[optimize] optimize smooth curve

This commit is contained in:
monitor1394
2022-08-15 07:30:56 +08:00
parent f32808a36d
commit 99dc2af42a
3 changed files with 8 additions and 10 deletions

View File

@@ -69,6 +69,7 @@
### 日志详情
* (2022.08.15) 优化`Smooth`贝塞尔曲线算法
* (2022.08.13) 修复`DataZoom`组件开启时图表显示效果可能不正确的问题
* (2022.08.11) 优化`Tooltip`支持`ignoreDataDefaultContent`
* (2022.08.10) 修复`Chart`在3D相机下部分组件显示异常的问题

View File

@@ -1823,7 +1823,7 @@ namespace XUGL
if (dire == Direction.YAxis)
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2, smoothStyle);
else
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle);
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle, false, dire == Direction.Random);
DrawCurvesInternal(vh, s_CurvesPosList, width, color, dire, currProgress);
}

View File

@@ -108,23 +108,21 @@ 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, bool limit = false)
Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f, bool limit = false, bool randomDire = false)
{
var dist = Vector3.Distance(sp, ep);
Vector3 cp1, cp2;
var dist = Vector3.Distance(sp, ep);
var dir = (ep - sp).normalized;
var diff = dist / k;
var diff = (randomDire ? dist : Mathf.Abs(sp.x - ep.x)) / k;
if (lsp == sp)
{
cp1 = sp + (nep - ep).normalized * diff;
if (limit)
cp1.y = sp.y;
if (limit) cp1.y = sp.y;
}
else
{
cp1 = sp + (ep - lsp).normalized * diff;
if (limit)
cp1.y = sp.y;
if (limit) cp1.y = sp.y;
}
if (nep == ep)
{
@@ -133,8 +131,7 @@ namespace XUGL
else
{
cp2 = ep - (nep - sp).normalized * diff;
if (limit)
cp2.y = ep.y;
if (limit) cp2.y = ep.y;
}
int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
if (segment < 1) segment = (int) (dist / 0.5f);