.center, rect.width / 2 - border, rect.height / 2 - border, color, toColor, true);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a quadrilateral. 画任意的四边形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="p1"></param>
|
||
/// <param name="p2"></param>
|
||
/// <param name="p3"></param>
|
||
/// <param name="p4"></param>
|
||
/// <param name="color"></param>
|
||
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
|
||
Color32 color)
|
||
{
|
||
DrawQuadrilateral(vh, p1, p2, p3, p4, color, color);
|
||
}
|
||
|
||
/// <summary>
|
||
/// Draw a quadrilateral. 画任意带渐变的四边形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="p1"></param>
|
||
/// <param name="p2"></param>
|
||
/// <param name="p3"></param>
|
||
/// <param name="p4"></param>
|
||
/// <param name="startColor"></param>
|
||
/// <param name="toColor"></param>
|
||
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
|
||
Color32 startColor, Color32 toColor)
|
||
{
|
||
DrawQuadrilateral(vh, p1, p2, p3, p4, startColor, startColor, toColor, toColor);
|
||
}
|
||
|
||
public static void DrawQuadrilateral(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
|
||
Color32 color1, Color32 color2, Color32 color3, Color32 color4)
|
||
{
|
||
s_Vertex[0].position = p1;
|
||
s_Vertex[1].position = p2;
|
||
s_Vertex[2].position = p3;
|
||
s_Vertex[3].position = p4;
|
||
s_Vertex[0].color = color1;
|
||
s_Vertex[1].color = color2;
|
||
s_Vertex[2].color = color3;
|
||
s_Vertex[3].color = color4;
|
||
for (int j = 0; j < 4; j++)
|
||
{
|
||
s_Vertex[j].uv0 = s_ZeroVector2;
|
||
}
|
||
vh.AddUIVertexQuad(s_Vertex);
|
||
}
|
||
|
||
public static void InitCornerRadius(float[] cornerRadius, float width, float height, bool horizontal,
|
||
bool invert, ref float brLt, ref float brRt, ref float brRb, ref float brLb, ref bool needRound)
|
||
{
|
||
if (cornerRadius == null || cornerRadius.Length == 0) return;
|
||
if (invert)
|
||
{
|
||
if (horizontal)
|
||
{
|
||
brLt = cornerRadius.Length > 0 ? cornerRadius[1] : 0;
|
||
brRt = cornerRadius.Length > 1 ? cornerRadius[0] : 0;
|
||
brRb = cornerRadius.Length > 2 ? cornerRadius[3] : 0;
|
||
brLb = cornerRadius.Length > 3 ? cornerRadius[2] : 0;
|
||
}
|
||
else
|
||
{
|
||
brLt = cornerRadius.Length > 0 ? cornerRadius[3] : 0;
|
||
brRt = cornerRadius.Length > 1 ? cornerRadius[2] : 0;
|
||
brRb = cornerRadius.Length > 2 ? cornerRadius[1] : 0;
|
||
brLb = cornerRadius.Length > 3 ? cornerRadius[0] : 0;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
brLt = cornerRadius.Length > 0 ? cornerRadius[0] : 0;
|
||
brRt = cornerRadius.Length > 1 ? cornerRadius[1] : 0;
|
||
brRb = cornerRadius.Length > 2 ? cornerRadius[2] : 0;
|
||
brLb = cornerRadius.Length > 3 ? cornerRadius[3] : 0;
|
||
}
|
||
|
||
needRound = brLb != 0 || brRt != 0 || brRb != 0 || brLb != 0;
|
||
if (needRound)
|
||
{
|
||
var min = Mathf.Min(width, height);
|
||
if (brLt == 1 && brRt == 1 && brRb == 1 && brLb == 1)
|
||
{
|
||
brLt = brRt = brRb = brLb = min / 2;
|
||
return;
|
||
}
|
||
if (brLt > 0 && brLt <= 1) brLt = brLt * min;
|
||
if (brRt > 0 && brRt <= 1) brRt = brRt * min;
|
||
if (brRb > 0 && brRb <= 1) brRb = brRb * min;
|
||
if (brLb > 0 && brLb <= 1) brLb = brLb * min;
|
||
if (horizontal)
|
||
{
|
||
if (brLb + brLt >= height)
|
||
{
|
||
var total = brLb + brLt;
|
||
brLb = height * (brLb / total);
|
||
brLt = height * (brLt / total);
|
||
}
|
||
if (brRt + brRb >= height)
|
||
{
|
||
var total = brRt + brRb;
|
||
brRt = height * (brRt / total);
|
||
brRb = height * (brRb / total);
|
||
}
|
||
if (brLt + brRt >= width)
|
||
{
|
||
var total = brLt + brRt;
|
||
brLt = width * (brLt / total);
|
||
brRt = width * (brRt / total);
|
||
}
|
||
if (brRb + brLb >= width)
|
||
{
|
||
var total = brRb + brLb;
|
||
brRb = width * (brRb / total);
|
||
brLb = width * (brLb / total);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (brLt + brRt >= width)
|
||
{
|
||
var total = brLt + brRt;
|
||
brLt = width * (brLt / total);
|
||
brRt = width * (brRt / total);
|
||
}
|
||
if (brRb + brLb >= width)
|
||
{
|
||
var total = brRb + brLb;
|
||
brRb = width * (brRb / total);
|
||
brLb = width * (brLb / total);
|
||
}
|
||
if (brLb + brLt >= height)
|
||
{
|
||
var total = brLb + brLt;
|
||
brLb = height * (brLb / total);
|
||
brLt = height * (brLt / total);
|
||
}
|
||
if (brRt + brRb >= height)
|
||
{
|
||
var total = brRt + brRb;
|
||
brRt = height * (brRt / total);
|
||
brRb = height * (brRb / total);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
public static void DrawRoundRectangle(VertexHelper vh, Rect rect,
|
||
Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null, bool isYAxis = false,
|
||
float smoothness = 2, bool invert = false)
|
||
{
|
||
DrawRoundRectangle(vh, rect.center, rect.width, rect.height, color, toColor, rotate, cornerRadius,
|
||
isYAxis, smoothness, invert);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 绘制圆角矩形
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center"></param>
|
||
/// <param name="rectWidth"></param>
|
||
/// <param name="rectHeight"></param>
|
||
/// <param name="color"></param>
|
||
/// <param name="toColor"></param>
|
||
/// <param name="rotate"></param>
|
||
/// <param name="cornerRadius"></param>
|
||
/// <param name="horizontal"></param>
|
||
/// <param name="smoothness"></param>
|
||
/// <param name="invert"></param>
|
||
public static void DrawRoundRectangle(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
|
||
Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null, bool horizontal = false,
|
||
float smoothness = 2, bool invert = false)
|
||
{
|
||
if (invert)
|
||
{
|
||
var temp = toColor;
|
||
toColor = color;
|
||
color = temp;
|
||
}
|
||
var isGradient = !UGLHelper.IsValueEqualsColor(color, toColor);
|
||
var halfWid = rectWidth / 2;
|
||
var halfHig = rectHeight / 2;
|
||
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
|
||
bool needRound = false;
|
||
InitCornerRadius(cornerRadius, rectWidth, rectHeight, horizontal, invert, ref brLt, ref brRt, ref brRb,
|
||
ref brLb, ref needRound);
|
||
var tempCenter = Vector3.zero;
|
||
var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
|
||
var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
|
||
var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
|
||
var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
|
||
if (needRound)
|
||
{
|
||
var lbIn2 = lbIn;
|
||
var ltIn2 = ltIn;
|
||
