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XCharts/Runtime/Internal/Utility/ChartDrawer.cs

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2020-07-10 09:36:56 +08:00
/******************************************/
/* */
/* Copyright (c) 2018 monitor1394 */
/* https://github.com/monitor1394 */
/* */
/******************************************/
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace XCharts
{
public static class ChartDrawer
{
private static Color32 s_Color32Clear = new Color32(0, 0, 0, 0);
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private static readonly Vector2 zeroVector2 = Vector2.zero;
private static UIVertex[] vertex = new UIVertex[4];
private static List<Vector3> s_CurvesPosList = new List<Vector3>();
public static void DrawArrow(VertexHelper vh, Vector3 startPos, Vector3 arrowPos, float width,
float height, float offset, float dent, Color32 color)
{
var dir = (arrowPos - startPos).normalized;
var sharpPos = arrowPos + (offset + height / 2) * dir;
var middle = sharpPos + (dent - height) * dir;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
var left = sharpPos - height * dir + diff;
var right = sharpPos - height * dir - diff;
DrawTriangle(vh, middle, sharpPos, left, color);
DrawTriangle(vh, middle, sharpPos, right, color);
}
public static void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
{
if (p1 == p2) return;
Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
vertex[0].position = p1 - v;
vertex[1].position = p2 - v;
vertex[2].position = p2 + v;
vertex[3].position = p1 + v;
for (int j = 0; j < 4; j++)
{
vertex[j].color = color;
vertex[j].uv0 = zeroVector2;
}
vh.AddUIVertexQuad(vertex);
}
public static void DrawLine(VertexHelper vh, Vector3 start, Vector3 middle, Vector3 end, float size, Color32 color)
{
var dir1 = (middle - start).normalized;
var dir2 = (end - middle).normalized;
var dir1v = Vector3.Cross(dir1, Vector3.forward).normalized;
var dir2v = Vector3.Cross(dir2, Vector3.forward).normalized;
var dir3 = (dir1 + dir2).normalized;
var isDown = Vector3.Cross(dir1, dir2).z <= 0;
var angle = (180 - Vector3.Angle(dir1, dir2)) * Mathf.Deg2Rad / 2;
var diff = size / Mathf.Sin(angle);
var dirDp = Vector3.Cross(dir3, Vector3.forward).normalized;
var dnPos = middle + (isDown ? dirDp : -dirDp) * diff;
var upPos1 = middle + (isDown ? -dir1v : dir1v) * size;
var upPos2 = middle + (isDown ? -dir2v : dir2v) * size;
var startUp = start - dir1v * size;
var startDn = start + dir1v * size;
var endUp = end - dir2v * size;
var endDn = end + dir2v * size;
if (isDown)
{
DrawPolygon(vh, startDn, startUp, upPos1, dnPos, color);
DrawPolygon(vh, dnPos, upPos2, endUp, endDn, color);
DrawTriangle(vh, dnPos, upPos1, upPos2, color);
}
else
{
DrawPolygon(vh, startDn, startUp, dnPos, upPos1, color);
DrawPolygon(vh, upPos2, dnPos, endUp, endDn, color);
DrawTriangle(vh, dnPos, upPos1, upPos2, color);
}
}
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public static void DrawDashLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankLen = 7f, List<Vector3> posList = null)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
if (posList != null) posList.Add(p2);
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dotLen = 5f, float blankLen = 5f, List<Vector3> posList = null)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dotLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
if (posList != null) posList.Add(p2);
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankDotLen = 15f, List<Vector3> posList = null)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
if (posList != null) posList.Add(dotsp);
sp = np;
}
if (posList != null) posList.Add(p2);
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
Color32 color, float dashLen = 15f, float blankDotLen = 20f, List<Vector3> posList = null)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
if (posList != null) posList.Clear();
for (int i = 1; i <= segment; i++)
{
if (posList != null) posList.Add(sp);
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
if (posList != null) posList.Add(dashep);
var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
if (posList != null) posList.Add(dotep);
var dotsp2 = dashep + blankDotLen / 2 * dir;
dotsp2 = dotsp2 + (blankDotLen / 4 - 2 * size) / 2 * dir;
var dotep2 = dotsp2 + 2 * size * dir;
DrawLine(vh, dotsp2, dotep2, size, color);
if (posList != null) posList.Add(dotep2);
sp = np;
}
if (posList != null) posList.Add(p2);
DrawLine(vh, sp, p2, size, color);
}
public static void DrawZebraLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
float zebraWidth, float zebraGap, Color32 color)
{
DrawDotLine(vh, p1, p2, size, color, zebraWidth, zebraGap);
}
public static void DrawDiamond(VertexHelper vh, Vector3 pos, float size, Color32 color)
{
DrawDiamond(vh, pos, size, color, color);
}
public static void DrawDiamond(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
{
var p1 = new Vector2(pos.x - size, pos.y);
var p2 = new Vector2(pos.x, pos.y + size);
var p3 = new Vector2(pos.x + size, pos.y);
var p4 = new Vector2(pos.x, pos.y - size);
DrawTriangle(vh, p4, p1, p2, color, color, toColor);
DrawTriangle(vh, p3, p4, p2, color, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float radius, Color32 color,
bool vertical = true)
{
DrawPolygon(vh, p, radius, color, color, vertical);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
bool vertical = true)
{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(p.x + radius, p.y - radius);
p2 = new Vector3(p.x - radius, p.y - radius);
p3 = new Vector3(p.x - radius, p.y + radius);
p4 = new Vector3(p.x + radius, p.y + radius);
}
else
{
p1 = new Vector3(p.x - radius, p.y - radius);
p2 = new Vector3(p.x - radius, p.y + radius);
p3 = new Vector3(p.x + radius, p.y + radius);
p4 = new Vector3(p.x + radius, p.y - radius);
}
DrawPolygon(vh, p1, p2, p3, p4, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color)
{
DrawPolygon(vh, p1, p2, radius, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color, Color32 toColor)
{
