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https://github.com/XCharts-Team/XCharts.git
synced 2026-05-22 08:50:10 +00:00
Line支持Clip
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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using XUGL;
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@@ -174,5 +175,31 @@ namespace XCharts.Runtime
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return true;
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return false;
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}
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/// <summary>
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/// 给定的线段和Grid边界的交点
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/// </summary>
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/// <param name="sp"></param>
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/// <param name="ep"></param>
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/// <returns></returns>
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public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref List<Vector3> point)
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{
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if (Contains(sp) && Contains(ep))
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return false;
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var lb = new Vector3(context.x, context.y);
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var lt = new Vector3(context.x, context.y + context.height);
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var rt = new Vector3(context.x + context.width, context.y + context.height);
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var rb = new Vector3(context.x + context.width, context.y);
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var flag = false;
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if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
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flag = true;
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if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
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flag = true;
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return flag;
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}
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}
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}
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@@ -282,6 +282,7 @@ namespace XCharts.Runtime
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var lastDataIsIgnore = datas[0].isIgnoreBreak;
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var smooth = serie.lineType == LineType.Smooth;
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var firstInGridPointIndex = smooth && serie.clip ? -1 : 1;
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var interactPoints = new List<Vector3>();
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for (int i = 1; i < dataCount; i++)
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{
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var cdata = datas[i];
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@@ -313,19 +314,26 @@ namespace XCharts.Runtime
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if (firstInGridPointIndex > 0 && !grid.Contains(np))
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isClip = true;
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}
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else if (i == 1 || i == dataCount - 1)
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else
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{
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var isLpInGrid = grid.Contains(lp);
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var isCpInGrid = grid.Contains(cp);
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if (i == 1 && !isLpInGrid)
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if (!isLpInGrid || !isCpInGrid)
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{
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grid.BoundaryPoint(lp, cp, ref lp);
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}
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if (i == dataCount -1 && !isCpInGrid)
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{
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if (grid.BoundaryPoint(lp, cp, ref cp))
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interactPoints.Clear();
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if (grid.BoundaryPoint(lp, cp, ref interactPoints))
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{
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np = cp;
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if (interactPoints.Count >= 2)
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{
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lp = interactPoints[0];
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cp = interactPoints[1];
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}
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else if (isLpInGrid)
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cp = interactPoints[0];
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else
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lp = interactPoints[0];
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if (i == dataCount - 1)
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np = cp;
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}
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}
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}
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@@ -133,8 +133,8 @@ namespace XUGL
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cp2 = ep - (nep - sp).normalized * diff;
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if (limit) cp2.y = ep.y;
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}
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int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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if (segment < 1) segment = (int) (dist / 0.5f);
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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if (segment < 1) segment = (int)(dist / 0.5f);
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if (segment < 4) segment = 4;
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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if (posList.Count < 2)
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@@ -154,7 +154,7 @@ namespace XUGL
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Vector3 cp2 = sp + dist / k * dir * (k - 1);
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cp1.x = sp.x;
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cp2.x = ep.x;
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int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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int segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness));
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GetBezierList2(ref posList, sp, ep, segment, cp1, cp2);
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if (posList.Count < 2)
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{
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@@ -169,7 +169,7 @@ namespace XUGL
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List<Vector3> list = new List<Vector3>();
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for (int i = 0; i < segment; i++)
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{
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list.Add(GetBezier(i / (float) segment, sp, cp, ep));
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list.Add(GetBezier(i / (float)segment, sp, cp, ep));
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}
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list.Add(ep);
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return list;
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@@ -185,7 +185,7 @@ namespace XUGL
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}
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for (int i = 0; i < segment; i++)
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{
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posList.Add((GetBezier2(i / (float) segment, sp, cp, cp2, ep)));
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posList.Add((GetBezier2(i / (float)segment, sp, cp, cp2, ep)));
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}
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posList.Add(ep);
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}
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@@ -273,6 +273,30 @@ namespace XUGL
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return true;
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}
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/// <summary>
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/// 获得两直线的交点
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/// </summary>
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/// <param name="p1">线段1起点</param>
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/// <param name="p2">线段1终点</param>
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/// <param name="p3">线段2起点</param>
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/// <param name="p4">线段2终点</param>
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/// <param name="intersection">相交点。当不相交时为初始值</param>
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/// <returns>相交则返回 true, 否则返回 false</returns>
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public static bool GetIntersection(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, ref List<Vector3> intersection)
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{
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var d = (p2.x - p1.x) * (p4.y - p3.y) - (p2.y - p1.y) * (p4.x - p3.x);
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if (d == 0)
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return false;
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var u = ((p3.x - p1.x) * (p4.y - p3.y) - (p3.y - p1.y) * (p4.x - p3.x)) / d;
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var v = ((p3.x - p1.x) * (p2.y - p1.y) - (p3.y - p1.y) * (p2.x - p1.x)) / d;
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if (u < 0 || u > 1 || v < 0 || v > 1)
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return false;
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intersection.Add(new Vector3(p1.x + u * (p2.x - p1.x), p1.y + u * (p2.y - p1.y)));
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return true;
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}
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/// <summary>
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/// 三个点画线段所需要的六个关键点
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/// </summary>
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