var rtIn2 = rtIn;
|
||
var rbIn2 = rbIn;
|
||
var roundLb = lbIn;
|
||
var roundLt = ltIn;
|
||
var roundRt = rtIn;
|
||
var roundRb = rbIn;
|
||
if (brLt > 0)
|
||
{
|
||
roundLt = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
|
||
ltIn = roundLt + brLt * Vector3.left;
|
||
ltIn2 = roundLt + brLt * Vector3.up;
|
||
}
|
||
if (brRt > 0)
|
||
{
|
||
roundRt = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
|
||
rtIn = roundRt + brRt * Vector3.up;
|
||
rtIn2 = roundRt + brRt * Vector3.right;
|
||
}
|
||
if (brRb > 0)
|
||
{
|
||
roundRb = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
|
||
rbIn = roundRb + brRb * Vector3.right;
|
||
rbIn2 = roundRb + brRb * Vector3.down;
|
||
}
|
||
if (brLb > 0)
|
||
{
|
||
roundLb = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
|
||
lbIn = roundLb + brLb * Vector3.left;
|
||
lbIn2 = roundLb + brLb * Vector3.down;
|
||
}
|
||
|
||
if (horizontal)
|
||
{
|
||
var maxLeft = Mathf.Max(brLt, brLb);
|
||
var maxRight = Mathf.Max(brRt, brRb);
|
||
var ltInRight = ltIn + maxLeft * Vector3.right;
|
||
var lbInRight = lbIn + maxLeft * Vector3.right;
|
||
var rtIn2Left = rtIn2 + maxRight * Vector3.left;
|
||
var rbInLeft = rbIn + maxRight * Vector3.left;
|
||
|
||
var roundLbRight = roundLb + (maxLeft - brLb) * Vector3.right;
|
||
var lbIn2Right = lbIn2 + (maxLeft - brLb) * Vector3.right;
|
||
if (roundLbRight.x > roundRb.x) roundLbRight.x = roundRb.x;
|
||
if (lbIn2Right.x > roundRb.x) lbIn2Right.x = roundRb.x;
|
||
|
||
var ltIn2Right = ltIn2 + (maxLeft - brLt) * Vector3.right;
|
||
var roundLtRight = roundLt + (maxLeft - brLt) * Vector3.right;
|
||
if (ltIn2Right.x > roundRt.x) ltIn2Right.x = roundRt.x;
|
||
if (roundLtRight.x > roundRt.x) roundLtRight.x = roundRt.x;
|
||
|
||
var roundRtLeft = roundRt + (maxRight - brRt) * Vector3.left;
|
||
var rtInLeft = rtIn + (maxRight - brRt) * Vector3.left;
|
||
if (roundRtLeft.x < roundLt.x) roundRtLeft.x = roundLt.x;
|
||
if (rtInLeft.x < roundLt.x) rtInLeft.x = roundLt.x;
|
||
|
||
var rbIn2Left = rbIn2 + (maxRight - brRb) * Vector3.left;
|
||
var roundRbLeft = roundRb + (maxRight - brRb) * Vector3.left;
|
||
if (rbIn2Left.x < roundLb.x) rbIn2Left.x = roundLb.x;
|
||
if (roundRbLeft.x < roundLb.x) roundRbLeft.x = roundLb.x;
|
||
if (!isGradient)
|
||
{
|
||
DrawSector(vh, roundLt, brLt, color, color, 270, 360, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRb, brRb, toColor, toColor, 90, 180, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, horizontal, smoothness);
|
||
|
||
DrawQuadrilateral(vh, ltIn, ltInRight, lbInRight, lbIn, color, color);
|
||
DrawQuadrilateral(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, color, color);
|
||
DrawQuadrilateral(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, color, color);
|
||
|
||
DrawQuadrilateral(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, toColor, toColor);
|
||
DrawQuadrilateral(vh, roundRtLeft, rtInLeft, rtIn, roundRt, toColor, toColor);
|
||
DrawQuadrilateral(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2, toColor, toColor);
|
||
|
||
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
|
||
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
|
||
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
|
||
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
|
||
if (crt.x > clt.x)
|
||
{
|
||
DrawQuadrilateral(vh, clb, clt, crt, crb, color, toColor);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var tempLeftColor = Color32.Lerp(color, toColor, maxLeft / rectWidth);
|
||
var upLeftColor = Color32.Lerp(color, tempLeftColor, brLt / maxLeft);
|
||
var downLeftColor = Color32.Lerp(color, tempLeftColor, brLb / maxLeft);
|
||
|
||
var tempRightColor = Color32.Lerp(color, toColor, (rectWidth - maxRight) / rectWidth);
|
||
var upRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRt) / maxRight);
|
||
var downRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRb) / maxRight);
|
||
|
||
DrawSector(vh, roundLt, brLt, color, upLeftColor, 270, 360, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRt, brRt, upRightColor, toColor, 0, 90, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRb, brRb, downRightColor, toColor, 90, 180, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundLb, brLb, color, downLeftColor, 180, 270, 1, horizontal, smoothness);
|
||
|
||
DrawQuadrilateral(vh, lbIn, ltIn, ltInRight, lbInRight, color, tempLeftColor);
|
||
DrawQuadrilateral(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, downLeftColor,
|
||
roundLbRight.x == roundRb.x ? downRightColor : tempLeftColor);
|
||
DrawQuadrilateral(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, upLeftColor,
|
||
ltIn2Right.x == roundRt.x ? upRightColor : tempLeftColor);
|
||
|
||
DrawQuadrilateral(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, tempRightColor, toColor);
|
||
DrawQuadrilateral(vh, roundRtLeft, rtInLeft, rtIn, roundRt,
|
||
roundRtLeft.x == roundLt.x ? upLeftColor : tempRightColor, upRightColor);
|
||
DrawQuadrilateral(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2,
|
||
rbIn2Left.x == roundLb.x ? downLeftColor : tempRightColor, downRightColor);
|
||
|
||
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
|
||
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
|
||
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
|
||
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
|
||
if (crt.x > clt.x)
|
||
{
|
||
DrawQuadrilateral(vh, clb, clt, crt, crb, tempLeftColor, tempRightColor);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var maxup = Mathf.Max(brLt, brRt);
|
||
var maxdown = Mathf.Max(brLb, brRb);
|
||
var clt = new Vector3(center.x - halfWid, center.y + halfHig - maxup);
|
||
var crt = new Vector3(center.x + halfWid, center.y + halfHig - maxup);
|
||
var crb = new Vector3(center.x + halfWid, center.y - halfHig + maxdown);
|
||
var clb = new Vector3(center.x - halfWid, center.y - halfHig + maxdown);
|
||
var lbIn2Up = lbIn2 + maxdown * Vector3.up;
|
||
var rbIn2Up = rbIn2 + maxdown * Vector3.up;
|
||
var rtInDown = rtIn + maxup * Vector3.down;
|
||
var ltIn2Down = ltIn2 + maxup * Vector3.down;
|
||
|
||
var roundLtDown = roundLt + (maxup - brLt) * Vector3.down;
|
||
var ltInDown = ltIn + (maxup - brLt) * Vector3.down;
|
||
if (roundLtDown.y < roundLb.y) roundLtDown.y = roundLb.y;
|
||
if (ltInDown.y < roundLb.y) ltInDown.y = roundLb.y;
|
||
|
||
var rtIn2Down = rtIn2 + (maxup - brRt) * Vector3.down;
