333 lines
10 KiB
C#
333 lines
10 KiB
C#
/// 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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}
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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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}
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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 readonly Vector2 UV_TOP_LEFT = Vector2.zero;
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private static readonly Vector2 UV_BOTTOM_LEFT = new Vector2(0, 1);
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private static readonly Vector2 UV_TOP_CENTER = new Vector2(0.5f, 0);
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private static readonly Vector2 UV_BOTTOM_CENTER = new Vector2(0.5f, 1);
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private static readonly Vector2 UV_TOP_RIGHT = new Vector2(1, 0);
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private static readonly Vector2 UV_BOTTOM_RIGHT = new Vector2(1, 1);
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private static readonly Vector2[] startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER, UV_TOP_CENTER };
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private static readonly Vector2[] middleUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_CENTER, UV_TOP_CENTER };
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private static readonly Vector2[] endUvs = new[] { UV_TOP_CENTER, UV_BOTTOM_CENTER, UV_BOTTOM_RIGHT, UV_TOP_RIGHT };
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[SerializeField]
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internal Rect m_UVRect = new Rect(0f, 0f, 1f, 1f);
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[SerializeField]
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internal Vector2[] m_points;
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[SerializeField]
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internal float lineThickness = 2;
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[SerializeField]
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internal bool relativeSize;
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[SerializeField]
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internal bool lineList;
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[SerializeField]
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internal bool lineCaps;
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[SerializeField]
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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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public JoinType LineJoins = JoinType.Bevel;
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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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/// UV rectangle used by the texture.
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/// </summary>
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public Rect uvRect
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{
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get
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{
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return m_UVRect;
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}
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set
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{
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if (m_UVRect == value)
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return;
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m_UVRect = value;
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SetVerticesDirty();
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}
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}
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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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protected override void OnPopulateMesh(VertexHelper vh)
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{
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if (m_points == null)
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return;
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Vector2[] pointsToDraw = m_points;
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//If Bezier is desired, pick the implementation
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if (BezierMode != BezierType.None && m_points.Length > 3)
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{
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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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{
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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 (ImproveResolution != ResolutionMode.None)
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{
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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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vh.Clear();
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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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{
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for (var i = 1; i < pointsToDraw.Length; i += 2)
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{
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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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{
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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)
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{
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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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else
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{
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for (var i = 1; i < pointsToDraw.Length; i++)
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{
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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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{
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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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{
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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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{
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if (!lineList && i < segments.Count - 1)
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{
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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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{
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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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{
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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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}
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else
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{
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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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{
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if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN)
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{
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if (sign < 0)
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{
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segments[i][2].position = miterPointA;
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segments[i + 1][1].position = miterPointA;
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}
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else
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{
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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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{
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Debug.LogError("Max Verticies size is 64000, current mesh vertcies 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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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)
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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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var v1 = start - offset;
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var v2 = start + offset;
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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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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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}
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} |