Added new FIFO based UI Line Render when dynamic line rendering is needed (basic, no Beziers)

Resolves: https://github.com/Unity-UI-Extensions/com.unity.uiextensions/issues/324
pull/413/head
Simon Jackson 2023-01-01 13:03:28 +00:00
parent d1b94bf6f1
commit c61e5b7e7c
3 changed files with 157 additions and 27 deletions

View File

@ -0,0 +1,146 @@
/// Credit Steve Westhoff, jack.sydorenko, firagon
/// Sourced from - https://bitbucket.org/UnityUIExtensions/unity-ui-extensions/issues/324
/// Refactored and updated for performance from UILineRenderer by Steve Westhoff
using System.Collections.Generic;
namespace UnityEngine.UI.Extensions
{
[AddComponentMenu("UI/Extensions/Primitives/UILineRendererFIFO")]
[RequireComponent(typeof(RectTransform))]
public class UILineRendererFIFO : UIPrimitiveBase
{
private static readonly Vector2[] middleUvs = new[] { new Vector2(0.5f, 0), new Vector2(0.5f, 1), new Vector2(0.5f, 1), new Vector2(0.5f, 0) };
private List<Vector2> addedPoints = new List<Vector2>();
private bool needsResize;
[SerializeField, Tooltip("Thickness of the line")]
private float lineThickness = 1;
[SerializeField, Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")]
private List<Vector2> points = new List<Vector2>();
[SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
private List<UIVertex[]> segments = new List<UIVertex[]>();
/// <summary>
/// Thickness of the line
/// </summary>
public float LineThickness
{
get { return lineThickness; }
set { lineThickness = value; SetAllDirty(); }
}
/// <summary>
/// Points to be drawn in the line.
/// </summary>
/// <remarks>Don't add points to the list directly, use the add / remove functions</remarks>
public List<Vector2> Points
{
get
{
return points;
}
set
{
if (points == value)
return;
points = value;
SetAllDirty();
}
}
/// <summary>
/// Adds to head
/// </summary>
/// <param name="point"></param>
public void AddPoint(Vector2 point) {
points.Add(point);
addedPoints.Add(point);
}
/// <summary>
/// Removes from tail (FIFO)
/// </summary>
public void RemovePoint() {
points.RemoveAt(0);
needsResize = true;
}
/// <summary>
/// Clear all the points from the LineRenderer
/// </summary>
public void ClearPoints()
{
segments.Clear();
points.Clear();
addedPoints.Clear();
needsResize = false;
}
public void Resize() {
needsResize = true;
}
protected override void OnPopulateMesh(VertexHelper vertexHelper) {
vertexHelper.Clear();
if(needsResize) {
needsResize = false;
segments.Clear();
addedPoints = new List<Vector2>(points);
}
int count = addedPoints.Count;
if(count > 1) {
PopulateMesh(addedPoints, vertexHelper);
if(count % 2 == 0) {
addedPoints.Clear();
} else {
Vector2 extraPoint = addedPoints[count - 1];
addedPoints.Clear();
addedPoints.Add(extraPoint);
}
}
}
void PopulateMesh(List<Vector2> pointsToDraw, VertexHelper vertexHelper) {
if(ImproveResolution != ResolutionMode.None) {
pointsToDraw = IncreaseResolution(pointsToDraw);
}
float sizeX = rectTransform.rect.width;
float sizeY = rectTransform.rect.height;
float offsetX = -rectTransform.pivot.x * sizeX;
float offsetY = -rectTransform.pivot.y * sizeY;
for(int i = 1; i < pointsToDraw.Count; i += 2) {
Vector2 start = pointsToDraw[i - 1];
Vector2 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);
UIVertex[] segment = CreateLineSegment(start, end, segments.Count > 1 ? segments[segments.Count - 2] : null);
segments.Add(segment);
}
for(int i = 0; i < segments.Count; i++) {
vertexHelper.AddUIVertexQuad(segments[i]);
}
if(vertexHelper.currentVertCount > 64000) {
Debug.LogError("Max Verticies size is 64000, current mesh vertcies count is [" + vertexHelper.currentVertCount + "] - Cannot Draw");
vertexHelper.Clear();
}
}
UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, UIVertex[] previousVert = null) {
Vector2 offset = new Vector2(start.y - end.y, end.x - start.x).normalized * lineThickness * 0.5f;
Vector2 v1;
Vector2 v2;
if(previousVert != null) {
v1 = new Vector2(previousVert[3].position.x, previousVert[3].position.y);
v2 = new Vector2(previousVert[2].position.x, previousVert[2].position.y);
} else {
v1 = start - offset;
v2 = start + offset;
}
return SetVbo(new[] { v1, v2, end + offset, end - offset }, middleUvs);
}
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: a3a91607af301f241b9f0a860c720b21
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -118,24 +118,6 @@ namespace UnityEngine.UI.Extensions
} }
} }
// /// <summary>
// /// List of Segments to be drawn.
// /// </summary>
// public List<Vector2[]> Segments
//{
// get
// {
// return m_segments;
// }
// set
// {
// m_segments = value;
// SetAllDirty();
// }
//}
public void AddPoint(Vector2 pointToAdd) public void AddPoint(Vector2 pointToAdd)
{ {
m_points.Add(pointToAdd); m_points.Add(pointToAdd);
@ -298,15 +280,6 @@ namespace UnityEngine.UI.Extensions
PopulateMesh (vh, m_points); 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) private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type)