394 lines
13 KiB
C#
394 lines
13 KiB
C#
|
/// Credit jack.sydorenko, firagon
|
||
|
/// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/
|
||
|
/// Updated/Refactored from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/#post-2528050
|
||
|
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace UnityEngine.UI.Extensions
|
||
|
{
|
||
|
[AddComponentMenu("UI/Extensions/Primitives/UILineRendererList")]
|
||
|
[RequireComponent(typeof(RectTransform))]
|
||
|
public class UILineRendererList : UIPrimitiveBase
|
||
|
{
|
||
|
private enum SegmentType
|
||
|
{
|
||
|
Start,
|
||
|
Middle,
|
||
|
End,
|
||
|
Full,
|
||
|
}
|
||
|
|
||
|
public enum JoinType
|
||
|
{
|
||
|
Bevel,
|
||
|
Miter
|
||
|
}
|
||
|
|
||
|
public enum BezierType
|
||
|
{
|
||
|
None,
|
||
|
Quick,
|
||
|
Basic,
|
||
|
Improved,
|
||
|
Catenary,
|
||
|
}
|
||
|
|
||
|
private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad;
|
||
|
|
||
|
// A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a
|
||
|
// quad to connect the endpoints. This improves the look of textured and transparent lines, since
|
||
|
// there is no overlapping.
|
||
|
private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad;
|
||
|
|
||
|
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;
|
||
|
private static Vector2[] startUvs, middleUvs, endUvs, fullUvs;
|
||
|
|
||
|
[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
|
||
|
internal List<Vector2> m_points;
|
||
|
// [SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
|
||
|
//internal List<Vector2[]> m_segments;
|
||
|
|
||
|
[SerializeField, Tooltip("Thickness of the line")]
|
||
|
internal float lineThickness = 2;
|
||
|
[SerializeField, Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")]
|
||
|
internal bool relativeSize;
|
||
|
[SerializeField, Tooltip("Do the points identify a single line or split pairs of lines")]
|
||
|
internal bool lineList;
|
||
|
[SerializeField, Tooltip("Add end caps to each line\nMultiple caps when used with Line List")]
|
||
|
internal bool lineCaps;
|
||
|
[SerializeField, Tooltip("Resolution of the Bezier curve, different to line Resolution")]
|
||
|
internal int bezierSegmentsPerCurve = 10;
|
||
|
|
||
|
public float LineThickness
|
||
|
{
|
||
|
get { return lineThickness; }
|
||
|
set { lineThickness = value; SetAllDirty(); }
|
||
|
}
|
||
|
|
||
|
public bool RelativeSize
|
||
|
{
|
||
|
get { return relativeSize; }
|
||
|
set { relativeSize = value; SetAllDirty(); }
|
||
|
}
|
||
|
|
||
|
public bool LineList
|
||
|
{
|
||
|
get { return lineList; }
|
||
|
set { lineList = value; SetAllDirty(); }
|
||
|
}
|
||
|
|
||
|
public bool LineCaps
|
||
|
{
|
||
|
get { return lineCaps; }
|
||
|
set { lineCaps = value; SetAllDirty(); }
|
||
|
}
|
||
|
|
||
|
[Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")]
|
||
|
public JoinType LineJoins = JoinType.Bevel;
|
||
|
|
||
|
[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")]
|
||
|
public BezierType BezierMode = BezierType.None;
|
||
|
|
||
|
public int BezierSegmentsPerCurve
|
||
|
{
|
||
|
get { return bezierSegmentsPerCurve; }
|
||
|
set { bezierSegmentsPerCurve = value; }
|
||
|
}
|
||
|
|
||
|
[HideInInspector]
|
||
|
public bool drivenExternally = false;
|
||
|
|
||
|
/// <summary>
|
||
|
/// Points to be drawn in the line.
|
||
|
/// </summary>
|
||
|
/// <remarks>Don't add points to the list directly, use the add / remove functions</remarks>
|
||
|
public List<Vector2> Points
|
||
|
{
|
||
|
get
|
||
|
{
|
||
|
return m_points;
|
||
|
}
|
||
|
|
||
|
set
|
||
|
{
|
||
|
if (m_points == value)
|
||
|
return;
|
||
|
m_points = value;
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// /// <summary>
|
||
|
// /// List of Segments to be drawn.