|
||
var roundRtDown = roundRt + (maxup - brRt) * Vector3.down;
|
||
if (rtIn2Down.y < roundRb.y) rtIn2Down.y = roundRb.y;
|
||
if (roundRtDown.y < roundRb.y) roundRtDown.y = roundRb.y;
|
||
|
||
var lbInUp = lbIn + (maxdown - brLb) * Vector3.up;
|
||
var roundLbUp = roundLb + (maxdown - brLb) * Vector3.up;
|
||
if (lbInUp.y > roundLt.y) lbInUp.y = roundLt.y;
|
||
if (roundLbUp.y > roundLt.y) roundLbUp.y = roundLt.y;
|
||
|
||
var roundRbUp = roundRb + (maxdown - brRb) * Vector3.up;
|
||
var rbInUp = rbIn + (maxdown - brRb) * Vector3.up;
|
||
if (roundRbUp.y > roundRt.y) roundRbUp.y = roundRt.y;
|
||
if (rbInUp.y > roundRt.y) rbInUp.y = roundRt.y;
|
||
|
||
if (!isGradient)
|
||
{
|
||
DrawSector(vh, roundLt, brLt, toColor, toColor, 270, 360, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRb, brRb, color, color, 90, 180, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, horizontal, smoothness);
|
||
|
||
DrawQuadrilateral(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, toColor);
|
||
DrawQuadrilateral(vh, ltIn, roundLt, roundLtDown, ltInDown, toColor, toColor);
|
||
DrawQuadrilateral(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, toColor, toColor);
|
||
|
||
DrawQuadrilateral(vh, lbIn2, lbIn2Up, rbIn2Up, rbIn2, color, color);
|
||
DrawQuadrilateral(vh, lbIn, lbInUp, roundLbUp, roundLb, color, color);
|
||
DrawQuadrilateral(vh, roundRb, roundRbUp, rbInUp, rbIn, color, color);
|
||
if (clt.y > clb.y)
|
||
{
|
||
DrawQuadrilateral(vh, clt, crt, crb, clb, toColor, color);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var tempUpColor = Color32.Lerp(color, toColor, (rectHeight - maxup) / rectHeight);
|
||
var leftUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brLt) / maxup);
|
||
var rightUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brRt) / maxup);
|
||
var tempDownColor = Color32.Lerp(color, toColor, maxdown / rectHeight);
|
||
var leftDownColor = Color32.Lerp(color, tempDownColor, brLb / maxdown);
|
||
var rightDownColor = Color32.Lerp(color, tempDownColor, brRb / maxdown);
|
||
|
||
DrawSector(vh, roundLt, brLt, leftUpColor, toColor, 270, 360, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRt, brRt, rightUpColor, toColor, 0, 90, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundRb, brRb, rightDownColor, color, 90, 180, 1, horizontal, smoothness);
|
||
DrawSector(vh, roundLb, brLb, leftDownColor, color, 180, 270, 1, horizontal, smoothness);
|
||
|
||
DrawQuadrilateral(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, tempUpColor);
|
||
DrawQuadrilateral(vh, ltIn, roundLt, roundLtDown, ltInDown, leftUpColor,
|
||
roundLtDown.y == roundLb.y ? leftDownColor : tempUpColor);
|
||
DrawQuadrilateral(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, rightUpColor,
|
||
rtIn2Down.y == roundRb.y ? rightDownColor : tempUpColor);
|
||
|
||
DrawQuadrilateral(vh, rbIn2, lbIn2, lbIn2Up, rbIn2Up, color, tempDownColor);
|
||
DrawQuadrilateral(vh, roundLb, lbIn, lbInUp, roundLbUp, leftDownColor,
|
||
lbInUp.y == roundLt.y ? leftUpColor : tempDownColor);
|
||
DrawQuadrilateral(vh, rbIn, roundRb, roundRbUp, rbInUp, rightDownColor,
|
||
roundRbUp.y == roundRt.y ? rightUpColor : tempDownColor);
|
||
if (clt.y > clb.y)
|
||
{
|
||
DrawQuadrilateral(vh, clt, crt, crb, clb, tempUpColor, tempDownColor);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (horizontal)
|
||
DrawQuadrilateral(vh, lbIn, ltIn, rtIn, rbIn, color, toColor);
|
||
else
|
||
DrawQuadrilateral(vh, rbIn, lbIn, ltIn, rtIn, color, toColor);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 绘制(圆角)边框
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center"></param>
|
||
/// <param name="rectWidth"></param>
|
||
/// <param name="rectHeight"></param>
|
||
/// <param name="borderWidth"></param>
|
||
/// <param name="color"></param>
|
||
/// <param name="rotate"></param>
|
||
/// <param name="cornerRadius"></param>
|
||
/// <param name="invertCorner"></param>
|
||
/// <param name="extWidth"></param>
|
||
public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
|
||
float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null,
|
||
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
|
||
{
|
||
DrawBorder(vh, center, rectWidth, rectHeight, borderWidth, color, s_ClearColor32, rotate,
|
||
cornerRadius, horizontal, smoothness, invertCorner, extWidth);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 绘制(圆角)边框
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="rect"></param>
|
||
/// <param name="borderWidth"></param>
|
||
/// <param name="color"></param>
|
||
/// <param name="rotate"></param>
|
||
/// <param name="cornerRadius"></param>
|
||
/// <param name="horizontal"></param>
|
||
/// <param name="smoothness"></param>
|
||
/// <param name="invertCorner"></param>
|
||
/// <param name="extWidth"></param>
|
||
public static void DrawBorder(VertexHelper vh, Rect rect,
|
||
float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null,
|
||
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
|
||
{
|
||
DrawBorder(vh, rect.center, rect.width, rect.height, borderWidth, color, s_ClearColor32, rotate,
|
||
cornerRadius, horizontal, smoothness, invertCorner, extWidth);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 绘制(圆角)边框
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center"></param>
|
||
/// <param name="rectWidth"></param>
|
||
/// <param name="rectHeight"></param>
|
||
/// <param name="borderWidth"></param>
|
||
/// <param name="color"></param>
|
||
/// <param name="toColor"></param>
|
||
/// <param name="rotate"></param>
|
||
/// <param name="cornerRadius"></param>
|
||
/// <param name="horizontal"></param>
|
||
/// <param name="smoothness"></param>
|
||
/// <param name="invertCorner"></param>
|
||
/// <param name="extWidth"></param>
|
||
public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
|
||
float borderWidth, Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null,
|
||
bool horizontal = false, float smoothness = 1f, bool invertCorner = false, float extWidth = 0)
|
||
{
|
||
if (borderWidth == 0 || UGLHelper.IsClearColor(color)) return;
|
||
var halfWid = rectWidth / 2;
|
||
var halfHig = rectHeight / 2;
|
||
var lbIn = new Vector3(center.x - halfWid - extWidth, center.y - halfHig - extWidth);
|
||
var lbOt = new Vector3(center.x - halfWid - borderWidth - extWidth, center.y - halfHig - borderWidth - extWidth);
|
||
var ltIn = new Vector3(center.x - halfWid - extWidth, center.y + halfHig + extWidth);
