Merged in adibacco/unity-ui-extensions (pull request #17)
Added support for multiple segments drawingpull/413/head
commit
2145c4671b
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@ -45,6 +45,8 @@ namespace UnityEngine.UI.Extensions
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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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@ -116,46 +118,55 @@ namespace UnityEngine.UI.Extensions
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}
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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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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if (m_points == null)
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return;
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GeneratedUVs();
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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 && BezierMode != BezierType.Catenary && m_points.Length > 3)
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get
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{
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BezierPath bezierPath = new BezierPath();
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return m_segments;
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}
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bezierPath.SetControlPoints(pointsToDraw);
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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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{
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switch (BezierMode) {
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case BezierType.Basic:
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drawingPoints = bezierPath.GetDrawingPoints0();
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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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drawingPoints = bezierPath.GetDrawingPoints1 ();
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break;
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default:
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drawingPoints = bezierPath.GetDrawingPoints2();
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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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pointsToDraw = drawingPoints.ToArray ();
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}
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if (BezierMode == BezierType.Catenary && m_points.Length == 2)
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{
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CableCurve cable = new CableCurve(pointsToDraw);
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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 = Resoloution;
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cable.steps = BezierSegmentsPerCurve;
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pointsToDraw = cable.Points();
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pointsToDraw = cable.Points ();
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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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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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@ -164,120 +175,120 @@ namespace UnityEngine.UI.Extensions
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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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var segments = new List<UIVertex[]> ();
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if (lineList) {
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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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{
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segments.Add(CreateLineCap(start, end, SegmentType.Start));
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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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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
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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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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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}
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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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} else {
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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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{
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segments.Add(CreateLineCap(start, end, SegmentType.Start));
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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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segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
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//segments.Add(CreateLineSegment(start, end, SegmentType.Full));
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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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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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{
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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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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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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 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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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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{
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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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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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{
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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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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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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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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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if (vh.currentVertCount > 64000) {
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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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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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