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475 lines
16 KiB
C#
475 lines
16 KiB
C#
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/// Credit jack.sydorenko, firagon
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/// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/
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/// Updated/Refactored from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/#post-2528050
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/UILineRenderer")]
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[RequireComponent(typeof(RectTransform))]
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public class UILineRenderer : UIPrimitiveBase
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{
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private enum SegmentType
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{
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Start,
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Middle,
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End,
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Full,
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}
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public enum JoinType
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{
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Bevel,
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Miter
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}
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public enum BezierType
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{
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None,
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Quick,
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Basic,
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Improved,
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Catenary,
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}
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private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad;
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// A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a
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// quad to connect the endpoints. This improves the look of textured and transparent lines, since
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// there is no overlapping.
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private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad;
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private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT;
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private static Vector2[] startUvs, middleUvs, endUvs, fullUvs;
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[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
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internal Vector2[] m_points;
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[SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
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internal List<Vector2[]> m_segments;
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[SerializeField, Tooltip("Thickness of the line")]
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internal float lineThickness = 2;
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[SerializeField, Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")]
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internal bool relativeSize;
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[SerializeField, Tooltip("Do the points identify a single line or split pairs of lines")]
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internal bool lineList;
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[SerializeField, Tooltip("Add end caps to each line\nMultiple caps when used with Line List")]
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internal bool lineCaps;
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[SerializeField, Tooltip("Resolution of the Bezier curve, different to line Resolution")]
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internal int bezierSegmentsPerCurve = 10;
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public float LineThickness
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{
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get { return lineThickness; }
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set { lineThickness = value; SetAllDirty(); }
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}
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public bool RelativeSize
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{
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get { return relativeSize; }
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set { relativeSize = value; SetAllDirty(); }
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}
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public bool LineList
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{
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get { return lineList; }
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set { lineList = value; SetAllDirty(); }
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}
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public bool LineCaps
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{
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get { return lineCaps; }
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set { lineCaps = value; SetAllDirty(); }
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}
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[Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")]
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public JoinType LineJoins = JoinType.Bevel;
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[Tooltip("Bezier method to apply to line, see docs for options\nCan't be used in conjunction with Resolution as Bezier already changes the resolution")]
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public BezierType BezierMode = BezierType.None;
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public int BezierSegmentsPerCurve
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{
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get { return bezierSegmentsPerCurve; }
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set { bezierSegmentsPerCurve = value; }
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}
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[HideInInspector]
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public bool drivenExternally = false;
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/// <summary>
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/// Points to be drawn in the line.
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/// </summary>
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public Vector2[] Points
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{
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get
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{
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return m_points;
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}
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set
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{
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if (m_points == value)
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return;
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m_points = value;
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SetAllDirty();
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}
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}
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/// <summary>
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/// List of Segments to be drawn.
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/// </summary>
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public List<Vector2[]> Segments
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{
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get
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{
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return m_segments;
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}
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set
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{
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m_segments = value;
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SetAllDirty();
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}
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}
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private void PopulateMesh(VertexHelper vh, Vector2[] pointsToDraw)
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{
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//If Bezier is desired, pick the implementation
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if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Length > 3) {
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BezierPath bezierPath = new BezierPath ();
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bezierPath.SetControlPoints (pointsToDraw);
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bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve;
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List<Vector2> drawingPoints;
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switch (BezierMode) {
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case BezierType.Basic:
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drawingPoints = bezierPath.GetDrawingPoints0 ();
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break;
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case BezierType.Improved:
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drawingPoints = bezierPath.GetDrawingPoints1 ();
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break;
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default:
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drawingPoints = bezierPath.GetDrawingPoints2 ();
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break;
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}
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pointsToDraw = drawingPoints.ToArray ();
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}
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if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) {
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CableCurve cable = new CableCurve (pointsToDraw);
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cable.slack = Resolution;
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cable.steps = BezierSegmentsPerCurve;
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pointsToDraw = cable.Points ();
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}
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if (ImproveResolution != ResolutionMode.None) {
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pointsToDraw = IncreaseResolution (pointsToDraw);
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}
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// scale based on the size of the rect or use absolute, this is switchable
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var sizeX = !relativeSize ? 1 : rectTransform.rect.width;
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var sizeY = !relativeSize ? 1 : rectTransform.rect.height;
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var offsetX = -rectTransform.pivot.x * sizeX;
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var offsetY = -rectTransform.pivot.y * sizeY;
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// Generate the quads that make up the wide line
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var segments = new List<UIVertex[]> ();
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if (lineList) {
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//Loop through list in line pairs, skipping drawing between lines
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for (var i = 1; i < pointsToDraw.Length; i += 2) {
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var start = pointsToDraw [i - 1];
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var end = pointsToDraw [i];
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start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
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end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
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if (lineCaps) {
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segments.Add (CreateLineCap (start, end, SegmentType.Start));
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}
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// Originally, UV's had to be wrapped per segment to ensure textures rendered correctly, however when tested in 2019.4, this no longer seems to be an issue.
