com.unity.uiextensions/Runtime/Scripts/Primitives/UILineRenderer.cs

507 lines
18 KiB
C#

/// 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/UILineRenderer")]
[RequireComponent(typeof(RectTransform))]
public class UILineRenderer : 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 Vector2[] m_points;
[SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")]
internal List<Vector2[]> 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;
/// <summary>
/// Points to be drawn in the line.
/// </summary>
public Vector2[] Points
{
get
{
return m_points;
}
set
{
if (m_points == value) return;
if (value == null || value.Length == 0)
{
m_points = new Vector2[1];
}
else
{
m_points = value;
}
SetAllDirty();
}
}
/// <summary>
/// List of Segments to be drawn.
/// </summary>
public List<Vector2[]> Segments
{
get
{
return m_segments;
}
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<Vector2> drawingPoints;
switch (BezierMode) {
case BezierType.Basic:
drawingPoints = bezierPath.GetDrawingPoints0 ();
break;
case BezierType.Improved:
drawingPoints = bezierPath.GetDrawingPoints1 ();
break;
default:
drawingPoints = bezierPath.GetDrawingPoints2 ();
break;
}
pointsToDraw = drawingPoints.ToArray ();
}
if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) {
CableCurve cable = new CableCurve (pointsToDraw);
cable.slack = Resolution;
cable.steps = BezierSegmentsPerCurve;
pointsToDraw = 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<UIVertex[]> ();
if (lineList) {
//Loop through list in line pairs, skipping drawing between lines
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));
}
// Originally, UV's had to be wrapped per segment to ensure textures rendered correctly, however when tested in 2019.4, this no longer seems to be an issue.
segments.Add(CreateLineSegment(start, end, SegmentType.Middle));
if (lineCaps) {
segments.Add (CreateLineCap (start, end, SegmentType.End));
}
}
} else {
//Draw full lines
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));
}
segments.Add (CreateLineSegment (start, end, SegmentType.Middle));
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;
// 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 verticies 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)
{
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, UIVertex[] previousVert = null)
{
Vector2 offset = new Vector2((start.y - end.y), end.x - start.x).normalized * lineThickness / 2;
Vector2 v1 = Vector2.zero;
Vector2 v2 = Vector2.zero;
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;
}
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;
}
}
private int GetSegmentPointCount()
{
if (Segments?.Count > 0)
{
int pointCount = 0;
foreach (var segment in Segments)
{
pointCount += segment.Length;
}
return pointCount;
}
return Points.Length;
}
/// <summary>
/// Get the Vector2 position of a line index
/// </summary>
/// <remarks>
/// Positive numbers should be used to specify Index and Segment
/// </remarks>
/// <param name="index">Required Index of the point, starting from point 1</param>
/// <param name="segmentIndex">(optional) Required Segment the point is held in, Starting from Segment 1</param>
/// <returns>Vector2 position of the point within UI Space</returns>
public Vector2 GetPosition(int index, int segmentIndex = 0)
{
if (segmentIndex > 0)
{
return Segments[segmentIndex - 1][index - 1];
}
else if (Segments?.Count > 0)
{
var segmentIndexCount = 0;
var indexCount = index;
foreach (var segment in Segments)
{
if (indexCount - segment.Length > 0)
{
indexCount -= segment.Length;
segmentIndexCount += 1;
}
else
{
break;
}
}
return Segments[segmentIndexCount][indexCount - 1];
}
else
{
return Points[index - 1];
}
}
/// <summary>
/// Calculates the position of a point on the curve, given t (0-1), start point, control points and end point.
/// </summary>
/// <param name="t">Required Percentage between start and end point, in the range 0 to 1</param>
/// <param name="p1">Required Starting point</param>
/// <param name="p1">Required Control point 1</param>
/// <param name="p1">Required Control point 2</param>
/// <param name="p1">Required End point</param>
/// <returns>Vector2 position of point on curve at t percentage between p1 and p4</returns>
private Vector2 CalculatePointOnCurve(float t, Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4)
{
var t2 = t * t;
var t3 = t2 * t;
var x = p1.x + (-p1.x * 3 + t * (3 * p1.x - p1.x * t)) * t + (3 * p2.x + t * (-6 * p2.x + p2.x * 3 * t)) * t +
(p3.x * 3 - p3.x * 3 * t) * t2 + p4.x * t3;
var y = p1.y + (-p1.y * 3 + t * (3 * p1.y - p1.y * t)) * t + (3 * p2.y + t * (-6 * p2.y + p2.y * 3 * t)) * t +
(p3.y * 3 - p3.y * 3 * t) * t2 + p4.y * t3;
return new Vector2(x, y);
}
/// <summary>
/// Get the Vector2 position of a line within a specific segment
/// </summary>
/// <param name="index">Required Index of the point, starting from point 1</param>
/// <param name="segmentIndex"> Required Segment the point is held in, Starting from Segment 1</param>
/// <returns>Vector2 position of the point within UI Space</returns>
public Vector2 GetPositionBySegment(int index, int segment)
{
return Segments[segment][index - 1];
}
/// <summary>
/// Get the closest point between two given Vector2s from a given Vector2 point
/// </summary>
/// <param name="p1">Starting position</param>
/// <param name="p2">End position</param>
/// <param name="p3">Desired / Selected point</param>
/// <returns>Closest Vector2 position of the target within UI Space</returns>
public Vector2 GetClosestPoint(Vector2 p1, Vector2 p2, Vector2 p3)
{
Vector2 from_p1_to_p3 = p3 - p1;
Vector2 from_p1_to_p2 = p2 - p1;
float dot = Vector2.Dot(from_p1_to_p3, from_p1_to_p2.normalized);
dot /= from_p1_to_p2.magnitude;
float t = Mathf.Clamp01(dot);
return p1 + from_p1_to_p2 * t;
}
protected override void OnEnable()
{
base.OnEnable();
if (m_points == null || m_points?.Length == 0)
{
m_points = new Vector2[1];
}
}
}
}