var dir = (p2 - p1).normalized;
var dirv = Vector3.Cross(dir, Vector3.forward).normalized;
var p3 = p1 + dirv * radius;
var p4 = p1 - dirv * radius;
var p5 = p2 - dirv * radius;
var p6 = p2 + dirv * radius;
DrawPolygon(vh, p3, p4, p5, p6, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
Color32 color, bool vertical = true)
{
DrawPolygon(vh, p, xRadius, yRadius, color, color, vertical);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
Color32 color, Color32 toColor, bool vertical = true)
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{
Vector3 p1, p2, p3, p4;
if (vertical)
{
p1 = new Vector3(p.x + xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y - yRadius);
p3 = new Vector3(p.x - xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y + yRadius);
}
else
{
p1 = new Vector3(p.x - xRadius, p.y - yRadius);
p2 = new Vector3(p.x - xRadius, p.y + yRadius);
p3 = new Vector3(p.x + xRadius, p.y + yRadius);
p4 = new Vector3(p.x + xRadius, p.y - yRadius);
}
DrawPolygon(vh, p1, p2, p3, p4, color, toColor);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 color)
{
DrawPolygon(vh, p1, p2, p3, p4, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 startColor, Color32 toColor)
{
vertex[0].position = p1;
vertex[1].position = p2;
vertex[2].position = p3;
vertex[3].position = p4;
for (int j = 0; j < 4; j++)
{
vertex[j].color = j >= 2 ? toColor : startColor;
vertex[j].uv0 = zeroVector2;
}
vh.AddUIVertexQuad(vertex);
}
private static void InitCornerRadius(float[] cornerRadius, float width, float height, bool isYAxis, ref float brLt,
ref float brRt, ref float brRb, ref float brLb, ref bool needRound)
{
if (cornerRadius == null) return;
brLt = cornerRadius.Length > 0 ? cornerRadius[0] : 0;
brRt = cornerRadius.Length > 1 ? cornerRadius[1] : 0;
brRb = cornerRadius.Length > 2 ? cornerRadius[2] : 0;
brLb = cornerRadius.Length > 3 ? cornerRadius[3] : 0;
needRound = brLb != 0 || brRt != 0 || brRb != 0 || brLb != 0;
if (needRound)
{
var min = Mathf.Min(width, height);
if (brLt == 1 && brRt == 1 && brRb == 1 && brLb == 1)
{
brLt = brRt = brRb = brLb = min / 2;
return;
}
if (brLt > 0 && brLt <= 1) brLt = brLt * min;
if (brRt > 0 && brRt <= 1) brRt = brRt * min;
if (brRb > 0 && brRb <= 1) brRb = brRb * min;
if (brLb > 0 && brLb <= 1) brLb = brLb * min;
if (isYAxis)
{
if (brLb + brLt >= height)
{
var total = brLb + brLt;
brLb = height * (brLb / total);
brLt = height * (brLt / total);
}
if (brRt + brRb >= height)
{
var total = brRt + brRb;
brRt = height * (brRt / total);
brRb = height * (brRb / total);
}
if (brLt + brRt >= width)
{
var total = brLt + brRt;
brLt = width * (brLt / total);
brRt = width * (brRt / total);
}
if (brRb + brLb >= width)
{
var total = brRb + brLb;
brRb = width * (brRb / total);
brLb = width * (brLb / total);
}
}
else
{
if (brLt + brRt >= width)
{
var total = brLt + brRt;
brLt = width * (brLt / total);
brRt = width * (brRt / total);
}
if (brRb + brLb >= width)
{
var total = brRb + brLb;
brRb = width * (brRb / total);
brLb = width * (brLb / total);
}
if (brLb + brLt >= height)
{
var total = brLb + brLt;
brLb = height * (brLb / total);
brLt = height * (brLt / total);
}
if (brRt + brRb >= height)
{
var total = brRt + brRb;
brRt = height * (brRt / total);
brRb = height * (brRb / total);
}
}
}
}
/// <summary>
/// 绘制圆角矩形
/// </summary>
/// <param name="vh"></param>
/// <param name="center"></param>
/// <param name="rectWidth"></param>
/// <param name="rectHeight"></param>
/// <param name="color"></param>
/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
public static void DrawRoundRectangle(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
Color32 color, Color32 toColor, float rotate = 0, float[] cornerRadius = null, bool isYAxis = false)
{
var isGradient = !ChartHelper.IsValueEqualsColor(color, toColor);
var halfWid = rectWidth / 2;
var halfHig = rectHeight / 2;
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
bool needRound = false;
InitCornerRadius(cornerRadius, rectWidth, rectHeight, isYAxis, ref brLt, ref brRt, ref brRb, ref brLb, ref needRound);
var tempCenter = Vector3.zero;
var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
if (needRound)
{
var lbIn2 = lbIn;
var ltIn2 = ltIn;
var rtIn2 = rtIn;
var rbIn2 = rbIn;
var roundLb = lbIn;
var roundLt = ltIn;
var roundRt = rtIn;
var roundRb = rbIn;
if (brLt > 0)
{
roundLt = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
ltIn = roundLt + brLt * Vector3.left;
ltIn2 = roundLt + brLt * Vector3.up;
}
if (brRt > 0)
{
roundRt = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
rtIn = roundRt + brRt * Vector3.up;
rtIn2 = roundRt + brRt * Vector3.right;
}
if (brRb > 0)
{
roundRb = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
rbIn = roundRb + brRb * Vector3.right;
rbIn2 = roundRb + brRb * Vector3.down;
}
if (brLb > 0)
{
roundLb = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
lbIn = roundLb + brLb * Vector3.left;
lbIn2 = roundLb + brLb * Vector3.down;
}
if (isYAxis)
{
var maxLeft = Mathf.Max(brLt, brLb);
var maxRight = Mathf.Max(brRt, brRb);
var ltInRight = ltIn + maxLeft * Vector3.right;
var lbInRight = lbIn + maxLeft * Vector3.right;
var rtIn2Left = rtIn2 + maxRight * Vector3.left;
var rbInLeft = rbIn + maxRight * Vector3.left;
var roundLbRight = roundLb + (maxLeft - brLb) * Vector3.right;
var lbIn2Right = lbIn2 + (maxLeft - brLb) * Vector3.right;
if (roundLbRight.x > roundRb.x) roundLbRight.x = roundRb.x;
if (lbIn2Right.x > roundRb.x) lbIn2Right.x = roundRb.x;
var ltIn2Right = ltIn2 + (maxLeft - brLt) * Vector3.right;
var roundLtRight = roundLt + (maxLeft - brLt) * Vector3.right;
if (ltIn2Right.x > roundRt.x) ltIn2Right.x = roundRt.x;
if (roundLtRight.x > roundRt.x) roundLtRight.x = roundRt.x;
var roundRtLeft = roundRt + (maxRight - brRt) * Vector3.left;
var rtInLeft = rtIn + (maxRight - brRt) * Vector3.left;
if (roundRtLeft.x < roundLt.x) roundRtLeft.x = roundLt.x;
if (rtInLeft.x < roundLt.x) rtInLeft.x = roundLt.x;
var rbIn2Left = rbIn2 + (maxRight - brRb) * Vector3.left;
var roundRbLeft = roundRb + (maxRight - brRb) * Vector3.left;