|
||
var ltOt = new Vector3(center.x - halfWid - borderWidth - extWidth, center.y + halfHig + borderWidth + extWidth);
|
||
var rtIn = new Vector3(center.x + halfWid + extWidth, center.y + halfHig + extWidth);
|
||
var rtOt = new Vector3(center.x + halfWid + borderWidth + extWidth, center.y + halfHig + borderWidth + extWidth);
|
||
var rbIn = new Vector3(center.x + halfWid + extWidth, center.y - halfHig - extWidth);
|
||
var rbOt = new Vector3(center.x + halfWid + borderWidth + extWidth, center.y - halfHig - borderWidth - extWidth);
|
||
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
|
||
bool needRound = false;
|
||
InitCornerRadius(cornerRadius, rectWidth, rectHeight, horizontal, invertCorner, ref brLt, ref brRt, ref brRb,
|
||
ref brLb, ref needRound);
|
||
var tempCenter = Vector3.zero;
|
||
if (UGLHelper.IsClearColor(toColor))
|
||
{
|
||
toColor = color;
|
||
}
|
||
if (needRound)
|
||
{
|
||
var lbIn2 = lbIn;
|
||
var lbOt2 = lbOt;
|
||
var ltIn2 = ltIn;
|
||
var ltOt2 = ltOt;
|
||
var rtIn2 = rtIn;
|
||
var rtOt2 = rtOt;
|
||
var rbIn2 = rbIn;
|
||
var rbOt2 = rbOt;
|
||
//if (brLt > 0)
|
||
{
|
||
tempCenter = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
|
||
brLt += extWidth;
|
||
DrawDoughnut(vh, tempCenter, brLt, brLt + borderWidth, horizontal ? color : toColor, s_ClearColor32,
|
||
270, 360, smoothness);
|
||
ltIn = tempCenter + brLt * Vector3.left;
|
||
ltOt = tempCenter + (brLt + borderWidth) * Vector3.left;
|
||
ltIn2 = tempCenter + brLt * Vector3.up;
|
||
ltOt2 = tempCenter + (brLt + borderWidth) * Vector3.up;
|
||
}
|
||
//if (brRt > 0)
|
||
{
|
||
tempCenter = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
|
||
brRt += extWidth;
|
||
DrawDoughnut(vh, tempCenter, brRt, brRt + borderWidth, toColor, s_ClearColor32, 0, 90, smoothness);
|
||
rtIn = tempCenter + brRt * Vector3.up;
|
||
rtOt = tempCenter + (brRt + borderWidth) * Vector3.up;
|
||
rtIn2 = tempCenter + brRt * Vector3.right;
|
||
rtOt2 = tempCenter + (brRt + borderWidth) * Vector3.right;
|
||
}
|
||
//if (brRb > 0)
|
||
{
|
||
tempCenter = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
|
||
brRb += extWidth;
|
||
DrawDoughnut(vh, tempCenter, brRb, brRb + borderWidth, horizontal ? toColor : color, s_ClearColor32,
|
||
90, 180, smoothness);
|
||
rbIn = tempCenter + brRb * Vector3.right;
|
||
rbOt = tempCenter + (brRb + borderWidth) * Vector3.right;
|
||
rbIn2 = tempCenter + brRb * Vector3.down;
|
||
rbOt2 = tempCenter + (brRb + borderWidth) * Vector3.down;
|
||
}
|
||
//if (brLb > 0)
|
||
{
|
||
tempCenter = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
|
||
brLb += extWidth;
|
||
DrawDoughnut(vh, tempCenter, brLb, brLb + borderWidth, color, s_ClearColor32, 180, 270, smoothness);
|
||
lbIn = tempCenter + brLb * Vector3.left;
|
||
lbOt = tempCenter + (brLb + borderWidth) * Vector3.left;
|
||
lbIn2 = tempCenter + brLb * Vector3.down;
|
||
lbOt2 = tempCenter + (brLb + borderWidth) * Vector3.down;
|
||
}
|
||
if (horizontal)
|
||
{
|
||
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, color);
|
||
DrawQuadrilateral(vh, ltIn2, ltOt2, rtOt, rtIn, color, toColor);
|
||
DrawQuadrilateral(vh, rtIn2, rtOt2, rbOt, rbIn, toColor, toColor);
|
||
DrawQuadrilateral(vh, rbIn2, rbOt2, lbOt2, lbIn2, toColor, color);
|
||
}
|
||
else
|
||
{
|
||
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, toColor);
|
||
DrawQuadrilateral(vh, ltIn2, ltOt2, rtOt, rtIn, toColor, toColor);
|
||
DrawQuadrilateral(vh, rtIn2, rtOt2, rbOt, rbIn, toColor, color);
|
||
DrawQuadrilateral(vh, rbIn2, rbOt2, lbOt2, lbIn2, color, color);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if (rotate > 0)
|
||
{
|
||
lbIn = UGLHelper.RotateRound(lbIn, center, Vector3.forward, rotate);
|
||
lbOt = UGLHelper.RotateRound(lbOt, center, Vector3.forward, rotate);
|
||
ltIn = UGLHelper.RotateRound(ltIn, center, Vector3.forward, rotate);
|
||
ltOt = UGLHelper.RotateRound(ltOt, center, Vector3.forward, rotate);
|
||
rtIn = UGLHelper.RotateRound(rtIn, center, Vector3.forward, rotate);
|
||
rtOt = UGLHelper.RotateRound(rtOt, center, Vector3.forward, rotate);
|
||
rbIn = UGLHelper.RotateRound(rbIn, center, Vector3.forward, rotate);
|
||
rbOt = UGLHelper.RotateRound(rbOt, center, Vector3.forward, rotate);
|
||
}
|
||
if (horizontal)
|
||
{
|
||
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, color);
|
||
DrawQuadrilateral(vh, ltIn, ltOt, rtOt, rtIn, color, toColor);
|
||
DrawQuadrilateral(vh, rtIn, rtOt, rbOt, rbIn, toColor, toColor);
|
||
DrawQuadrilateral(vh, rbIn, rbOt, lbOt, lbIn, toColor, color);
|
||
}
|
||
else
|
||
{
|
||
DrawQuadrilateral(vh, lbIn, lbOt, ltOt, ltIn, color, toColor);
|
||
DrawQuadrilateral(vh, ltIn, ltOt, rtOt, rtIn, toColor, toColor);
|
||
DrawQuadrilateral(vh, rtIn, rtOt, rbOt, rbIn, toColor, color);
|
||
DrawQuadrilateral(vh, rbIn, rbOt, lbOt, lbIn, color, color);
|
||
}
|
||
}
|
||
}
|
||
|
||
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
|
||
Vector3 p2, Vector3 p3, Color32 color)
|
||
{
|
||
DrawTriangle(vh, p1, p2, p3, color, color, color);
|
||
}
|
||
|
||
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color)
|
||
{
|
||
DrawTriangle(vh, pos, size, color, color);
|
||
}
|
||
|
||
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
|
||
{
|
||
var x = size * Mathf.Cos(30 * Mathf.PI / 180);
|
||
var y = size * Mathf.Sin(30 * Mathf.PI / 180);
|
||
var p1 = new Vector2(pos.x - x, pos.y - y);
|
||
var p2 = new Vector2(pos.x, pos.y + size);
|
||
var p3 = new Vector2(pos.x + x, pos.y - y);
|
||
DrawTriangle(vh, p1, p2, p3, color, toColor, color);
|
||
}
|
||
|
||
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
|
||
Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
|
||
{
|
||
UIVertex v1 = new UIVertex();
|
||
v1.position = p1;
|
||
v1.color = color;
|
||
v1.uv0 = s_ZeroVector2;
|
||
UIVertex v2 = new UIVertex();
|
||
v2.position = p2;
|
||
v2.color = color2;
|
||
v2.uv0 = s_ZeroVector2;
|
||
UIVertex v3 = new UIVertex();
|
||
v3.position = p3;
|
||
v3.color = color3;
|
||
v3.uv0 = s_ZeroVector2;
|
||
int startIndex = vh.currentVertCount;
|
||
vh.AddVert(v1);
|
||
vh.AddVert(v2);
|
||
vh.AddVert(v3);
|
||
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
|
||
}
|
||
|
||
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
float smoothness = 2f)
|
||
{
|
||
DrawCricle(vh, center, radius, color, color, 0, s_ClearColor32, smoothness);
|
||
}
|
||
|
