Merged in adibacco/unity-ui-extensions (pull request #17)

Added support for multiple segments drawing
release
adibacco 2018-01-20 10:25:08 +00:00 committed by Simon Jackson
commit 2145c4671b
1 changed files with 123 additions and 112 deletions

View File

@ -45,6 +45,8 @@ namespace UnityEngine.UI.Extensions
[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
internal 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;
@ -116,168 +118,177 @@ namespace UnityEngine.UI.Extensions
}
}
protected override void OnPopulateMesh(VertexHelper vh)
/// <summary>
/// List of Segments to be drawn.
/// </summary>
public List<Vector2[]> Segments
{
if (m_points == null)
return;
GeneratedUVs();
Vector2[] pointsToDraw = m_points;
//If Bezier is desired, pick the implementation
if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && m_points.Length > 3)
get
{
BezierPath bezierPath = new BezierPath();
return m_segments;
}
bezierPath.SetControlPoints(pointsToDraw);
set
{
m_segments = value;
SetAllDirty();
}
}
private void PopulateMesh(VertexHelper vh, Vector2[] pointsToDraw)
{
//If Bezier is desired, pick the implementation
if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Length > 3) {
BezierPath bezierPath = new BezierPath ();
bezierPath.SetControlPoints (pointsToDraw);
bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve;
List<Vector2> drawingPoints;
switch (BezierMode)
{
case BezierType.Basic:
drawingPoints = bezierPath.GetDrawingPoints0();
switch (BezierMode) {
case BezierType.Basic:
drawingPoints = bezierPath.GetDrawingPoints0 ();
break;
case BezierType.Improved:
drawingPoints = bezierPath.GetDrawingPoints1();
case BezierType.Improved:
drawingPoints = bezierPath.GetDrawingPoints1 ();
break;
default:
drawingPoints = bezierPath.GetDrawingPoints2();
default:
drawingPoints = bezierPath.GetDrawingPoints2 ();
break;
}
pointsToDraw = drawingPoints.ToArray();
pointsToDraw = drawingPoints.ToArray ();
}
if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) {
CableCurve cable = new CableCurve (pointsToDraw);
cable.slack = Resoloution;
cable.steps = BezierSegmentsPerCurve;
pointsToDraw = cable.Points ();
}
if (BezierMode == BezierType.Catenary && m_points.Length == 2)
{
CableCurve cable = new CableCurve(pointsToDraw);
cable.slack = Resoloution;
cable.steps = BezierSegmentsPerCurve;
pointsToDraw = cable.Points();
}
if (ImproveResolution != ResolutionMode.None)
{
pointsToDraw = IncreaseResolution(pointsToDraw);
}
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;
vh.Clear();
// 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.Length; 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);
var segments = new List<UIVertex[]> ();
if (lineList) {
for (var i = 1; i < pointsToDraw.Length; 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));
if (lineCaps) {
segments.Add (CreateLineCap (start, end, SegmentType.Start));
}
//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
if (lineCaps)
{
segments.Add(CreateLineCap(start, end, SegmentType.End));
if (lineCaps) {
segments.Add (CreateLineCap (start, end, SegmentType.End));
}
}
}
else
{
for (var i = 1; i < pointsToDraw.Length; 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);
} else {
for (var i = 1; i < pointsToDraw.Length; 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));
if (lineCaps && i == 1) {
segments.Add (CreateLineCap (start, end, SegmentType.Start));
}
segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
if (lineCaps && i == pointsToDraw.Length - 1)
{
segments.Add(CreateLineCap(start, end, SegmentType.End));
if (lineCaps && i == pointsToDraw.Length - 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;
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);
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 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)
{
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
{
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;
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);
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]);
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;
}
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.Length > 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)