if (rbIn2Left.x < roundLb.x) rbIn2Left.x = roundLb.x;
if (roundRbLeft.x < roundLb.x) roundRbLeft.x = roundLb.x;
if (!isGradient)
{
DrawSector(vh, roundLt, brLt, color, color, 270, 360, 1, isYAxis);
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, isYAxis);
DrawSector(vh, roundRb, brRb, toColor, toColor, 90, 180, 1, isYAxis);
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, isYAxis);
DrawPolygon(vh, ltIn, ltInRight, lbInRight, lbIn, color, color);
DrawPolygon(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, color, color);
DrawPolygon(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, color, color);
DrawPolygon(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, toColor, toColor);
DrawPolygon(vh, roundRtLeft, rtInLeft, rtIn, roundRt, toColor, toColor);
DrawPolygon(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2, toColor, toColor);
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
if (crt.x > clt.x)
{
DrawPolygon(vh, clb, clt, crt, crb, color, toColor);
}
}
else
{
var tempLeftColor = Color32.Lerp(color, toColor, maxLeft / rectWidth);
var upLeftColor = Color32.Lerp(color, tempLeftColor, brLt / maxLeft);
var downLeftColor = Color32.Lerp(color, tempLeftColor, brLb / maxLeft);
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var tempRightColor = Color32.Lerp(color, toColor, (rectWidth - maxRight) / rectWidth);
var upRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRt) / maxRight);
var downRightColor = Color32.Lerp(tempRightColor, toColor, (maxRight - brRb) / maxRight);
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DrawSector(vh, roundLt, brLt, color, upLeftColor, 270, 360, 1, isYAxis);
DrawSector(vh, roundRt, brRt, upRightColor, toColor, 0, 90, 1, isYAxis);
DrawSector(vh, roundRb, brRb, downRightColor, toColor, 90, 180, 1, isYAxis);
DrawSector(vh, roundLb, brLb, color, downLeftColor, 180, 270, 1, isYAxis);
DrawPolygon(vh, lbIn, ltIn, ltInRight, lbInRight, color, tempLeftColor);
DrawPolygon(vh, lbIn2, roundLb, roundLbRight, lbIn2Right, downLeftColor, roundLbRight.x == roundRb.x ? downRightColor : tempLeftColor);
DrawPolygon(vh, roundLt, ltIn2, ltIn2Right, roundLtRight, upLeftColor, ltIn2Right.x == roundRt.x ? upRightColor : tempLeftColor);
DrawPolygon(vh, rbInLeft, rtIn2Left, rtIn2, rbIn, tempRightColor, toColor);
DrawPolygon(vh, roundRtLeft, rtInLeft, rtIn, roundRt, roundRtLeft.x == roundLt.x ? upLeftColor : tempRightColor, upRightColor);
DrawPolygon(vh, rbIn2Left, roundRbLeft, roundRb, rbIn2, rbIn2Left.x == roundLb.x ? downLeftColor : tempRightColor, downRightColor);
var clt = new Vector3(center.x - halfWid + maxLeft, center.y + halfHig);
var crt = new Vector3(center.x + halfWid - maxRight, center.y + halfHig);
var crb = new Vector3(center.x + halfWid - maxRight, center.y - halfHig);
var clb = new Vector3(center.x - halfWid + maxLeft, center.y - halfHig);
if (crt.x > clt.x)
{
DrawPolygon(vh, clb, clt, crt, crb, tempLeftColor, tempRightColor);
}
}
}
else
{
var maxup = Mathf.Max(brLt, brRt);
var maxdown = Mathf.Max(brLb, brRb);
var clt = new Vector3(center.x - halfWid, center.y + halfHig - maxup);
var crt = new Vector3(center.x + halfWid, center.y + halfHig - maxup);
var crb = new Vector3(center.x + halfWid, center.y - halfHig + maxdown);
var clb = new Vector3(center.x - halfWid, center.y - halfHig + maxdown);
var lbIn2Up = lbIn2 + maxdown * Vector3.up;
var rbIn2Up = rbIn2 + maxdown * Vector3.up;
var rtInDown = rtIn + maxup * Vector3.down;
var ltIn2Down = ltIn2 + maxup * Vector3.down;
var roundLtDown = roundLt + (maxup - brLt) * Vector3.down;
var ltInDown = ltIn + (maxup - brLt) * Vector3.down;
if (roundLtDown.y < roundLb.y) roundLtDown.y = roundLb.y;
if (ltInDown.y < roundLb.y) ltInDown.y = roundLb.y;
var rtIn2Down = rtIn2 + (maxup - brRt) * Vector3.down;
var roundRtDown = roundRt + (maxup - brRt) * Vector3.down;
if (rtIn2Down.y < roundRb.y) rtIn2Down.y = roundRb.y;
if (roundRtDown.y < roundRb.y) roundRtDown.y = roundRb.y;
var lbInUp = lbIn + (maxdown - brLb) * Vector3.up;
var roundLbUp = roundLb + (maxdown - brLb) * Vector3.up;
if (lbInUp.y > roundLt.y) lbInUp.y = roundLt.y;
if (roundLbUp.y > roundLt.y) roundLbUp.y = roundLt.y;
var roundRbUp = roundRb + (maxdown - brRb) * Vector3.up;
var rbInUp = rbIn + (maxdown - brRb) * Vector3.up;
if (roundRbUp.y > roundRt.y) roundRbUp.y = roundRt.y;
if (rbInUp.y > roundRt.y) rbInUp.y = roundRt.y;
if (!isGradient)
{
DrawSector(vh, roundLt, brLt, toColor, toColor, 270, 360, 1, isYAxis);
DrawSector(vh, roundRt, brRt, toColor, toColor, 0, 90, 1, isYAxis);
DrawSector(vh, roundRb, brRb, color, color, 90, 180, 1, isYAxis);
DrawSector(vh, roundLb, brLb, color, color, 180, 270, 1, isYAxis);
DrawPolygon(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, toColor);
DrawPolygon(vh, ltIn, roundLt, roundLtDown, ltInDown, toColor, toColor);
DrawPolygon(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, toColor, toColor);
DrawPolygon(vh, lbIn2, lbIn2Up, rbIn2Up, rbIn2, color, color);
DrawPolygon(vh, lbIn, lbInUp, roundLbUp, roundLb, color, color);
DrawPolygon(vh, roundRb, roundRbUp, rbInUp, rbIn, color, color);
if (clt.y > clb.y)
{
DrawPolygon(vh, clt, crt, crb, clb, toColor, color);
}
}
else
{
var tempUpColor = Color32.Lerp(color, toColor, (rectHeight - maxup) / rectHeight);
var leftUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brLt) / maxup);
var rightUpColor = Color32.Lerp(tempUpColor, toColor, (maxup - brRt) / maxup);
var tempDownColor = Color32.Lerp(color, toColor, maxdown / rectHeight);
var leftDownColor = Color32.Lerp(color, tempDownColor, brLb / maxdown);
var rightDownColor = Color32.Lerp(color, tempDownColor, brRb / maxdown);
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DrawSector(vh, roundLt, brLt, leftUpColor, toColor, 270, 360, 1, isYAxis);
DrawSector(vh, roundRt, brRt, rightUpColor, toColor, 0, 90, 1, isYAxis);
DrawSector(vh, roundRb, brRb, rightDownColor, color, 90, 180, 1, isYAxis);
DrawSector(vh, roundLb, brLb, leftDownColor, color, 180, 270, 1, isYAxis);