|
||
|
// /// </summary>
|
||
|
// public List<Vector2[]> Segments
|
||
|
//{
|
||
|
// get
|
||
|
// {
|
||
|
// return m_segments;
|
||
|
// }
|
||
|
|
||
|
// set
|
||
|
// {
|
||
|
// m_segments = value;
|
||
|
// SetAllDirty();
|
||
|
// }
|
||
|
//}
|
||
|
|
||
|
|
||
|
public void AddPoint(Vector2 pointToAdd)
|
||
|
{
|
||
|
m_points.Add(pointToAdd);
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
|
||
|
public void RemovePoint(Vector2 pointToRemove)
|
||
|
{
|
||
|
m_points.Remove(pointToRemove);
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
|
||
|
public void ClearPoints()
|
||
|
{
|
||
|
m_points.Clear();
|
||
|
SetAllDirty();
|
||
|
}
|
||
|
|
||
|
private void PopulateMesh(VertexHelper vh, List<Vector2> pointsToDraw)
|
||
|
{
|
||
|
//If Bezier is desired, pick the implementation
|
||
|
if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Count > 3) {
|
||
|
BezierPath bezierPath = new BezierPath ();
|
||
|
|
||
|
bezierPath.SetControlPoints (pointsToDraw);
|
||
|
bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve;
|
||
|
List<Vector2> drawingPoints;
|
||
|
switch (BezierMode) {
|
||
|
case BezierType.Basic:
|
||
|
drawingPoints = bezierPath.GetDrawingPoints0 ();
|
||
|
break;
|
||
|
case BezierType.Improved:
|
||
|
drawingPoints = bezierPath.GetDrawingPoints1 ();
|
||
|
break;
|
||
|
default:
|
||
|
drawingPoints = bezierPath.GetDrawingPoints2 ();
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
pointsToDraw = drawingPoints;
|
||
|
}
|
||
|
if (BezierMode == BezierType.Catenary && pointsToDraw.Count == 2) {
|
||
|
CableCurve cable = new CableCurve (pointsToDraw);
|
||
|
cable.slack = Resoloution;
|
||
|
cable.steps = BezierSegmentsPerCurve;
|
||
|
pointsToDraw.Clear();
|
||
|
pointsToDraw.AddRange(cable.Points());
|
||
|
}
|
||
|
|
||
|
if (ImproveResolution != ResolutionMode.None) {
|
||
|
pointsToDraw = IncreaseResolution (pointsToDraw);
|
||
|
}
|
||
|
|
||
|
// scale based on the size of the rect or use absolute, this is switchable
|
||
|
var sizeX = !relativeSize ? 1 : rectTransform.rect.width;
|
||
|
var sizeY = !relativeSize ? 1 : rectTransform.rect.height;
|
||
|
var offsetX = -rectTransform.pivot.x * sizeX;
|
||
|
var offsetY = -rectTransform.pivot.y * sizeY;
|
||
|
|
||
|
// Generate the quads that make up the wide line
|
||
|
var segments = new List<UIVertex[]> ();
|
||
|
if (lineList) {
|
||
|
for (var i = 1; i < pointsToDraw.Count; i += 2) {
|
||
|
var start = pointsToDraw [i - 1];
|
||
|
var end = pointsToDraw [i];
|
||
|
start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
|
||
|
end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
|
||
|
|
||
|
if (lineCaps) {
|
||
|
segments.Add (CreateLineCap (start, end, SegmentType.Start));
|
||
|
}
|
||
|
|
||
|
//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
|
||
|
segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
|
||
|
|
||
|
if (lineCaps) {
|
||
|
segments.Add (CreateLineCap (start, end, SegmentType.End));
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
for (var i = 1; i < pointsToDraw.Count; i++) {
|
||
|
var start = pointsToDraw [i - 1];
|
||
|
var end = pointsToDraw [i];
|
||
|
start = new Vector2 (start.x * sizeX + offsetX, start.y * sizeY + offsetY);
|
||
|
end = new Vector2 (end.x * sizeX + offsetX, end.y * sizeY + offsetY);
|
||
|
|
||
|
if (lineCaps && i == 1) {
|
||
|
segments.Add (CreateLineCap (start, end, SegmentType.Start));
|
||
|
}
|
||
|
|
||
|
segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
|
||
|
//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
|
||
|
|
||
|
if (lineCaps && i == pointsToDraw.Count - 1) {
|
||
|
segments.Add (CreateLineCap (start, end, SegmentType.End));
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Add the line segments to the vertex helper, creating any joins as needed
|
||
|
for (var i = 0; i < segments.Count; i++) {
|
||
|
if (!lineList && i < segments.Count - 1) {
|
||
|
var vec1 = segments [i] [1].position - segments [i] [2].position;
|
||
|
var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position;
|
||
|
var angle = Vector2.Angle (vec1, vec2) * Mathf.Deg2Rad;
|
||
|
|
||
|
// Positive sign means the line is turning in a 'clockwise' direction
|
||
|
var sign = Mathf.Sign (Vector3.Cross (vec1.normalized, vec2.normalized).z);
|
||
|
|
||
|
// Calculate the miter point
|
||
|
var miterDistance = lineThickness / (2 * Mathf.Tan (angle / 2));
|
||
|
var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign;
|
||
|
var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign;
|
||
|
|
||
|
var joinType = LineJoins;
|
||
|
if (joinType == JoinType.Miter) {
|
||
|
// Make sure we can make a miter join without too many artifacts.
