diff --git a/Scripts/Primitives/UILineRenderer.cs b/Scripts/Primitives/UILineRenderer.cs index b49353c..b50cb5a 100644 --- a/Scripts/Primitives/UILineRenderer.cs +++ b/Scripts/Primitives/UILineRenderer.cs @@ -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 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) + /// + /// List of Segments to be drawn. + /// + public List 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 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(); - 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 (); + 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)