DrawPolygon(vh, ltIn2, rtIn, rtInDown, ltIn2Down, toColor, tempUpColor);
DrawPolygon(vh, ltIn, roundLt, roundLtDown, ltInDown, leftUpColor, roundLtDown.y == roundLb.y ? leftDownColor : tempUpColor);
DrawPolygon(vh, roundRt, rtIn2, rtIn2Down, roundRtDown, rightUpColor, rtIn2Down.y == roundRb.y ? rightDownColor : tempUpColor);
DrawPolygon(vh, rbIn2, lbIn2, lbIn2Up, rbIn2Up, color, tempDownColor);
DrawPolygon(vh, roundLb, lbIn, lbInUp, roundLbUp, leftDownColor, lbInUp.y == roundLt.y ? leftUpColor : tempDownColor);
DrawPolygon(vh, rbIn, roundRb, roundRbUp, rbInUp, rightDownColor, roundRbUp.y == roundRt.y ? rightUpColor : tempDownColor);
if (clt.y > clb.y)
{
DrawPolygon(vh, clt, crt, crb, clb, tempUpColor, tempDownColor);
}
}
}
}
else
{
DrawPolygon(vh, lbIn, ltIn, rtIn, rbIn, toColor, color);
}
}
/// <summary>
/// 绘制(圆角)边框
/// </summary>
/// <param name="vh"></param>
/// <param name="center"></param>
/// <param name="rectWidth"></param>
/// <param name="rectHeight"></param>
/// <param name="borderWidth"></param>
/// <param name="color"></param>
/// <param name="rotate"></param>
/// <param name="cornerRadius"></param>
public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null, bool isYAxis = false)
{
if (borderWidth == 0 || ChartHelper.IsClearColor(color)) return;
var halfWid = rectWidth / 2;
var halfHig = rectHeight / 2;
var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
var lbOt = new Vector3(center.x - halfWid - borderWidth, center.y - halfHig - borderWidth);
var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
var ltOt = new Vector3(center.x - halfWid - borderWidth, center.y + halfHig + borderWidth);
var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
var rtOt = new Vector3(center.x + halfWid + borderWidth, center.y + halfHig + borderWidth);
var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
var rbOt = new Vector3(center.x + halfWid + borderWidth, center.y - halfHig - borderWidth);
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
bool needRound = false;
InitCornerRadius(cornerRadius, rectWidth, rectHeight, isYAxis, ref brLt, ref brRt, ref brRb, ref brLb, ref needRound);
var tempCenter = Vector3.zero;
if (needRound)
{
var lbIn2 = lbIn;
var lbOt2 = lbOt;
var ltIn2 = ltIn;
var ltOt2 = ltOt;
var rtIn2 = rtIn;
var rtOt2 = rtOt;
var rbIn2 = rbIn;
var rbOt2 = rbOt;
if (brLt > 0)
{
tempCenter = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
DrawDoughnut(vh, tempCenter, brLt, brLt + borderWidth, color, s_Color32Clear, 270, 360);
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ltIn = tempCenter + brLt * Vector3.left;
ltOt = tempCenter + (brLt + borderWidth) * Vector3.left;
ltIn2 = tempCenter + brLt * Vector3.up;
ltOt2 = tempCenter + (brLt + borderWidth) * Vector3.up;
}
if (brRt > 0)
{
tempCenter = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
DrawDoughnut(vh, tempCenter, brRt, brRt + borderWidth, color, s_Color32Clear, 0, 90);
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rtIn = tempCenter + brRt * Vector3.up;
rtOt = tempCenter + (brRt + borderWidth) * Vector3.up;
rtIn2 = tempCenter + brRt * Vector3.right;
rtOt2 = tempCenter + (brRt + borderWidth) * Vector3.right;
}
if (brRb > 0)
{
tempCenter = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
DrawDoughnut(vh, tempCenter, brRb, brRb + borderWidth, color, s_Color32Clear, 90, 180);
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rbIn = tempCenter + brRb * Vector3.right;
rbOt = tempCenter + (brRb + borderWidth) * Vector3.right;
rbIn2 = tempCenter + brRb * Vector3.down;
rbOt2 = tempCenter + (brRb + borderWidth) * Vector3.down;
}
if (brLb > 0)
{
tempCenter = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
DrawDoughnut(vh, tempCenter, brLb, brLb + borderWidth, color, s_Color32Clear, 180, 270);
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lbIn = tempCenter + brLb * Vector3.left;
lbOt = tempCenter + (brLb + borderWidth) * Vector3.left;
lbIn2 = tempCenter + brLb * Vector3.down;
lbOt2 = tempCenter + (brLb + borderWidth) * Vector3.down;
}
DrawPolygon(vh, lbIn, lbOt, ltOt, ltIn, color);
DrawPolygon(vh, ltIn2, ltOt2, rtOt, rtIn, color);
DrawPolygon(vh, rtIn2, rtOt2, rbOt, rbIn, color);
DrawPolygon(vh, rbIn2, rbOt2, lbOt2, lbIn2, color);
}
else
{
if (rotate > 0)
{
lbIn = ChartHelper.RotateRound(lbIn, center, Vector3.forward, rotate);
lbOt = ChartHelper.RotateRound(lbOt, center, Vector3.forward, rotate);
ltIn = ChartHelper.RotateRound(ltIn, center, Vector3.forward, rotate);
ltOt = ChartHelper.RotateRound(ltOt, center, Vector3.forward, rotate);
rtIn = ChartHelper.RotateRound(rtIn, center, Vector3.forward, rotate);
rtOt = ChartHelper.RotateRound(rtOt, center, Vector3.forward, rotate);
rbIn = ChartHelper.RotateRound(rbIn, center, Vector3.forward, rotate);
rbOt = ChartHelper.RotateRound(rbOt, center, Vector3.forward, rotate);
}
DrawPolygon(vh, lbIn, lbOt, ltOt, ltIn, color);
DrawPolygon(vh, ltIn, ltOt, rtOt, rtIn, color);
DrawPolygon(vh, rtIn, rtOt, rbOt, rbIn, color);
DrawPolygon(vh, rbIn, rbOt, lbOt, lbIn, color);
}
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color)
{
DrawTriangle(vh, p1, p2, p3, color, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color)
{
DrawTriangle(vh, pos, size, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
{
var x = size * Mathf.Cos(30 * Mathf.PI / 180);
var y = size * Mathf.Sin(30 * Mathf.PI / 180);
var p1 = new Vector2(pos.x - x, pos.y - y);
var p2 = new Vector2(pos.x, pos.y + size);
var p3 = new Vector2(pos.x + x, pos.y - y);
ChartDrawer.DrawTriangle(vh, p1, p2, p3, color, toColor, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
{
UIVertex v1 = new UIVertex();
v1.position = p1;
v1.color = color;
v1.uv0 = zeroVector2;
UIVertex v2 = new UIVertex();
v2.position = p2;
v2.color = color2;
v2.uv0 = zeroVector2;
UIVertex v3 = new UIVertex();
v3.position = p3;
v3.color = color3;
v3.uv0 = zeroVector2;
int startIndex = vh.currentVertCount;
vh.AddVert(v1);
vh.AddVert(v2);
vh.AddVert(v3);
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
float smoothness = 2f)
{