||
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
Color32 toColor, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, toColor, 0, 360, 0, s_ClearColor32, smoothness);
|
||
}
|
||
|
||
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
Color32 toColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, toColor, 0, 360, borderWidth, borderColor, smoothness);
|
||
}
|
||
|
||
public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawCricle(vh, center, radius, color, color, borderWidth, borderColor, smoothness);
|
||
}
|
||
|
||
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
|
||
Color32 color, Color32 emptyColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, radius - tickness, radius, color, color, emptyColor, 0, 360, 0, s_ClearColor32,
|
||
0, smoothness);
|
||
}
|
||
|
||
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
|
||
Color32 color, Color32 emptyColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, radius - tickness, radius, color, color, emptyColor, 0, 360, borderWidth,
|
||
borderColor, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
|
||
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, radius - tickness, radius, color, toColor, emptyColor, 0, 360, 0,
|
||
s_ClearColor32, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawEmptyCricle(VertexHelper vh, Vector3 center, float radius, float tickness,
|
||
Color32 color, Color32 toColor, Color32 emptyColor, float borderWidth, Color32 borderColor,
|
||
float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, radius - tickness, radius, color, toColor, emptyColor, 0, 360, borderWidth,
|
||
borderColor, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
float startDegree, float toDegree, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, color, startDegree, toDegree, 0, s_ClearColor32, smoothness);
|
||
}
|
||
|
||
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
|
||
float startDegree, float toDegree, int gradientType = 0, bool isYAxis = false, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, toColor, startDegree, toDegree, 0, s_ClearColor32, 0, smoothness,
|
||
gradientType, isYAxis);
|
||
}
|
||
|
||
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color,
|
||
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, color, startDegree, toDegree, borderWidth, borderColor, smoothness);
|
||
}
|
||
|
||
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
|
||
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawSector(vh, center, radius, color, toColor, startDegree, toDegree, borderWidth, borderColor, 0, smoothness);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 绘制扇形(可带边框、有空白边距、3种类型渐变)
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="center">中心点</param>
|
||
/// <param name="radius">半径</param>
|
||
/// <param name="color">颜色</param>
|
||
/// <param name="toColor">渐变颜色</param>
|
||
/// <param name="startDegree">开始角度</param>
|
||
/// <param name="toDegree">结束角度</param>
|
||
/// <param name="borderWidth">边框宽度</param>
|
||
/// <param name="borderColor">边框颜色</param>
|
||
/// <param name="gap">边距</param>
|
||
/// <param name="smoothness">光滑度</param>
|
||
/// <param name="gradientType">渐变类型,0:向圆形渐变,1:水平或垂直渐变,2:开始角度向结束角度渐变</param>
|
||
/// <param name="isYAxis">水平渐变还是垂直渐变,gradientType为1时生效</param>
|
||
public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
|
||
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float gap,
|
||
float smoothness, int gradientType = 0, bool isYAxis = false)
|
||
{
|
||
if (radius == 0) return;
|
||
if (gap > 0 && Mathf.Abs(toDegree - startDegree) >= 360) gap = 0;
|
||
radius -= borderWidth;
|
||
smoothness = (smoothness < 0 ? 2f : smoothness);
|
||
int segments = (int) ((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
|
||
if (segments < 1) segments = 1;
|
||
float startAngle = startDegree * Mathf.Deg2Rad;
|
||
float toAngle = toDegree * Mathf.Deg2Rad;
|
||
float realStartAngle = startAngle;
|
||
float realToAngle = toAngle;
|
||
float halfAngle = (toAngle - startAngle) / 2;
|
||
float borderAngle = 0;
|
||
float spaceAngle = 0;
|
||
|
||
var p2 = center + radius * UGLHelper.GetDire(startAngle);
|
||
var p3 = Vector3.zero;
|
||
var p4 = Vector3.zero;
|
||
var spaceCenter = center;
|
||
var realCenter = center;
|
||
var lastP4 = center;
|
||
var lastColor = color;
|
||
var needBorder = borderWidth != 0;
|
||
var needSpace = gap != 0;
|
||
var borderLineWidth = needSpace ? borderWidth : borderWidth / 2;
|
||
var lastPos = Vector3.zero;
|
||
var middleDire = UGLHelper.GetDire(startAngle + halfAngle);
|
||
if (needBorder || needSpace)
|
||
{
|
||
float spaceDiff = 0f;
|
||
float borderDiff = 0f;
|
||
if (needSpace)
|
||
{
|
||
spaceDiff = gap / Mathf.Sin(halfAngle);
|
||
spaceCenter = center + spaceDiff * middleDire;
|
||
realCenter = spaceCenter;
|
||
spaceAngle = 2 * Mathf.Asin(gap / (2 * radius));
|
||
realStartAngle = startAngle + spaceAngle;
|
||
realToAngle = toAngle - spaceAngle;
|
||
if (realToAngle < realStartAngle) realToAngle = realStartAngle;
|
||
p2 = UGLHelper.GetPos(center, radius, realStartAngle);
|
||
}
|
||
if (needBorder)
|
||
{
|
||
borderDiff = borderLineWidth / Mathf.Sin(halfAngle);
|
||
realCenter += borderDiff * middleDire;
|
||
borderAngle = 2 * Mathf.Asin(borderLineWidth / (2 * radius));
|
||
realStartAngle = realStartAngle + borderAngle;
|
||
realToAngle = realToAngle - borderAngle;
|
||
if (realToAngle < realStartAngle)
|
||
{
|
||
realToAngle = realStartAngle;
|
||
p2 = UGLHelper.GetPos(center, radius, realStartAngle);
|
||
}
|
||
else
|
||
{
|
||
var borderX1 = UGLHelper.GetPos(center, radius, realStartAngle);
|
||
DrawQuadrilateral(vh, realCenter, spaceCenter, p2, borderX1, borderColor);
|
||
p2 = borderX1;
|
||
|
||
var borderX2 = UGLHelper.GetPos(center, radius, realToAngle);
|
||
var pEnd = UGLHelper.GetPos(center, radius, toAngle - spaceAngle);
|
||
DrawQuadrilateral(vh, realCenter, borderX2, pEnd, spaceCenter, borderColor);
|
||
}
|
||
}
|
||
}
|
||
float segmentAngle = (realToAngle - realStartAngle) / segments;
|
||
bool isLeft = startDegree >= 180;
|
||
for (int i = 0; i <= segments; i++)
|
||
{
|
||
float currAngle = realStartAngle + i * segmentAngle;
|
||
p3 = center + radius * UGLHelper.GetDire(currAngle);
|
||
if (gradientType == 1)
|
||
{
|
||
if (isYAxis)
|
||
{
|
||
p4 = new Vector3(p3.x, realCenter.y);
|
||
var dist = p4.x - realCenter.x;
|
||
var tcolor = Color32.Lerp(color, toColor, dist >= 0 ?