|
||
|
if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) {
|
||
|
segments [i] [2].position = miterPointA;
|
||
|
segments [i] [3].position = miterPointB;
|
||
|
segments [i + 1] [0].position = miterPointB;
|
||
|
segments [i + 1] [1].position = miterPointA;
|
||
|
} else {
|
||
|
joinType = JoinType.Bevel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (joinType == JoinType.Bevel) {
|
||
|
if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) {
|
||
|
if (sign < 0) {
|
||
|
segments [i] [2].position = miterPointA;
|
||
|
segments [i + 1] [1].position = miterPointA;
|
||
|
} else {
|
||
|
segments [i] [3].position = miterPointB;
|
||
|
segments [i + 1] [0].position = miterPointB;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] };
|
||
|
vh.AddUIVertexQuad (join);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
vh.AddUIVertexQuad (segments [i]);
|
||
|
}
|
||
|
if (vh.currentVertCount > 64000) {
|
||
|
Debug.LogError ("Max Verticies size is 64000, current mesh vertcies count is [" + vh.currentVertCount + "] - Cannot Draw");
|
||
|
vh.Clear ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
protected override void OnPopulateMesh(VertexHelper vh)
|
||
|
{
|
||
|
if (m_points != null && m_points.Count > 0) {
|
||
|
GeneratedUVs ();
|
||
|
vh.Clear ();
|
||
|
|
||
|
PopulateMesh (vh, m_points);
|
||
|
|
||
|
}
|
||
|
//else if (m_segments != null && m_segments.Count > 0) {
|
||
|
// GeneratedUVs ();
|
||
|
// vh.Clear ();
|
||
|
|
||
|
// for (int s = 0; s < m_segments.Count; s++) {
|
||
|
// Vector2[] pointsToDraw = m_segments [s];
|
||
|
// PopulateMesh (vh, pointsToDraw);
|
||
|
// }
|
||
|
//}
|
||
|
}
|
||
|
|
||
|
private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)
|
||
|
{
|
||
|
if (type == SegmentType.Start)
|
||
|
{
|
||
|
var capStart = start - ((end - start).normalized * lineThickness / 2);
|
||
|
return CreateLineSegment(capStart, start, SegmentType.Start);
|
||
|
}
|
||
|
else if (type == SegmentType.End)
|
||
|
{
|
||
|
var capEnd = end + ((end - start).normalized * lineThickness / 2);
|
||
|
return CreateLineSegment(end, capEnd, SegmentType.End);
|
||
|
}
|
||
|
|
||
|
Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End");
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type)
|
||
|
{
|
||
|
Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2;
|
||
|
|
||
|
var v1 = start - offset;
|
||
|
var v2 = start + offset;
|
||
|
var v3 = end + offset;
|
||
|
var v4 = end - offset;
|
||
|
//Return the VDO with the correct uvs
|
||
|
switch (type)
|
||
|
{
|
||
|
case SegmentType.Start:
|
||
|
return SetVbo(new[] { v1, v2, v3, v4 }, startUvs);
|
||
|
case SegmentType.End:
|
||
|
return SetVbo(new[] { v1, v2, v3, v4 }, endUvs);
|
||
|
case SegmentType.Full:
|
||
|
return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs);
|
||
|
default:
|
||
|
return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected override void GeneratedUVs()
|
||
|
{
|
||
|
if (activeSprite != null)
|
||
|
{
|
||
|
var outer = Sprites.DataUtility.GetOuterUV(activeSprite);
|
||
|
var inner = Sprites.DataUtility.GetInnerUV(activeSprite);
|
||
|
UV_TOP_LEFT = new Vector2(outer.x, outer.y);
|
||
|
UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w);
|
||
|
UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y);
|
||
|
UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y);
|
||
|
UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w);
|
||
|
UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w);
|
||
|
UV_TOP_RIGHT = new Vector2(outer.z, outer.y);
|
||
|
UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
UV_TOP_LEFT = Vector2.zero;
|
||
|
UV_BOTTOM_LEFT = new Vector2(0, 1);
|
||
|
UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0);
|
||
|
UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0);
|
||
|
UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1);
|
||
|
UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1);
|
||
|
UV_TOP_RIGHT = new Vector2(1, 0);
|
||
|
UV_BOTTOM_RIGHT = Vector2.one;
|
||
|
}
|
||
|
|
||
|
|
||
|
startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT };
|
||
|
middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT };
|
||
|
endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
|
||
|
fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
|
||
|
}
|
||
|
|
||
|
protected override void ResolutionToNativeSize(float distance)
|
||
|
{
|
||
|
if (UseNativeSize)
|
||
|
{
|
||
|
m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit);
|
||
|
lineThickness = activeSprite.rect.height / pixelsPerUnit;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|