DrawCricle(vh, p, radius, color, color, 0, s_Color32Clear, smoothness);
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}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
Color32 toColor, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, toColor, 0, 360, 0, s_Color32Clear, smoothness);
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}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
Color32 toColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, toColor, 0, 360, borderWidth, borderColor, smoothness);
}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawCricle(vh, p, radius, color, color, borderWidth, borderColor, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, p, radius - tickness, radius, color, color, emptyColor, 0, 360, 0, s_Color32Clear, 0, smoothness);
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}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, Color32 emptyColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawDoughnut(vh, p, radius - tickness, radius, color, color, emptyColor, 0, 360, borderWidth,
borderColor, 0, smoothness);
}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
{
DrawDoughnut(vh, p, radius - tickness, radius, color, toColor, emptyColor, 0, 360, 0,
s_Color32Clear, 0, smoothness);
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}
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, Color32 toColor, Color32 emptyColor, float borderWidth, Color32 borderColor,
float smoothness = 2f)
{
DrawDoughnut(vh, p, radius - tickness, radius, color, toColor, emptyColor, 0, 360, borderWidth,
borderColor, 0, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
float startDegree, float toDegree, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, color, startDegree, toDegree, 0, s_Color32Clear, smoothness);
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}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
float startDegree, float toDegree, int gradientType = 0, bool isYAxis = false, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, toColor, startDegree, toDegree, 0, s_Color32Clear, 0, smoothness, gradientType, isYAxis);
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}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, color, startDegree, toDegree, borderWidth, borderColor, smoothness);
}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawSector(vh, p, radius, color, toColor, startDegree, toDegree, borderWidth, borderColor, 0, smoothness);
}
/// <summary>
/// 绘制扇形可带边框、有空白边距、3种类型渐变
/// </summary>
/// <param name="vh"></param>
/// <param name="p">中心点</param>
/// <param name="radius">半径</param>
/// <param name="color">颜色</param>
/// <param name="toColor">渐变颜色</param>
/// <param name="startDegree">开始角度</param>
/// <param name="toDegree">结束角度</param>
/// <param name="borderWidth">边框宽度</param>
/// <param name="borderColor">边框颜色</param>
/// <param name="space">边距</param>
/// <param name="smoothness">光滑度</param>
/// <param name="gradientType">渐变类型0:向圆形渐变1:水平或垂直渐变2:开始角度向结束角度渐变</param>
/// <param name="isYAxis">水平渐变还是垂直渐变gradientType为1时生效</param>
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float space,
float smoothness, int gradientType = 0, bool isYAxis = false)
{
if (radius == 0) return;
if (space > 0 && Mathf.Abs(toDegree - startDegree) >= 360) space = 0;
radius -= borderWidth;
smoothness = (smoothness < 0 ? 2f : smoothness);
int segments = (int)((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
float realStartAngle = startAngle;
float realToAngle = toAngle;
float halfAngle = (toAngle - startAngle) / 2;
float borderAngle = 0;
float spaceAngle = 0;
var p2 = p + radius * ChartHelper.GetDire(startAngle);
var p3 = Vector3.zero;
var p4 = Vector3.zero;
var spaceCenter = p;
var realCenter = p;
var lastP4 = p;
var lastColor = color;
var needBorder = borderWidth != 0;
var needSpace = space != 0;
var borderLineWidth = needSpace ? borderWidth : borderWidth / 2;
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var lastPos = Vector3.zero;
var middleDire = ChartHelper.GetDire(startAngle + halfAngle);
if (needBorder || needSpace)
{
float spaceDiff = 0f;
float borderDiff = 0f;
if (needSpace)
{
spaceDiff = space / Mathf.Sin(halfAngle);
spaceCenter = p + spaceDiff * middleDire;
realCenter = spaceCenter;
spaceAngle = 2 * Mathf.Asin(space / (2 * radius));
realStartAngle = startAngle + spaceAngle;
realToAngle = toAngle - spaceAngle;
if (realToAngle < realStartAngle) realToAngle = realStartAngle;
p2 = ChartHelper.GetPos(p, radius, realStartAngle);
}
if (needBorder)
{
borderDiff = borderLineWidth / Mathf.Sin(halfAngle);
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realCenter += borderDiff * middleDire;
borderAngle = 2 * Mathf.Asin(borderLineWidth / (2 * radius));
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realStartAngle = realStartAngle + borderAngle;
realToAngle = realToAngle - borderAngle;
if (realToAngle < realStartAngle)
{
realToAngle = realStartAngle;
p2 = ChartHelper.GetPos(p, radius, realStartAngle);
}
else
{
var borderX1 = ChartHelper.GetPos(p, radius, realStartAngle);
DrawPolygon(vh, realCenter, spaceCenter, p2, borderX1, borderColor);
p2 = borderX1;
var borderX2 = ChartHelper.GetPos(p, radius, realToAngle);
var pEnd = ChartHelper.GetPos(p, radius, toAngle - spaceAngle);
DrawPolygon(vh, realCenter, borderX2, pEnd, spaceCenter, borderColor);
}
}
}
float segmentAngle = (realToAngle - realStartAngle) / segments;
bool isLeft = startDegree >= 180;
for (int i = 0; i <= segments; i++)
{
float currAngle = realStartAngle + i * segmentAngle;
p3 = p + radius * ChartHelper.GetDire(currAngle);
if (gradientType == 1)
{
if (isYAxis)
{
p4 = new Vector3(p3.x, realCenter.y);
var dist = p4.x - realCenter.x;
var tcolor = Color32.Lerp(color, toColor, dist >= 0 ? dist / radius : Mathf.Min(radius + dist, radius) / radius);
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if (isLeft && (i == segments || i == 0)) tcolor = toColor;
DrawPolygon(vh, lastP4, p2, p3, p4, lastColor, tcolor);
lastP4 = p4;
lastColor = tcolor;
}
else
{