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segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
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if (lineCaps) {
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segments.Add (CreateLineCap (start, end, SegmentType.End));
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}
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}
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} else {
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//Draw full lines
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for (var i = 1; i < pointsToDraw.Length; i++) {
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var start = pointsToDraw [i - 1];
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var end = pointsToDraw [i];
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start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
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end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
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if (lineCaps && i == 1) {
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segments.Add (CreateLineCap (start, end, SegmentType.Start));
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}
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segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
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if (lineCaps && i == pointsToDraw.Length - 1) {
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segments.Add (CreateLineCap (start, end, SegmentType.End));
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}
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}
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}
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// Add the line segments to the vertex helper, creating any joins as needed
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for (var i = 0; i < segments.Count; i++) {
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if (!lineList && i < segments.Count - 1) {
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var vec1 = segments [i] [1].position - segments [i] [2].position;
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var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position;
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var angle = Vector2.Angle (vec1, vec2) * Mathf.Deg2Rad;
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// Positive sign means the line is turning in a 'clockwise' direction
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var sign = Mathf.Sign (Vector3.Cross (vec1.normalized, vec2.normalized).z);
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// Calculate the miter point
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var miterDistance = lineThickness / (2 * Mathf.Tan (angle / 2));
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var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign;
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var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign;
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var joinType = LineJoins;
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if (joinType == JoinType.Miter) {
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// Make sure we can make a miter join without too many artifacts.
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if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) {
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segments [i] [2].position = miterPointA;
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segments [i] [3].position = miterPointB;
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segments [i + 1] [0].position = miterPointB;
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segments [i + 1] [1].position = miterPointA;
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} else {
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joinType = JoinType.Bevel;
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}
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}
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if (joinType == JoinType.Bevel) {
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if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) {
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if (sign < 0) {
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segments [i] [2].position = miterPointA;
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segments [i + 1] [1].position = miterPointA;
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} else {
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segments [i] [3].position = miterPointB;
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segments [i + 1] [0].position = miterPointB;
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}
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}
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var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] };
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vh.AddUIVertexQuad (join);
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}
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}
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vh.AddUIVertexQuad (segments [i]);
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}
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if (vh.currentVertCount > 64000) {
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Debug.LogError ("Max Verticies size is 64000, current mesh verticies count is [" + vh.currentVertCount + "] - Cannot Draw");
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vh.Clear ();
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return;
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (m_points != null && m_points.Length > 0) {
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GeneratedUVs ();
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vh.Clear ();
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PopulateMesh (vh, m_points);
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}
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else if (m_segments != null && m_segments.Count > 0) {
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GeneratedUVs ();
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vh.Clear ();
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for (int s = 0; s < m_segments.Count; s++) {
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Vector2[] pointsToDraw = m_segments [s];
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PopulateMesh (vh, pointsToDraw);
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}
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}
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}
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private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
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{
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if (type == SegmentType.Start)
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{
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var capStart = start - ((end - start).normalized * lineThickness / 2);
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return CreateLineSegment(capStart, start, SegmentType.Start);
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}
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else if (type == SegmentType.End)
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{
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var capEnd = end + ((end - start).normalized * lineThickness / 2);
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return CreateLineSegment(end, capEnd, SegmentType.End);
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}
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Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End");
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return null;
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}
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private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type, UIVertex[] previousVert = null)
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{
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Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2;
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Vector2 v1 = Vector2.zero;
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Vector2 v2 = Vector2.zero;
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if (previousVert != null) {
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v1 = new Vector2(previousVert[3].position.x, previousVert[3].position.y);
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v2 = new Vector2(previousVert[2].position.x, previousVert[2].position.y);