|
||
dist / radius :
|
||
Mathf.Min(radius + dist, radius) / radius);
|
||
if (isLeft && (i == segments || i == 0)) tcolor = toColor;
|
||
DrawQuadrilateral(vh, lastP4, p2, p3, p4, lastColor, tcolor);
|
||
lastP4 = p4;
|
||
lastColor = tcolor;
|
||
}
|
||
else
|
||
{
|
||
p4 = new Vector3(realCenter.x, p3.y);
|
||
var tcolor = Color32.Lerp(color, toColor, Mathf.Abs(p4.y - realCenter.y) / radius);
|
||
DrawQuadrilateral(vh, lastP4, p2, p3, p4, lastColor, tcolor);
|
||
lastP4 = p4;
|
||
lastColor = tcolor;
|
||
}
|
||
}
|
||
else if (gradientType == 2)
|
||
{
|
||
var tcolor = Color32.Lerp(color, toColor, i / segments);
|
||
DrawQuadrilateral(vh, realCenter, p2, p3, realCenter, lastColor, tcolor);
|
||
lastColor = tcolor;
|
||
}
|
||
else
|
||
{
|
||
AddVertToVertexHelper(vh, p3, realCenter, color, toColor, i > 0);
|
||
}
|
||
p2 = p3;
|
||
|
||
}
|
||
if (needBorder || needSpace)
|
||
{
|
||
if (realToAngle > realStartAngle)
|
||
{
|
||
var borderX2 = center + radius * UGLHelper.GetDire(realToAngle);
|
||
DrawTriangle(vh, realCenter, p2, borderX2, toColor, color, color);
|
||
if (needBorder)
|
||
{
|
||
var realStartDegree = (realStartAngle - borderAngle) * Mathf.Rad2Deg;
|
||
var realToDegree = (realToAngle + borderAngle) * Mathf.Rad2Deg;
|
||
DrawDoughnut(vh, center, radius, radius + borderWidth, borderColor, s_ClearColor32,
|
||
realStartDegree, realToDegree, smoothness);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
public static void DrawRoundCap(VertexHelper vh, Vector3 center, float width, float radius, float angle,
|
||
bool clockwise, Color32 color, bool end)
|
||
{
|
||
var px = Mathf.Sin(angle * Mathf.Deg2Rad) * radius;
|
||
var py = Mathf.Cos(angle * Mathf.Deg2Rad) * radius;
|
||
var pos = new Vector3(px, py) + center;
|
||
if (end)
|
||
{
|
||
if (clockwise)
|
||
DrawSector(vh, pos, width, color, angle, angle + 180, 0, s_ClearColor32);
|
||
else
|
||
DrawSector(vh, pos, width, color, angle, angle - 180, 0, s_ClearColor32);
|
||
}
|
||
else
|
||
{
|
||
if (clockwise)
|
||
DrawSector(vh, pos, width, color, angle + 180, angle + 360, 0, s_ClearColor32);
|
||
else
|
||
DrawSector(vh, pos, width, color, angle - 180, angle - 360, 0, s_ClearColor32);
|
||
}
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
|
||
Color32 color, Color32 emptyColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, 0, 360, 0,
|
||
s_ClearColor32, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
|
||
Color32 color, Color32 emptyColor, float startDegree,
|
||
float toDegree, float smoothness = 1f)
|
||
{
|
||
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
|
||
0, s_ClearColor32, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
|
||
Color32 color, Color32 emptyColor, float startDegree,
|
||
float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
|
||
borderWidth, borderColor, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
|
||
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
|
||
{
|
||
DrawDoughnut(vh, center, insideRadius, outsideRadius, color, toColor, emptyColor, 0, 360, 0,
|
||
s_ClearColor32, 0, smoothness);
|
||
}
|
||
|
||
public static void DrawDoughnut(VertexHelper vh, Vector3 center, float insideRadius, float outsideRadius,
|
||
Color32 color, Color32 toColor, Color32 emptyColor, float startDegree, float toDegree, float borderWidth,
|
||
Color32 borderColor, float gap, float smoothness, bool roundCap = false, bool clockwise = true)
|
||
{
|
||
if (toDegree - startDegree == 0) return;
|
||
if (gap > 0 && Mathf.Abs(toDegree - startDegree) >= 360) gap = 0;
|
||
if (insideRadius <= 0)
|
||
{
|
||
DrawSector(vh, center, outsideRadius, color, toColor, startDegree, toDegree, borderWidth, borderColor,
|
||
gap, smoothness);
|
||
return;
|
||
}
|
||
outsideRadius -= borderWidth;
|
||
insideRadius += borderWidth;
|
||
smoothness = smoothness < 0 ? 2f : smoothness;
|
||
Vector3 p1, p2, p3, p4, e1, e2;
|
||
var needBorder = borderWidth != 0;
|
||
var needSpace = gap != 0;
|
||
var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
|
||
|
||
int segments = (int) ((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
|
||
if (segments < 1) segments = 1;
|
||
float startAngle = startDegree * Mathf.Deg2Rad;
|
||
float toAngle = toDegree * Mathf.Deg2Rad;
|
||
|
||
float realStartOutAngle = startAngle;
|
||
float realToOutAngle = toAngle;
|
||
float realStartInAngle = startAngle;
|
||
float realToInAngle = toAngle;
|
||
float halfAngle = (toAngle - startAngle) / 2;
|
||
float borderAngle = 0, borderInAngle = 0, borderHalfAngle = 0;
|
||
float spaceAngle = 0, spaceInAngle = 0, spaceHalfAngle = 0;
|
||
|
||
var spaceCenter = center;
|
||
var realCenter = center;
|
||
var startDire = new Vector3(Mathf.Sin(startAngle), Mathf.Cos(startAngle)).normalized;
|
||
var toDire = new Vector3(Mathf.Sin(toAngle), Mathf.Cos(toAngle)).normalized;
|
||
var middleDire = new Vector3(Mathf.Sin(startAngle + halfAngle), Mathf.Cos(startAngle + halfAngle)).normalized;
|
||
p1 = center + insideRadius * startDire;
|
||
p2 = center + outsideRadius * startDire;
|
||
e1 = center + insideRadius * toDire;
|
||
e2 = center + outsideRadius * toDire;
|
||
if (roundCap)
|
||
{
|
||
var roundRadius = (outsideRadius - insideRadius) / 2;
|
||
var roundAngleRadius = insideRadius + roundRadius;
|
||
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
|
||
if (diffAngle < 2 * roundAngle)
|
||
{
|
||
roundCap = false;
|
||
}
|
||
}
|
||
if (needBorder || needSpace)
|
||
{
|
||
if (needSpace)
|
||
{
|
||
var spaceDiff = gap / Mathf.Sin(halfAngle);
|
||
spaceCenter = center + Mathf.Abs(spaceDiff) * middleDire;
|
||
realCenter = spaceCenter;
|
||
spaceAngle = 2 * Mathf.Asin(gap / (2 * outsideRadius));
|
||
spaceInAngle = 2 * Mathf.Asin(gap / (2 * insideRadius));
|
||
spaceHalfAngle = 2 * Mathf.Asin(gap / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
|
||
if (clockwise)
|
||
{
|
||
p1 = UGLHelper.GetPos(center, insideRadius, startAngle + spaceInAngle, false);
|
||
e1 = UGLHelper.GetPos(center, insideRadius, toAngle - spaceInAngle, false);
|
||
realStartOutAngle = startAngle + spaceAngle;
|
||
realToOutAngle = toAngle - spaceAngle;
|
||
realStartInAngle = startAngle + spaceInAngle;
|
||
realToInAngle = toAngle - spaceInAngle;
|
||
}
|
||
else
|
||
{
|
||
p1 = UGLHelper.GetPos(center, insideRadius, startAngle - spaceInAngle, false);
|
||
e1 = UGLHelper.GetPos(center, insideRadius, toAngle + spaceInAngle, false);
|
||
realStartOutAngle = startAngle - spaceAngle;
|
||
realToOutAngle = toAngle + spaceAngle;
|
||
realStartInAngle = startAngle - spaceInAngle;
|
||
realToOutAngle = toAngle + spaceInAngle;
|