p4 = new Vector3(realCenter.x, p3.y);
var tcolor = Color32.Lerp(color, toColor, Mathf.Abs(p4.y - realCenter.y) / radius);
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DrawPolygon(vh, lastP4, p2, p3, p4, lastColor, tcolor);
lastP4 = p4;
lastColor = tcolor;
}
}
else if (gradientType == 2)
{
var tcolor = Color32.Lerp(color, toColor, i / segments);
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DrawPolygon(vh, realCenter, p2, p3, realCenter, lastColor, tcolor);
lastColor = tcolor;
}
else
{
DrawTriangle(vh, realCenter, p2, p3, toColor, color, color);
}
p2 = p3;
}
if (needBorder || needSpace)
{
if (realToAngle > realStartAngle)
{
var borderX2 = p + radius * ChartHelper.GetDire(realToAngle);
DrawTriangle(vh, realCenter, p2, borderX2, toColor, color, color);
if (needBorder)
{
var realStartDegree = (realStartAngle - borderAngle) * Mathf.Rad2Deg;
var realToDegree = (realToAngle + borderAngle) * Mathf.Rad2Deg;
DrawDoughnut(vh, p, radius, radius + borderWidth, borderColor, s_Color32Clear, realStartDegree,
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realToDegree, smoothness);
}
}
}
}
public static void DrawRoundCap(VertexHelper vh, Vector3 center, float width, float radius, float angle,
bool clockwise, Color32 color, bool end)
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{
var px = Mathf.Sin(angle * Mathf.Deg2Rad) * radius;
var py = Mathf.Cos(angle * Mathf.Deg2Rad) * radius;
var pos = new Vector3(px, py) + center;
if (end)
{
if (clockwise)
ChartDrawer.DrawSector(vh, pos, width, color, angle, angle + 180, 0, s_Color32Clear);
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else
ChartDrawer.DrawSector(vh, pos, width, color, angle, angle - 180, 0, s_Color32Clear);
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}
else
{
if (clockwise)
ChartDrawer.DrawSector(vh, pos, width, color, angle + 180, angle + 360, 0, s_Color32Clear);
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else
ChartDrawer.DrawSector(vh, pos, width, color, angle - 180, angle - 360, 0, s_Color32Clear);
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}
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float smoothness = 2f)
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{
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, 0, 360, 0, s_Color32Clear,
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0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float startDegree,
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float toDegree, float smoothness = 2f)
{
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
0, s_Color32Clear, 0, smoothness);
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}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color32 emptyColor, float startDegree,
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float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
{
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
borderWidth, borderColor, 0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
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{
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, toColor, emptyColor, 0, 360, 0, s_Color32Clear,
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0, smoothness);
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
Color32 color, Color32 toColor, Color32 emptyColor, float startDegree, float toDegree, float borderWidth,
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Color32 borderColor, float space, float smoothness, bool roundCap = false, bool clockwise = true)
{
if (toDegree - startDegree == 0) return;
if (space > 0 && Mathf.Abs(toDegree - startDegree) >= 360) space = 0;
if (insideRadius <= 0)
{
DrawSector(vh, p, outsideRadius, color, toColor, startDegree, toDegree, borderWidth, borderColor,
space, smoothness);
return;
}
outsideRadius -= borderWidth;
insideRadius += borderWidth;
smoothness = smoothness < 0 ? 2f : smoothness;
Vector3 p1, p2, p3, p4, e1, e2;
var needBorder = borderWidth != 0;
var needSpace = space != 0;
var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
int segments = (int)((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
if (segments < 1) segments = 1;
float startAngle = startDegree * Mathf.Deg2Rad;
float toAngle = toDegree * Mathf.Deg2Rad;
float realStartOutAngle = startAngle;
float realToOutAngle = toAngle;
float realStartInAngle = startAngle;
float realToInAngle = toAngle;
float halfAngle = (toAngle - startAngle) / 2;
float borderAngle = 0, borderInAngle = 0, borderHalfAngle = 0;
float spaceAngle = 0, spaceInAngle = 0, spaceHalfAngle = 0;
var spaceCenter = p;
var realCenter = p;
var startDire = new Vector3(Mathf.Sin(startAngle), Mathf.Cos(startAngle)).normalized;
var toDire = new Vector3(Mathf.Sin(toAngle), Mathf.Cos(toAngle)).normalized;
var middleDire = new Vector3(Mathf.Sin(startAngle + halfAngle), Mathf.Cos(startAngle + halfAngle)).normalized;
p1 = p + insideRadius * startDire;
p2 = p + outsideRadius * startDire;
e1 = p + insideRadius * toDire;
e2 = p + outsideRadius * toDire;
if (roundCap)
{
var roundRadius = (outsideRadius - insideRadius) / 2;
var roundAngleRadius = insideRadius + roundRadius;
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
if (diffAngle < 2 * roundAngle)
{
roundCap = false;
}
}
if (needBorder || needSpace)
{
if (needSpace)
{
var spaceDiff = space / Mathf.Sin(halfAngle);
spaceCenter = p + Mathf.Abs(spaceDiff) * middleDire;
realCenter = spaceCenter;
spaceAngle = 2 * Mathf.Asin(space / (2 * outsideRadius));
spaceInAngle = 2 * Mathf.Asin(space / (2 * insideRadius));
spaceHalfAngle = 2 * Mathf.Asin(space / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
if (clockwise)
{
p1 = ChartHelper.GetPos(p, insideRadius, startAngle + spaceInAngle, false);
e1 = ChartHelper.GetPos(p, insideRadius, toAngle - spaceInAngle, false);
realStartOutAngle = startAngle + spaceAngle;
realToOutAngle = toAngle - spaceAngle;
realStartInAngle = startAngle + spaceInAngle;
realToInAngle = toAngle - spaceInAngle;
}
else
{