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} else {
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v1 = start - offset;
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v2 = start + offset;
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}
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var v3 = end + offset;
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var v4 = end - offset;
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//Return the VDO with the correct uvs
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switch (type)
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{
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case SegmentType.Start:
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return SetVbo(new[] { v1, v2, v3, v4 }, startUvs);
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case SegmentType.End:
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return SetVbo(new[] { v1, v2, v3, v4 }, endUvs);
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case SegmentType.Full:
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return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs);
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default:
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return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs);
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}
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}
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protected override void GeneratedUVs()
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{
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if (activeSprite != null)
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{
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var outer = Sprites.DataUtility.GetOuterUV(activeSprite);
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var inner = Sprites.DataUtility.GetInnerUV(activeSprite);
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UV_TOP_LEFT = new Vector2(outer.x, outer.y);
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UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w);
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UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y);
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UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y);
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UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w);
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UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w);
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UV_TOP_RIGHT = new Vector2(outer.z, outer.y);
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UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w);
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}
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else
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{
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UV_TOP_LEFT = Vector2.zero;
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UV_BOTTOM_LEFT = new Vector2(0, 1);
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UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0);
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UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0);
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UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1);
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UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1);
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UV_TOP_RIGHT = new Vector2(1, 0);
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UV_BOTTOM_RIGHT = Vector2.one;
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}
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startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT };
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middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT };
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endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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}
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protected override void ResolutionToNativeSize(float distance)
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{
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if (UseNativeSize)
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{
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m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit);
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lineThickness = activeSprite.rect.height / pixelsPerUnit;
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}
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}
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private int GetSegmentPointCount()
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{
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if (Segments?.Count > 0)
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{
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int pointCount = 0;
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foreach (var segment in Segments)
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{
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pointCount += segment.Length;
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}
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return pointCount;
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}
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return Points.Length;
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}
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/// <summary>
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/// Get the Vector2 position of a line index
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/// </summary>
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/// <remarks>
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/// Positive numbers should be used to specify Index and Segment
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/// </remarks>
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/// <param name="index">Required Index of the point, starting from point 1</param>
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/// <param name="segmentIndex">(optional) Required Segment the point is held in, Starting from Segment 1</param>
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/// <returns>Vector2 position of the point within UI Space</returns>
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public Vector2 GetPosition(int index, int segmentIndex = 0)
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{
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if (segmentIndex > 0)
|
||
|
{
|
||
|
return Segments[segmentIndex - 1][index - 1];
|
||
|
}
|
||
|
else if (Segments.Count > 0)
|
||
|
{
|
||
|
var segmentIndexCount = 0;
|
||
|
var indexCount = index;
|
||
|
foreach (var segment in Segments)
|
||
|
{
|
||
|
if (indexCount - segment.Length > 0)
|
||
|
{
|
||
|
indexCount -= segment.Length;
|
||
|
segmentIndexCount += 1;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return Segments[segmentIndexCount][indexCount - 1];
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
return Points[index - 1];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the Vector2 position of a line within a specific segment
|
||
|
/// </summary>
|
||
|
/// <param name="index">Required Index of the point, starting from point 1</param>
|
||
|
/// <param name="segmentIndex"> Required Segment the point is held in, Starting from Segment 1</param>
|
||
|
/// <returns>Vector2 position of the point within UI Space</returns>
|
||
|
public Vector2 GetPositionBySegment(int index, int segment)
|
||
|
{
|
||
|
return Segments[segment][index - 1];
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Get the closest point between two given Vector2s from a given Vector2 point
|
||
|
/// </summary>
|
||
|
/// <param name="p1">Starting position</param>
|
||
|
/// <param name="p2">End position</param>
|
||
|
/// <param name="p3">Desired / Selected point</param>
|
||
|
/// <returns>Closest Vector2 position of the target within UI Space</returns>
|
||
|
public Vector2 GetClosestPoint(Vector2 p1, Vector2 p2, Vector2 p3)
|
||
|
{
|
||
|
Vector2 from_p1_to_p3 = p3 - p1;
|
||
|
Vector2 from_p1_to_p2 = p2 - p1;
|
||
|
float dot = Vector2.Dot(from_p1_to_p3, from_p1_to_p2.normalized);
|
||
|
dot /= from_p1_to_p2.magnitude;
|
||
|
float t = Mathf.Clamp01(dot);
|
||
|
return p1 + from_p1_to_p2 * t;
|
||
|
}
|
||
|
|
||
|
protected override void OnEnable()
|
||
|
{
|
||
|
base.OnEnable();
|
||
|
if (m_points.Length == 0)
|
||
|
{
|
||
|
m_points = new Vector2[1];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|