||
}
|
||
p2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
|
||
e2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
|
||
}
|
||
if (needBorder)
|
||
{
|
||
var borderDiff = borderWidth / Mathf.Sin(halfAngle);
|
||
realCenter += Mathf.Abs(borderDiff) * middleDire;
|
||
borderAngle = 2 * Mathf.Asin(borderWidth / (2 * outsideRadius));
|
||
borderInAngle = 2 * Mathf.Asin(borderWidth / (2 * insideRadius));
|
||
borderHalfAngle = 2 * Mathf.Asin(borderWidth / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
|
||
if (clockwise)
|
||
{
|
||
realStartOutAngle = realStartOutAngle + borderAngle;
|
||
realToOutAngle = realToOutAngle - borderAngle;
|
||
realStartInAngle = startAngle + spaceInAngle + borderInAngle;
|
||
realToInAngle = toAngle - spaceInAngle - borderInAngle;
|
||
var newp1 = UGLHelper.GetPos(center, insideRadius, startAngle + spaceInAngle + borderInAngle, false);
|
||
var newp2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
|
||
if (!roundCap) DrawQuadrilateral(vh, newp2, newp1, p1, p2, borderColor);
|
||
p1 = newp1;
|
||
p2 = newp2;
|
||
if (toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle)
|
||
{
|
||
var newe1 = UGLHelper.GetPos(center, insideRadius, toAngle - spaceInAngle - borderInAngle, false);
|
||
var newe2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
|
||
if (!roundCap) DrawQuadrilateral(vh, newe2, e2, e1, newe1, borderColor);
|
||
e1 = newe1;
|
||
e2 = newe2;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
realStartOutAngle = realStartOutAngle - borderAngle;
|
||
realToOutAngle = realToOutAngle + borderAngle;
|
||
realStartInAngle = startAngle - spaceInAngle - borderInAngle;
|
||
realToInAngle = toAngle + spaceInAngle + borderInAngle;
|
||
var newp1 = UGLHelper.GetPos(center, insideRadius, startAngle - spaceInAngle - borderInAngle, false);
|
||
var newp2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
|
||
if (!roundCap) DrawQuadrilateral(vh, newp2, newp1, p1, p2, borderColor);
|
||
p1 = newp1;
|
||
p2 = newp2;
|
||
if (toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle)
|
||
{
|
||
var newe1 = UGLHelper.GetPos(center, insideRadius, toAngle + spaceInAngle + borderInAngle, false);
|
||
var newe2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
|
||
if (!roundCap) DrawQuadrilateral(vh, newe2, e2, e1, newe1, borderColor);
|
||
e1 = newe1;
|
||
e2 = newe2;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if (roundCap)
|
||
{
|
||
var roundRadius = (outsideRadius - insideRadius) / 2;
|
||
var roundAngleRadius = insideRadius + roundRadius;
|
||
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
|
||
if (clockwise)
|
||
{
|
||
realStartOutAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
||
realStartInAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
||
}
|
||
else
|
||
{
|
||
realStartOutAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
||
realStartInAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
||
}
|
||
var roundTotalDegree = realStartOutAngle * Mathf.Rad2Deg;
|
||
var roundCenter = center + roundAngleRadius * UGLHelper.GetDire(realStartOutAngle);
|
||
var sectorStartDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree;
|
||
var sectorToDegree = clockwise ? roundTotalDegree + 360 : roundTotalDegree + 180;
|
||
DrawSector(vh, roundCenter, roundRadius, color, sectorStartDegree, sectorToDegree, smoothness / 2);
|
||
if (needBorder)
|
||
{
|
||
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor,
|
||
s_ClearColor32, sectorStartDegree, sectorToDegree, smoothness / 2);
|
||
}
|
||
p1 = UGLHelper.GetPos(center, insideRadius, realStartOutAngle);
|
||
p2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle);
|
||
|
||
if (clockwise)
|
||
{
|
||
realToOutAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
||
realToInAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
||
if (realToOutAngle < realStartOutAngle) realToOutAngle = realStartOutAngle;
|
||
}
|
||
else
|
||
{
|
||
realToOutAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
||
realToInAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
||
if (realToOutAngle > realStartOutAngle) realToOutAngle = realStartOutAngle;
|
||
}
|
||
roundTotalDegree = realToOutAngle * Mathf.Rad2Deg;
|
||
roundCenter = center + roundAngleRadius * UGLHelper.GetDire(realToOutAngle);
|
||
sectorStartDegree = clockwise ? roundTotalDegree : roundTotalDegree + 180;
|
||
sectorToDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree + 360;
|
||
DrawSector(vh, roundCenter, roundRadius, toColor, sectorStartDegree, sectorToDegree, smoothness / 2);
|
||
if (needBorder)
|
||
{
|
||
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor,
|
||
s_ClearColor32, sectorStartDegree, sectorToDegree, smoothness / 2);
|
||
}
|
||
e1 = UGLHelper.GetPos(center, insideRadius, realToOutAngle);
|
||
e2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle);
|
||
}
|
||
var segmentAngle = (realToInAngle - realStartInAngle) / segments;
|
||
var isGradient = !UGLHelper.IsValueEqualsColor(color, toColor);
|
||
for (int i = 0; i <= segments; i++)
|
||
{
|
||
float currAngle = realStartInAngle + i * segmentAngle;
|
||
p3 = new Vector3(center.x + outsideRadius * Mathf.Sin(currAngle),
|
||
center.y + outsideRadius * Mathf.Cos(currAngle));
|
||
p4 = new Vector3(center.x + insideRadius * Mathf.Sin(currAngle),
|
||
center.y + insideRadius * Mathf.Cos(currAngle));
|
||
if (isGradient)
|
||
{
|
||
var tcolor = Color32.Lerp(color, toColor, i * 1.0f / segments);
|
||
AddVertToVertexHelper(vh, p3, p4, tcolor, tcolor, i > 0);
|
||
}
|
||
else
|
||
{
|
||
AddVertToVertexHelper(vh, p3, p4, color, color, i > 0);
|
||
}
|
||
p1 = p4;
|
||
p2 = p3;
|
||
}
|
||
if (!UGLHelper.IsClearColor(emptyColor))
|
||
{
|
||
for (int i = 0; i <= segments; i++)
|
||
{
|
||
float currAngle = realStartInAngle + i * segmentAngle;
|
||
p4 = new Vector3(center.x + insideRadius * Mathf.Sin(currAngle),
|
||
center.y + insideRadius * Mathf.Cos(currAngle));
|
||
AddVertToVertexHelper(vh, center, p4, emptyColor, emptyColor, i > 0);
|
||
}
|
||
}
|
||
if (needBorder || needSpace || roundCap)
|
||
{
|
||
if (clockwise)
|
||
{
|
||
var isInAngleFixed = toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle;
|
||
if (isInAngleFixed) DrawQuadrilateral(vh, p2, e2, e1, p1, color, toColor);
|
||
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
|
||
if (needBorder)
|
||
{
|
||
var realStartDegree = (realStartOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
||
var realToDegree = (realToOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
||
if (realToDegree < realStartOutAngle) realToDegree = realStartOutAngle;