p1 = ChartHelper.GetPos(p, insideRadius, startAngle - spaceInAngle, false);
e1 = ChartHelper.GetPos(p, insideRadius, toAngle + spaceInAngle, false);
realStartOutAngle = startAngle - spaceAngle;
realToOutAngle = toAngle + spaceAngle;
realStartInAngle = startAngle - spaceInAngle;
realToOutAngle = toAngle + spaceInAngle;
}
p2 = ChartHelper.GetPos(p, outsideRadius, realStartOutAngle, false);
e2 = ChartHelper.GetPos(p, outsideRadius, realToOutAngle, false);
}
if (needBorder)
{
var borderDiff = borderWidth / Mathf.Sin(halfAngle);
realCenter += Mathf.Abs(borderDiff) * middleDire;
borderAngle = 2 * Mathf.Asin(borderWidth / (2 * outsideRadius));
borderInAngle = 2 * Mathf.Asin(borderWidth / (2 * insideRadius));
borderHalfAngle = 2 * Mathf.Asin(borderWidth / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
if (clockwise)
{
realStartOutAngle = realStartOutAngle + borderAngle;
realToOutAngle = realToOutAngle - borderAngle;
realStartInAngle = startAngle + spaceInAngle + borderInAngle;
realToInAngle = toAngle - spaceInAngle - borderInAngle;
var newp1 = ChartHelper.GetPos(p, insideRadius, startAngle + spaceInAngle + borderInAngle, false);
var newp2 = ChartHelper.GetPos(p, outsideRadius, realStartOutAngle, false);
if (!roundCap) DrawPolygon(vh, newp2, newp1, p1, p2, borderColor);
p1 = newp1;
p2 = newp2;
if (toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle)
{
var newe1 = ChartHelper.GetPos(p, insideRadius, toAngle - spaceInAngle - borderInAngle, false);
var newe2 = ChartHelper.GetPos(p, outsideRadius, realToOutAngle, false);
if (!roundCap) DrawPolygon(vh, newe2, e2, e1, newe1, borderColor);
e1 = newe1;
e2 = newe2;
}
}
else
{
realStartOutAngle = realStartOutAngle - borderAngle;
realToOutAngle = realToOutAngle + borderAngle;
realStartInAngle = startAngle - spaceInAngle - borderInAngle;
realToInAngle = toAngle + spaceInAngle + borderInAngle;
var newp1 = ChartHelper.GetPos(p, insideRadius, startAngle - spaceInAngle - borderInAngle, false);
var newp2 = ChartHelper.GetPos(p, outsideRadius, realStartOutAngle, false);
if (!roundCap) DrawPolygon(vh, newp2, newp1, p1, p2, borderColor);
p1 = newp1;
p2 = newp2;
if (toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle)
{
var newe1 = ChartHelper.GetPos(p, insideRadius, toAngle + spaceInAngle + borderInAngle, false);
var newe2 = ChartHelper.GetPos(p, outsideRadius, realToOutAngle, false);
if (!roundCap) DrawPolygon(vh, newe2, e2, e1, newe1, borderColor);
e1 = newe1;
e2 = newe2;
}
}
}
}
if (roundCap)
{
var roundRadius = (outsideRadius - insideRadius) / 2;
var roundAngleRadius = insideRadius + roundRadius;
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
if (clockwise)
{
realStartOutAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
realStartInAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
}
else
{
realStartOutAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
realStartInAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
}
var roundTotalDegree = realStartOutAngle * Mathf.Rad2Deg;
var roundCenter = p + roundAngleRadius * ChartHelper.GetDire(realStartOutAngle);
var sectorStartDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree;
var sectorToDegree = clockwise ? roundTotalDegree + 360 : roundTotalDegree + 180;
DrawSector(vh, roundCenter, roundRadius, color, sectorStartDegree, sectorToDegree, smoothness / 2);
if (needBorder)
{
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor, s_Color32Clear,
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sectorStartDegree, sectorToDegree, smoothness / 2);
}
p1 = ChartHelper.GetPos(p, insideRadius, realStartOutAngle);
p2 = ChartHelper.GetPos(p, outsideRadius, realStartOutAngle);
if (clockwise)
{
realToOutAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
realToInAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
if (realToOutAngle < realStartOutAngle) realToOutAngle = realStartOutAngle;
}
else
{
realToOutAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
realToInAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
if (realToOutAngle > realStartOutAngle) realToOutAngle = realStartOutAngle;
}
roundTotalDegree = realToOutAngle * Mathf.Rad2Deg;
roundCenter = p + roundAngleRadius * ChartHelper.GetDire(realToOutAngle);
sectorStartDegree = clockwise ? roundTotalDegree : roundTotalDegree + 180;
sectorToDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree + 360;
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DrawSector(vh, roundCenter, roundRadius, toColor, sectorStartDegree, sectorToDegree, smoothness / 2);
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if (needBorder)
{
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor, s_Color32Clear,
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sectorStartDegree, sectorToDegree, smoothness / 2);
}
e1 = ChartHelper.GetPos(p, insideRadius, realToOutAngle);
e2 = ChartHelper.GetPos(p, outsideRadius, realToOutAngle);
}
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var segmentAngle = (realToInAngle - realStartInAngle) / segments;
var isGradient = !ChartHelper.IsValueEqualsColor(color, toColor);
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for (int i = 0; i <= segments; i++)
{
float currAngle = realStartInAngle + i * segmentAngle;
p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
p.y + outsideRadius * Mathf.Cos(currAngle));
p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
p.y + insideRadius * Mathf.Cos(currAngle));
if (!ChartHelper.IsClearColor(emptyColor)) DrawTriangle(vh, p, p1, p4, emptyColor);
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if (isGradient)
{
var tcolor = Color32.Lerp(color, toColor, i * 1.0f / segments);
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DrawPolygon(vh, p2, p3, p4, p1, tcolor, tcolor);
}
else
{
DrawPolygon(vh, p2, p3, p4, p1, color, color);
}
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p1 = p4;
p2 = p3;
}
if (needBorder || needSpace || roundCap)
{
if (clockwise)
{
var isInAngleFixed = toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle;
if (isInAngleFixed) DrawPolygon(vh, p2, e2, e1, p1, color, toColor);
