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修复Pie只有一个数据时设置border后显示异常的问题 (#237)
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@@ -46,6 +46,7 @@
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## branch-2.0
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* (2022.12.28) 修复`Pie`只有一个数据时设置`border`后显示异常的问题 (#237)
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* (2022.08.30) 修复`DataZoom`在某些情况下计算范围不准确的问题 (#221)
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## v2.8.2
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@@ -34,7 +34,7 @@ namespace XUGL
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/// <param name="dent">箭头凹度</param>
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/// <param name="color">颜色</param>
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public static void DrawArrow(VertexHelper vh, Vector3 startPoint, Vector3 arrowPoint, float width,
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float height, float offset, float dent, Color32 color)
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float height, float offset, float dent, Color32 color)
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{
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var dir = (arrowPoint - startPoint).normalized;
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var sharpPos = arrowPoint + (offset + height / 4) * dir;
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@@ -435,7 +435,7 @@ namespace XUGL
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/// <param name="color">颜色</param>
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/// <param name="vertical">是否垂直方向</param>
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public static void DrawRectangle(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
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Color32 color, bool vertical = true)
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Color32 color, bool vertical = true)
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{
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DrawRectangle(vh, p, xRadius, yRadius, color, color, vertical);
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}
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@@ -1063,7 +1063,7 @@ namespace XUGL
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}
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public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
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Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
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{
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UIVertex v1 = new UIVertex();
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v1.position = p1;
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@@ -1091,7 +1091,7 @@ namespace XUGL
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}
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public static void DrawCricle(VertexHelper vh, Vector3 center, float radius, Color32 color,
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Color32 toColor, float smoothness = 2f)
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Color32 toColor, float smoothness = 2f)
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{
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DrawSector(vh, center, radius, color, toColor, 0, 360, 0, s_ClearColor32, smoothness);
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}
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@@ -1138,13 +1138,13 @@ namespace XUGL
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}
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public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color,
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float startDegree, float toDegree, float smoothness = 2f)
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float startDegree, float toDegree, float smoothness = 2f)
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{
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DrawSector(vh, center, radius, color, color, startDegree, toDegree, 0, s_ClearColor32, smoothness);
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}
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public static void DrawSector(VertexHelper vh, Vector3 center, float radius, Color32 color, Color32 toColor,
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float startDegree, float toDegree, int gradientType = 0, bool isYAxis = false, float smoothness = 2f)
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float startDegree, float toDegree, int gradientType = 0, bool isYAxis = false, float smoothness = 2f)
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{
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DrawSector(vh, center, radius, color, toColor, startDegree, toDegree, 0, s_ClearColor32, 0, smoothness,
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gradientType, isYAxis);
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@@ -1183,10 +1183,11 @@ namespace XUGL
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float smoothness, int gradientType = 0, bool isYAxis = false)
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{
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if (radius == 0) return;
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if (space > 0 && Mathf.Abs(toDegree - startDegree) >= 360) space = 0;
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var isCircle = Mathf.Abs(toDegree - startDegree) >= 360;
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if (space > 0 && isCircle) space = 0;
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radius -= borderWidth;
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smoothness = (smoothness < 0 ? 2f : smoothness);
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int segments = (int)((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
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int segments = (int) ((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
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if (segments < 1) segments = 1;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float toAngle = toDegree * Mathf.Deg2Rad;
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@@ -1223,7 +1224,7 @@ namespace XUGL
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if (realToAngle < realStartAngle) realToAngle = realStartAngle;
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p2 = UGLHelper.GetPos(center, radius, realStartAngle);
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}
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if (needBorder)
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if (needBorder && !isCircle)
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{
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borderDiff = borderLineWidth / Mathf.Sin(halfAngle);
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realCenter += borderDiff * middleDire;
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@@ -1259,9 +1260,9 @@ namespace XUGL
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{
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p4 = new Vector3(p3.x, realCenter.y);
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var dist = p4.x - realCenter.x;
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var tcolor = Color32.Lerp(color, toColor, dist >= 0
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? dist / radius
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: Mathf.Min(radius + dist, radius) / radius);
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var tcolor = Color32.Lerp(color, toColor, dist >= 0 ?
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dist / radius :
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Mathf.Min(radius + dist, radius) / radius);
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if (isLeft && (i == segments || i == 0)) tcolor = toColor;
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DrawQuadrilateral(vh, lastP4, p2, p3, p4, lastColor, tcolor);
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lastP4 = p4;
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@@ -1374,11 +1375,12 @@ namespace XUGL
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insideRadius += borderWidth;
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smoothness = smoothness < 0 ? 2f : smoothness;
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Vector3 p1, p2, p3, p4, e1, e2;
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var isCircle = Mathf.Abs(toDegree - startDegree) >= 360;
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var needBorder = borderWidth != 0;
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var needSpace = space != 0;
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var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
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int segments = (int)((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
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int segments = (int) ((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
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if (segments < 1) segments = 1;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float toAngle = toDegree * Mathf.Deg2Rad;
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@@ -1441,7 +1443,7 @@ namespace XUGL
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p2 = UGLHelper.GetPos(center, outsideRadius, realStartOutAngle, false);
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e2 = UGLHelper.GetPos(center, outsideRadius, realToOutAngle, false);
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}
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if (needBorder)
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if (needBorder && !isCircle)
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{
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var borderDiff = borderWidth / Mathf.Sin(halfAngle);
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realCenter += Mathf.Abs(borderDiff) * middleDire;
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@@ -1624,7 +1626,7 @@ namespace XUGL
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float lineWidth, Color32 lineColor, float smoothness)
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{
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var dist = Vector3.Distance(sp, ep);
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var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
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if (s_CurvesPosList.Count > 1)
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{
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@@ -1648,4 +1650,4 @@ namespace XUGL
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}
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}
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}
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}
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}
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