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https://github.com/XCharts-Team/XCharts.git
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优化LineChart的密集数据的曲线效果
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@@ -191,7 +191,8 @@ namespace XCharts
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return tooltipObj;
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}
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public static GameObject AddIcon(string name,Transform parent,float width,float height){
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public static GameObject AddIcon(string name, Transform parent, float width, float height)
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{
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var anchorMax = new Vector2(0.5f, 0.5f);
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var anchorMin = new Vector2(0.5f, 0.5f);
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var pivot = new Vector2(0.5f, 0.5f);
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@@ -502,15 +503,28 @@ namespace XCharts
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posList.Add(ep);
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}
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public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep, bool fine, float k = 2.0f)
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public static void GetBezierList(ref List<Vector3> posList, VertexHelper vh, Vector3 sp, Vector3 ep,
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Vector3 lsp, Vector3 nep, float lineWidth, bool fine, float k = 2.0f)
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{
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Vector3 dir = (ep - sp).normalized;
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float dist = Vector3.Distance(sp, ep);
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Vector3 cp1 = sp + dist / k * dir * 1;
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Vector3 cp2 = sp + dist / k * dir * (k - 1);
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cp1.y = sp.y;
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cp2.y = ep.y;
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float dist = Mathf.Abs(sp.x - ep.x);
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Vector3 cp1, cp2;
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var dir = (ep - sp).normalized;
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var diff = dist / k;
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if (lsp == sp)
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{
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cp1 = sp + dist / k * dir * 1;
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cp1.y = sp.y;
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cp1 = sp;
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}
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else
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{
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cp1 = sp + (ep - lsp).normalized * diff;
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}
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if (nep == ep) cp2 = ep;
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else cp2 = ep - (nep - sp).normalized * diff;
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int segment = (int)(dist / (fine ? 3f : 7f));
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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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}
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