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
if (needBorder)
{
var realStartDegree = (realStartOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var realToDegree = (realToOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
if (realToDegree < realStartOutAngle) realToDegree = realStartOutAngle;
var inStartDegree = roundCap ? realStartDegree : (startAngle + spaceInAngle) * Mathf.Rad2Deg;
var inToDegree = roundCap ? realToDegree : (toAngle - spaceInAngle) * Mathf.Rad2Deg;
if (inToDegree < inStartDegree) inToDegree = inStartDegree;
if (isInAngleFixed) DrawDoughnut(vh, p, insideRadius - borderWidth, insideRadius, borderColor, s_Color32Clear,
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inStartDegree, inToDegree, smoothness);
DrawDoughnut(vh, p, outsideRadius, outsideRadius + borderWidth, borderColor, s_Color32Clear,
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realStartDegree, realToDegree, smoothness);
}
}
else
{
var isInAngleFixed = toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle;
if (isInAngleFixed) DrawPolygon(vh, p2, e2, e1, p1, color, toColor);
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
if (needBorder)
{
var realStartDegree = (realStartOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var realToDegree = (realToOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
var inStartDegree = roundCap ? realStartDegree : (startAngle - spaceInAngle) * Mathf.Rad2Deg;
var inToDegree = roundCap ? realToDegree : (toAngle + spaceInAngle) * Mathf.Rad2Deg;
if (inToDegree > inStartDegree) inToDegree = inStartDegree;
if (isInAngleFixed) DrawDoughnut(vh, p, insideRadius - borderWidth, insideRadius, borderColor, s_Color32Clear,
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inStartDegree, inToDegree, smoothness);
DrawDoughnut(vh, p, outsideRadius, outsideRadius + borderWidth, borderColor, s_Color32Clear,
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realStartDegree, realToDegree, smoothness);
}
}
}
}
/// <summary>
/// 画贝塞尔曲线
/// </summary>
/// <param name="vh"></param>
/// <param name="sp">起始点</param>
/// <param name="ep">结束点</param>
/// <param name="cp1">控制点1</param>
/// <param name="cp2">控制点2</param>
/// <param name="lineWidth">曲线宽</param>
/// <param name="lineColor">曲线颜色</param>
public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
float lineWidth, Color32 lineColor, float smoothness)
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{
var dist = Vector3.Distance(sp, ep);
var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
ChartHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
if (s_CurvesPosList.Count > 1)
{
var start = s_CurvesPosList[0];
var to = Vector3.zero;
var dir = s_CurvesPosList[1] - start;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth;
var startUp = start - diff;
var startDn = start + diff;
for (int i = 1; i < s_CurvesPosList.Count; i++)
{
to = s_CurvesPosList[i];
diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth;
var toUp = to - diff;
var toDn = to + diff;
DrawPolygon(vh, startUp, toUp, toDn, startDn, lineColor);
startUp = toUp;
startDn = toDn;
start = to;
}
}
}
public static void DrawSymbol(VertexHelper vh, SerieSymbolType type, float symbolSize,
float tickness, Vector3 pos, Color32 color, Color32 toColor, float gap, float[] cornerRadius,
Color32 backgroundColor, float smoothness)
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{
switch (type)
{
case SerieSymbolType.None:
break;
case SerieSymbolType.Circle:
if (gap > 0)
{
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ChartDrawer.DrawDoughnut(vh, pos, symbolSize, symbolSize + gap, backgroundColor, backgroundColor, color, smoothness);
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}
else
{
ChartDrawer.DrawCricle(vh, pos, symbolSize, color, toColor, smoothness);
}
break;
case SerieSymbolType.EmptyCircle:
if (gap > 0)
{
ChartDrawer.DrawCricle(vh, pos, symbolSize + gap, backgroundColor, smoothness);
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ChartDrawer.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, backgroundColor, smoothness);
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}
else
{
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ChartDrawer.DrawEmptyCricle(vh, pos, symbolSize, tickness, color, color, backgroundColor, smoothness);
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}
break;
case SerieSymbolType.Rect:
if (gap > 0)
{
ChartDrawer.DrawPolygon(vh, pos, symbolSize + gap, backgroundColor);
ChartDrawer.DrawPolygon(vh, pos, symbolSize, color, toColor);
}
else
{
//ChartDrawer.DrawPolygon(vh, pos, symbolSize, color, toColor);
ChartDrawer.DrawRoundRectangle(vh, pos, symbolSize, symbolSize, color, color, 0, cornerRadius, true);
}
break;
case SerieSymbolType.Triangle:
if (gap > 0)
{
ChartDrawer.DrawTriangle(vh, pos, symbolSize + gap, backgroundColor);
ChartDrawer.DrawTriangle(vh, pos, symbolSize, color, toColor);
}
else
{
ChartDrawer.DrawTriangle(vh, pos, symbolSize, color, toColor);
}
break;
case SerieSymbolType.Diamond:
if (gap > 0)
{
ChartDrawer.DrawDiamond(vh, pos, symbolSize + gap, backgroundColor);
ChartDrawer.DrawDiamond(vh, pos, symbolSize, color, toColor);
}
else
{
ChartDrawer.DrawDiamond(vh, pos, symbolSize, color, toColor);
}
break;
}
}
public static void DrawLineStyle(VertexHelper vh, LineStyle lineStyle,
Vector3 startPos, Vector3 endPos, Color32 color)
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{
var type = lineStyle.type;
var width = lineStyle.width;
switch (type)
{
case LineStyle.Type.Dashed:
ChartDrawer.DrawDashLine(vh, startPos, endPos, width, color);
break;
case LineStyle.Type.Dotted:
ChartDrawer.DrawDotLine(vh, startPos, endPos, width, color);
break;
case LineStyle.Type.Solid:
ChartDrawer.DrawLine(vh, startPos, endPos, width, color);
break;
case LineStyle.Type.DashDot:
ChartDrawer.DrawDashDotLine(vh, startPos, endPos, width, color);
break;
case LineStyle.Type.DashDotDot:
ChartDrawer.DrawDashDotDotLine(vh, startPos, endPos, width, color);
break;
}
}
}
}