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[optimize] optimize smooth curve
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@@ -69,6 +69,7 @@
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### 日志详情
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* (2022.08.15) 优化`Smooth`贝塞尔曲线算法
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* (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
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* (2022.08.11) 优化`Tooltip`支持`ignoreDataDefaultContent`
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* (2022.08.10) 修复`Chart`在3D相机下部分组件显示异常的问题
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@@ -1823,7 +1823,7 @@ namespace XUGL
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if (dire == Direction.YAxis)
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UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2, smoothStyle);
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else
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UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle);
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UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle, false, dire == Direction.Random);
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DrawCurvesInternal(vh, s_CurvesPosList, width, color, dire, currProgress);
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}
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@@ -108,23 +108,21 @@ namespace XUGL
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}
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public static void GetBezierList(ref List<Vector3> posList, Vector3 sp, Vector3 ep,
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Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f, bool limit = false)
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Vector3 lsp, Vector3 nep, float smoothness = 2f, float k = 2.0f, bool limit = false, bool randomDire = false)
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{
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var dist = Vector3.Distance(sp, ep);
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Vector3 cp1, cp2;
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var dist = Vector3.Distance(sp, ep);
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var dir = (ep - sp).normalized;
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var diff = dist / k;
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var diff = (randomDire ? dist : Mathf.Abs(sp.x - ep.x)) / k;
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if (lsp == sp)
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{
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cp1 = sp + (nep - ep).normalized * diff;
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if (limit)
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cp1.y = sp.y;
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if (limit) cp1.y = sp.y;
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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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if (limit)
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cp1.y = sp.y;
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if (limit) cp1.y = sp.y;
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}
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if (nep == ep)
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{
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@@ -133,8 +131,7 @@ namespace XUGL
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else
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{
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cp2 = ep - (nep - sp).normalized * diff;
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if (limit)
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cp2.y = ep.y;
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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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