diff --git a/Examples/UILineRenderer/LineRendererOrbitList.cs b/Examples/UILineRenderer/LineRendererOrbitList.cs new file mode 100644 index 0000000..94a6ce7 --- /dev/null +++ b/Examples/UILineRenderer/LineRendererOrbitList.cs @@ -0,0 +1,76 @@ +using System.Collections.Generic; + +namespace UnityEngine.UI.Extensions.Examples +{ + [RequireComponent(typeof(UILineRendererList))] + public class LineRendererOrbitList : MonoBehaviour + { + UILineRendererList lr; + Circle circle; + public GameObject OrbitGO; + RectTransform orbitGOrt; + float orbitTime; + + [SerializeField] + private float _xAxis = 3; + + public float xAxis + { + get { return _xAxis; } + set { _xAxis = value; GenerateOrbit(); } + } + + [SerializeField] + private float _yAxis = 3; + + public float yAxis + { + get { return _yAxis; } + set { _yAxis = value; GenerateOrbit(); } + } + + [SerializeField] + private int _steps = 10; + + public int Steps + { + get { return _steps; } + set { _steps = value; GenerateOrbit(); } + } + + + + // Use this for initialization + void Awake() + { + lr = GetComponent(); + orbitGOrt = OrbitGO.GetComponent(); + GenerateOrbit(); + } + + // Update is called once per frame + void Update() + { + orbitTime = orbitTime > _steps ? orbitTime = 0 : orbitTime + Time.deltaTime; + orbitGOrt.localPosition = circle.Evaluate(orbitTime); + } + + void GenerateOrbit() + { + circle = new Circle(xAxis: _xAxis, yAxis: _yAxis, steps: _steps); + for (int i = 0; i < _steps; i++) + { + lr.AddPoint(circle.Evaluate(i)); + } + lr.AddPoint(circle.Evaluate(0)); + } + + private void OnValidate() + { + if (lr != null) + { + GenerateOrbit(); + } + } + } +} \ No newline at end of file diff --git a/Examples/UILineRenderer/LineRendererOrbitList.cs.meta b/Examples/UILineRenderer/LineRendererOrbitList.cs.meta new file mode 100644 index 0000000..f7314c9 --- /dev/null +++ b/Examples/UILineRenderer/LineRendererOrbitList.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 047c7e3b8f240014ca4ea763b7b28087 +timeCreated: 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+1,9 @@ +fileFormatVersion: 2 +guid: 05b576c1f0cbbf44eb867dc8167e60a1 +timeCreated: 1464634788 +licenseType: Pro +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Primitives/UILineRendererList.cs b/Scripts/Primitives/UILineRendererList.cs new file mode 100644 index 0000000..1c48ca1 --- /dev/null +++ b/Scripts/Primitives/UILineRendererList.cs @@ -0,0 +1,394 @@ +/// 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 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; + [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; + + /// + /// Points to be drawn in the line. + /// + /// Don't add points to the list directly, use the add / remove functions + public List Points + { + get + { + return m_points; + } + + set + { + if (m_points == value) + return; + m_points = value; + SetAllDirty(); + } + } + + // /// + // /// List of Segments to be drawn. + // /// + // public List 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 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 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 (); + 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; + } + } + } +} \ No newline at end of file diff --git a/Scripts/Primitives/UILineRendererList.cs.meta b/Scripts/Primitives/UILineRendererList.cs.meta new file mode 100644 index 0000000..c636081 --- /dev/null +++ b/Scripts/Primitives/UILineRendererList.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 34861a5dcec3dbf438f8288be97dd133 +timeCreated: 1440845580 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Scripts/Primitives/UIPrimitiveBase.cs b/Scripts/Primitives/UIPrimitiveBase.cs index acd5bab..6096b54 100644 --- a/Scripts/Primitives/UIPrimitiveBase.cs +++ b/Scripts/Primitives/UIPrimitiveBase.cs @@ -13,6 +13,7 @@ namespace UnityEngine.UI.Extensions public class UIPrimitiveBase : MaskableGraphic, ILayoutElement, ICanvasRaycastFilter { static protected Material s_ETC1DefaultUI = null; + List outputList = new List(); [SerializeField] private Sprite m_Sprite; public Sprite sprite { get { return m_Sprite; } set { if (SetPropertyUtility.SetClass(ref m_Sprite, value)) GeneratedUVs(); SetAllDirty(); } } @@ -147,27 +148,32 @@ namespace UnityEngine.UI.Extensions protected Vector2[] IncreaseResolution(Vector2[] input) { - var outputList = new List(); + return IncreaseResolution(new List(input)).ToArray(); + } + + protected List IncreaseResolution(List input) + { + outputList.Clear(); switch (ImproveResolution) { case ResolutionMode.PerLine: float totalDistance = 0, increments = 0; - for (int i = 0; i < input.Length - 1; i++) + for (int i = 0; i < input.Count - 1; i++) { totalDistance += Vector2.Distance(input[i], input[i + 1]); } ResolutionToNativeSize(totalDistance); increments = totalDistance / m_Resolution; var incrementCount = 0; - for (int i = 0; i < input.Length - 1; i++) + for (int i = 0; i < input.Count - 1; i++) { var p1 = input[i]; outputList.Add(p1); var p2 = input[i + 1]; var segmentDistance = Vector2.Distance(p1, p2) / increments; var incrementTime = 1f / segmentDistance; - for (int j=0; j < segmentDistance; j++) + for (int j = 0; j < segmentDistance; j++) { outputList.Add(Vector2.Lerp(p1, (Vector2)p2, j * incrementTime)); incrementCount++; @@ -176,7 +182,7 @@ namespace UnityEngine.UI.Extensions } break; case ResolutionMode.PerSegment: - for (int i = 0; i < input.Length - 1; i++) + for (int i = 0; i < input.Count - 1; i++) { var p1 = input[i]; outputList.Add(p1); @@ -191,7 +197,7 @@ namespace UnityEngine.UI.Extensions } break; } - return outputList.ToArray(); + return outputList; } protected virtual void GeneratedUVs() { } diff --git a/Scripts/Utilities/CableCurve.cs b/Scripts/Utilities/CableCurve.cs index a6440f4..4fe396e 100644 --- a/Scripts/Utilities/CableCurve.cs +++ b/Scripts/Utilities/CableCurve.cs @@ -3,6 +3,7 @@ /// Updated for UI / 2D - SimonDarksideJ using System; +using System.Collections.Generic; namespace UnityEngine.UI.Extensions { @@ -120,6 +121,16 @@ namespace UnityEngine.UI.Extensions m_regen = true; } + public CableCurve(List inputPoints) + { + points = inputPoints.ToArray(); + m_start = inputPoints[0]; + m_end = inputPoints[1]; + m_slack = 0.5f; + m_steps = 20; + m_regen = true; + } + public CableCurve(CableCurve v) { points = v.Points();