[optimize][line]smooth line (#169)

This commit is contained in:
monitor1394
2022-06-26 08:35:59 +08:00
parent 91b9055039
commit 6c9528cf19
4 changed files with 18 additions and 7 deletions

View File

@@ -54,6 +54,7 @@
## master
* (2022.06.25) 优化`Line`的平滑曲线表现 (#169)
* (2022.06.25) 修复`DataZoom`开启时`Tooltip`显示数据不一致的问题 (#203)
* (2022.06.25) 修复`Toolip`在类目轴无数据时绘制异常的问题 (#204)
* (2022.06.25) 优化`Serie`设置`PlaceHolder`时的`Tooltip`表现

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@@ -17,7 +17,7 @@ namespace XCharts.Runtime
[SerializeField] protected Material m_SeriePainterMaterial;
[SerializeField] protected Material m_UpperPainterMaterial;
[SerializeField] protected Material m_TopPainterMaterial;
[SerializeField][Range(1, 10)] protected float m_LineSmoothStyle = 3f;
[SerializeField][Range(1, 10)] protected float m_LineSmoothStyle = 2.5f;
[SerializeField][Range(1f, 20)] protected float m_LineSmoothness = 2f;
[SerializeField][Range(0.5f, 20)] protected float m_LineSegmentDistance = 3f;
[SerializeField][Range(1, 10)] protected float m_CicleSmoothness = 2f;

View File

@@ -496,7 +496,7 @@ namespace XCharts.Runtime
if (isY)
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness, setting.lineSmoothStyle);
else
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness, setting.lineSmoothStyle);
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness, setting.lineSmoothStyle, true);
for (int j = 1; j < s_CurvesPosList.Count; j++)
{

View File

@@ -59,8 +59,7 @@ namespace XUGL
for (int i = 0; i < list1.Count; i++)
{
if (list1[i] == null && list2[i] == null)
{ }
if (list1[i] == null && list2[i] == null) { }
else
{
if (list1[i] != null)
@@ -109,7 +108,7 @@ namespace XUGL
}
public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f)
Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f, bool limit = false)
{
float dist = Mathf.Abs(sp.x - ep.x);
Vector3 cp1, cp2;
@@ -124,9 +123,20 @@ namespace XUGL
else
{
cp1 = sp + (ep - lsp).normalized * diff;
if (limit)
cp1.y = sp.y;
}
if (nep == ep)
{
cp2 = ep;
}
else
{
cp2 = ep - (nep - sp).normalized * diff;
if (limit)
cp2.y = ep.y;
}
if (nep == ep) cp2 = ep;
else cp2 = ep - (nep - sp).normalized * diff;
dist = Vector3.Distance(sp, ep);
int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
if (segment < 1) segment = (int) (dist / 0.5f);