增加customDrawCallback自定义绘制回调

This commit is contained in:
monitor1394
2019-10-01 13:31:34 +08:00
parent a1356e0d84
commit a220017d3d
13 changed files with 23670 additions and 18433 deletions

View File

@@ -0,0 +1,268 @@
using UnityEngine;
using UnityEngine.UI;
namespace XCharts
{
public static class ChartDrawer
{
public static float CRICLE_SMOOTHNESS = 2f;
private static UIVertex[] vertex = new UIVertex[4];
public static void DrawArrow(VertexHelper vh, Vector3 startPos, Vector3 arrowPos, float width,
float height, float offset, float dent, Color32 color)
{
var dir = (arrowPos - startPos).normalized;
var sharpPos = arrowPos + (offset + height / 2) * dir;
var middle = sharpPos + (dent - height) * dir;
var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
var left = sharpPos - height * dir + diff;
var right = sharpPos - height * dir - diff;
DrawTriangle(vh, middle, sharpPos, left, color);
DrawTriangle(vh, middle, sharpPos, right, color);
}
public static void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
{
if (p1 == p2) return;
Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
vertex[0].position = p1 - v;
vertex[1].position = p2 - v;
vertex[2].position = p2 + v;
vertex[3].position = p1 + v;
for (int j = 0; j < 4; j++)
{
vertex[j].color = color;
vertex[j].uv0 = Vector2.zero;
}
vh.AddUIVertexQuad(vertex);
}
public static void DrawDashLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankLen = 7f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dotLen = 5f, float blankLen = 5f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dotLen + blankLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankLen;
DrawLine(vh, sp, dashep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
float dashLen = 15f, float blankDotLen = 15f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawDashDotDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
Color32 color, float dashLen = 15f, float blankDotLen = 20f)
{
float dist = Vector3.Distance(p1, p2);
if (dist < 0.1f) return;
int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
Vector3 dir = (p2 - p1).normalized;
Vector3 sp = p1, np;
for (int i = 1; i <= segment; i++)
{
np = p1 + dir * dist * i / segment;
var dashep = np - dir * blankDotLen;
DrawLine(vh, sp, dashep, size, color);
var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
var dotep = dotsp + 2 * size * dir;
DrawLine(vh, dotsp, dotep, size, color);
var dotsp2 = dashep + blankDotLen / 2 * dir;
dotsp2 = dotsp2 + (blankDotLen / 4 - 2 * size) / 2 * dir;
var dotep2 = dotsp2 + 2 * size * dir;
DrawLine(vh, dotsp2, dotep2, size, color);
sp = np;
}
DrawLine(vh, sp, p2, size, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p, float size, Color32 color)
{
Vector3 p1 = new Vector3(p.x - size, p.y - size);
Vector3 p2 = new Vector3(p.x + size, p.y - size);
Vector3 p3 = new Vector3(p.x + size, p.y + size);
Vector3 p4 = new Vector3(p.x - size, p.y + size);
DrawPolygon(vh, p1, p2, p3, p4, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 color)
{
DrawPolygon(vh, p1, p2, p3, p4, color, color);
}
public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
Color32 startColor, Color32 toColor)
{
vertex[0].position = p1;
vertex[1].position = p2;
vertex[2].position = p3;
vertex[3].position = p4;
for (int j = 0; j < 4; j++)
{
vertex[j].color = j >= 2 ? toColor : startColor;
vertex[j].uv0 = Vector2.zero;
}
vh.AddUIVertexQuad(vertex);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color)
{
DrawTriangle(vh, p1, p2, p3, color, color, color);
}
public static void DrawTriangle(VertexHelper vh, Vector3 p1,
Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
{
UIVertex v1 = new UIVertex();
v1.position = p1;
v1.color = color;
v1.uv0 = Vector3.zero;
UIVertex v2 = new UIVertex();
v2.position = p2;
v2.color = color2;
v2.uv0 = Vector3.zero;
UIVertex v3 = new UIVertex();
v3.position = p3;
v3.color = color3;
v3.uv0 = Vector3.zero;
int startIndex = vh.currentVertCount;
vh.AddVert(v1);
vh.AddVert(v2);
vh.AddVert(v3);
vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
}
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
int segments = 0)
{
if (segments <= 0)
{
segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
}
if (segments < 3) segments = 3;
DrawSector(vh, p, radius, color, 0, 360, segments);
}
public static void DrawCicleNotFill(VertexHelper vh, Vector3 p, float radius, float tickness,
Color32 color, int segments = 0)
{
if (segments <= 0)
{
segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
}
float startDegree = 0, toDegree = 360;
Vector3 p2, p3;
float startAngle = startDegree * Mathf.Deg2Rad;
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
for (int i = 0; i <= segments; i++)
{
float currAngle = startAngle + i * angle;
p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle), p.y + radius * Mathf.Cos(currAngle));
DrawLine(vh, p2, p3, tickness, color);
p2 = p3;
}
}
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
float startDegree, float toDegree, int segments = 0)
{
if (segments <= 0)
{
segments = (int)((2 * Mathf.PI * radius) / CRICLE_SMOOTHNESS);
}
Vector3 p2, p3;
float startAngle = startDegree * Mathf.Deg2Rad;
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
for (int i = 0; i <= segments; i++)
{
float currAngle = startAngle + i * angle;
p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle),
p.y + radius * Mathf.Cos(currAngle));
DrawTriangle(vh, p, p2, p3, color);
p2 = p3;
}
}
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
float startDegree, float toDegree, Color32 color, int segments = 0)
{
if (insideRadius <= 0)
{
DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, segments);
return;
}
if (segments <= 0)
{
segments = (int)((2 * Mathf.PI * outsideRadius) / CRICLE_SMOOTHNESS);
}
Vector3 p1, p2, p3, p4;
float startAngle = startDegree * Mathf.Deg2Rad;
float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
p1 = new Vector3(p.x + insideRadius * Mathf.Sin(startAngle),
p.y + insideRadius * Mathf.Cos(startAngle));
p2 = new Vector3(p.x + outsideRadius * Mathf.Sin(startAngle),
p.y + outsideRadius * Mathf.Cos(startAngle));
for (int i = 0; i <= segments; i++)
{
float currAngle = startAngle + i * angle;
p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
p.y + outsideRadius * Mathf.Cos(currAngle));
p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
p.y + insideRadius * Mathf.Cos(currAngle));
DrawPolygon(vh, p1, p2, p3, p4, color);
p1 = p4;
p2 = p3;
}
}
}
}