|
||
var inStartDegree = roundCap ? realStartDegree : (startAngle + spaceInAngle) * Mathf.Rad2Deg;
|
||
var inToDegree = roundCap ? realToDegree : (toAngle - spaceInAngle) * Mathf.Rad2Deg;
|
||
if (inToDegree < inStartDegree) inToDegree = inStartDegree;
|
||
if (isInAngleFixed) DrawDoughnut(vh, center, insideRadius - borderWidth, insideRadius, borderColor,
|
||
s_ClearColor32, inStartDegree, inToDegree, smoothness);
|
||
DrawDoughnut(vh, center, outsideRadius, outsideRadius + borderWidth, borderColor, s_ClearColor32,
|
||
realStartDegree, realToDegree, smoothness);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
var isInAngleFixed = toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle;
|
||
if (isInAngleFixed) DrawQuadrilateral(vh, p2, e2, e1, p1, color, toColor);
|
||
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
|
||
if (needBorder)
|
||
{
|
||
var realStartDegree = (realStartOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
||
var realToDegree = (realToOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
||
var inStartDegree = roundCap ? realStartDegree : (startAngle - spaceInAngle) * Mathf.Rad2Deg;
|
||
var inToDegree = roundCap ? realToDegree : (toAngle + spaceInAngle) * Mathf.Rad2Deg;
|
||
if (inToDegree > inStartDegree) inToDegree = inStartDegree;
|
||
if (isInAngleFixed)
|
||
{
|
||
DrawDoughnut(vh, center, insideRadius - borderWidth, insideRadius, borderColor,
|
||
s_ClearColor32, inStartDegree, inToDegree, smoothness);
|
||
}
|
||
DrawDoughnut(vh, center, outsideRadius, outsideRadius + borderWidth, borderColor,
|
||
s_ClearColor32, realStartDegree, realToDegree, smoothness);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 画贝塞尔曲线
|
||
/// </summary>
|
||
/// <param name="vh"></param>
|
||
/// <param name="sp">起始点</param>
|
||
/// <param name="ep">结束点</param>
|
||
/// <param name="cp1">控制点1</param>
|
||
/// <param name="cp2">控制点2</param>
|
||
/// <param name="lineWidth">曲线宽</param>
|
||
/// <param name="lineColor">曲线颜色</param>
|
||
public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
|
||
float lineWidth, Color32 lineColor, float smoothness)
|
||
{
|
||
var dist = Vector3.Distance(sp, ep);
|
||
var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
|
||
UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
|
||
DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor);
|
||
}
|
||
|
||
public static void DrawCurves(VertexHelper vh, List<Vector3> points, float width, Color32 color,
|
||
float smoothness, float currProgress = float.PositiveInfinity, bool isYAxis = false)
|
||
{
|
||
for (int i = 0; i < points.Count - 1; i++)
|
||
{
|
||
var sp = points[i];
|
||
var ep = points[i + 1];
|
||
var lsp = i > 0 ? points[i - 1] : sp;
|
||
var nep = i < points.Count - 2 ? points[i + 2] : ep;
|
||
var smoothness2 = smoothness;
|
||
if (currProgress != float.PositiveInfinity)
|
||
{
|
||
if (isYAxis)
|
||
smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
|
||
else
|
||
smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
|
||
}
|
||
if (isYAxis)
|
||
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2);
|
||
else
|
||
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2);
|
||
|
||
DrawCurvesInternal(vh, s_CurvesPosList, width, color, currProgress, isYAxis);
|
||
}
|
||
}
|
||
|
||
private static void DrawCurvesInternal(VertexHelper vh, List<Vector3> curvesPosList, float lineWidth,
|
||
Color32 lineColor, float currProgress = float.PositiveInfinity, bool isYAxis = false)
|
||
{
|
||
if (curvesPosList.Count > 1)
|
||
{
|
||
var start = curvesPosList[0];
|
||
var to = Vector3.zero;
|
||
var dir = curvesPosList[1] - start;
|
||
var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth;
|
||
var startUp = start - diff;
|
||
var startDn = start + diff;
|
||
var toUp = Vector3.zero;
|
||
var toDn = Vector3.zero;
|
||
|
||
var lastVertCount = vh.currentVertCount;
|
||
AddVertToVertexHelper(vh, startUp, startDn, lineColor, false);
|
||
for (int i = 1; i < curvesPosList.Count; i++)
|
||
{
|
||
to = curvesPosList[i];
|
||
if (currProgress != float.PositiveInfinity)
|
||
{
|
||
if (isYAxis && to.y > currProgress)
|
||
break;
|
||
if (!isYAxis && to.x > currProgress)
|
||
break;
|
||
}
|
||
|
||
diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth;
|
||
toUp = to - diff;
|
||
toDn = to + diff;
|
||
|
||
AddVertToVertexHelper(vh, toUp, toDn, lineColor);
|
||
|
||
startUp = toUp;
|
||
startDn = toDn;
|
||
start = to;
|
||
}
|
||
AddVertToVertexHelper(vh, toUp, toDn, lineColor);
|
||
}
|
||
}
|
||
|
||
public static void DrawSvgPath(VertexHelper vh, string path)
|
||
{
|
||
SVG.DrawPath(vh, path);
|
||
}
|
||
|
||
public static void DrawEllipse(VertexHelper vh, Vector3 center, float w, float h, Color32 color, float smoothness = 1)
|
||
{
|
||
DrawEllipse(vh, center, w, h, color, smoothness, 0, s_ClearColor32, 0, 360);
|
||
}
|
||
|
||
public static void DrawEllipse(VertexHelper vh, Vector3 center, float w, float h, Color32 color, float smoothness,
|
||
float borderWidth, Color32 borderColor,
|
||
float startAngle, float endAngle)
|
||
{
|
||
startAngle = (startAngle + 360) % 360;
|
||
endAngle = (endAngle + 360) % 360;
|
||
if (endAngle < startAngle)
|
||
endAngle += 360;
|
||
if (endAngle <= startAngle)
|
||
return;
|
||
|
||
var angle = startAngle;
|
||
var lp = Vector2.zero;
|
||
var fill = color.a != 0;
|
||
var border = borderWidth != 0 && borderColor.a != 0;
|
||
if (!fill && !border)
|
||
return;
|
||
|
||
var startTriangleIndex = vh.currentVertCount;
|
||
if (fill)
|
||
{
|
||
vh.AddVert(center, color, Vector2.zero);
|
||
}
|
||
if (smoothness < 0.5f)
|
||
smoothness = 0.5f;
|
||
|
||
var i = 0;
|
||
while (angle <= endAngle)
|
||
{
|
||
var rad = angle * Mathf.Deg2Rad;
|
||
var x = center.x + w * Mathf.Cos(rad);
|
||
var y = center.y + h * Mathf.Sin(rad);
|
||
var p1 = new Vector3(x, y);
|
||
vh.AddVert(p1, color, Vector2.zero);
|
||
if (border)
|
||
{
|
||
var dire = (p1 - center).normalized;
|
||
var diff = dire * borderWidth;
|
||
var p2 = p1 + diff;
|
||
vh.AddVert(p1, borderColor, Vector2.zero);
|
||
vh.AddVert(p2, borderColor, Vector2.zero);
|
||
|
||
if (i > 0)
|
||
{
|
||
var index = startTriangleIndex + i * 3 + 2;
|
||
vh.AddTriangle(index - 3, index + 1, index - 2);
|
||
vh.AddTriangle(index - 3, index, index + 1);
|
||
if (fill)
|
||
vh.AddTriangle(startTriangleIndex, index - 1, index - 4);
|
||
}
|
||
}
|
||
else if (i > 0 && fill)
|
||
{
|
||
var index = startTriangleIndex + i;
|
||
vh.AddTriangle(startTriangleIndex, index + 1, index);
|
||
}
|
||
i++;
|
||
angle += smoothness;
|
||
}
|
||
}
|
||
}
|
||
} |