mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-21 07:50:16 +00:00
[feature][radar] support smooth line
This commit is contained in:
@@ -24,7 +24,7 @@ namespace XCharts.Editor
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PropertyField("m_AxisName");
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PropertyField("m_SplitLine");
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PropertyField("m_SplitArea");
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PropertyField("m_IndicatorList");
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PropertyListField("m_IndicatorList");
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--EditorGUI.indentLevel;
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}
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}
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@@ -9,6 +9,7 @@ namespace XCharts.Editor
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{
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PropertyField("m_RadarType");
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PropertyField("m_RadarIndex");
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PropertyField("m_Smooth");
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PropertyField("m_Symbol");
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PropertyField("m_LineStyle");
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@@ -32,7 +32,7 @@ namespace XCharts.Runtime
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if (!polar.context.isPointerEnter)
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{
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axis.context.pointerValue = double.PositiveInfinity;
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axis.context.pointerValue = double.NaN;
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return;
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}
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@@ -180,7 +180,7 @@ namespace XCharts.Runtime
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private void SetTooltipIndicatorLabel(Tooltip tooltip, Axis axis, ChartLabel label)
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{
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if (label == null) return;
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if (double.IsPositiveInfinity(axis.context.pointerValue)) return;
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if (double.IsNaN(axis.context.pointerValue)) return;
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label.SetActive(true);
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label.SetTextActive(true);
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label.SetPosition(axis.context.pointerLabelPosition);
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@@ -2,7 +2,7 @@ using System;
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namespace XCharts.Runtime
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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[AttributeUsage(AttributeTargets.All, AllowMultiple = false)]
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public class Since : Attribute
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{
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public readonly string version;
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@@ -21,8 +21,7 @@ namespace XCharts.Runtime
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DrawParallelSerie(vh, serie);
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}
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private void UpdateSerieContext()
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{ }
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private void UpdateSerieContext() { }
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private void DrawParallelSerie(VertexHelper vh, Parallel serie)
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{
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@@ -116,7 +115,10 @@ namespace XCharts.Runtime
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lp = pos;
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}
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if (isSmooth)
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UGL.DrawCurves(vh, m_Points, lineWidth, lineColor, chart.settings.lineSmoothness, currProgress, isHorizonal);
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UGL.DrawCurves(vh, m_Points, lineWidth, lineColor,
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chart.settings.lineSmoothStyle,
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chart.settings.lineSmoothness,
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UGL.Direction.XAxis, currProgress, isHorizonal);
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else
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UGL.DrawLine(vh, m_Points, lineWidth, lineColor, isSmooth);
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}
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@@ -11,9 +11,21 @@ namespace XCharts.Runtime
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[SerieDataExtraField()]
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public class Radar : Serie, INeedSerieContainer
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{
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[SerializeField][Since("3.2.0")] private bool m_Smooth = false;
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/// <summary>
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/// Whether use smooth curve.
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/// |是否平滑曲线。平滑曲线时不支持区域填充颜色。
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/// </summary>
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public bool smooth
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{
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get { return m_Smooth; }
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set { if (PropertyUtil.SetStruct(ref m_Smooth, value)) { SetVerticesDirty(); } }
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}
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public int containerIndex { get; internal set; }
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public int containterInstanceId { get; internal set; }
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public override bool useDataNameForColor { get { return true; } }
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public override bool useDataNameForColor { get { return radarType == RadarType.Multiple; } }
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public override bool multiDimensionLabel { get { return radarType == RadarType.Multiple; } }
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public static Serie AddDefaultSerie(BaseChart chart, string serieName)
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@@ -262,11 +262,11 @@ namespace XCharts.Runtime
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{
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toPoint = new Vector3(centerPos.x + radius * Mathf.Sin(currAngle),
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centerPos.y + radius * Mathf.Cos(currAngle));
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if (areaStyle != null && areaStyle.show)
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if (areaStyle != null && areaStyle.show && !serie.smooth)
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{
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UGL.DrawTriangle(vh, startPoint, toPoint, centerPos, areaColor, areaColor, areaToColor);
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}
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if (lineStyle.show)
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if (lineStyle.show && !serie.smooth)
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{
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ChartDrawer.DrawLineStyle(vh, lineStyle.type, lineWidth, startPoint, toPoint, lineColor);
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}
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@@ -274,14 +274,24 @@ namespace XCharts.Runtime
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}
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serieData.context.dataPoints.Add(startPoint);
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}
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if (areaStyle != null && areaStyle.show)
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if (areaStyle != null && areaStyle.show && !serie.smooth)
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{
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UGL.DrawTriangle(vh, startPoint, firstPoint, centerPos, areaColor, areaColor, areaToColor);
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}
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if (lineStyle.show)
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if (lineStyle.show && !serie.smooth)
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{
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ChartDrawer.DrawLineStyle(vh, lineStyle.type, lineWidth, startPoint, firstPoint, lineColor);
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}
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if (serie.smooth)
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{
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UGL.DrawCurves(vh, serieData.context.dataPoints, lineWidth, lineColor,
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chart.settings.lineSmoothStyle,
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chart.settings.lineSmoothness,
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UGL.Direction.Random,
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float.NaN, true);
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}
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if (symbol.show && symbol.type != SymbolType.None)
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{
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for (int m = 0; m < serieData.context.dataPoints.Count; m++)
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@@ -394,11 +404,11 @@ namespace XCharts.Runtime
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{
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toPoint = new Vector3(p.x + radius * Mathf.Sin(currAngle),
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p.y + radius * Mathf.Cos(currAngle));
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if (areaStyle != null && areaStyle.show)
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if (areaStyle != null && areaStyle.show && !serie.smooth)
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{
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UGL.DrawTriangle(vh, startPoint, toPoint, p, areaColor, areaColor, areaToColor);
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}
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if (lineStyle.show)
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if (lineStyle.show && !serie.smooth)
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{
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if (radar.connectCenter)
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ChartDrawer.DrawLineStyle(vh, lineStyle, startPoint, centerPos,
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@@ -409,14 +419,15 @@ namespace XCharts.Runtime
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startPoint = toPoint;
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lastColor = lineColor;
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}
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serie.context.dataPoints.Add(startPoint);
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serieData.context.position = startPoint;
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serieData.context.labelPosition = startPoint;
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if (areaStyle != null && areaStyle.show && j == endIndex)
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if (areaStyle != null && areaStyle.show && j == endIndex && !serie.smooth)
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{
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UGL.DrawTriangle(vh, startPoint, firstPoint, centerPos, areaColor, areaColor, areaToColor);
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}
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if (lineStyle.show && j == endIndex)
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if (lineStyle.show && j == endIndex && !serie.smooth)
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{
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if (radar.connectCenter)
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ChartDrawer.DrawLineStyle(vh, lineStyle, startPoint, centerPos,
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@@ -425,6 +436,16 @@ namespace XCharts.Runtime
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LineStyle.Type.Solid, lineColor, radar.lineGradient ? firstColor : lineColor);
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}
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}
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if (serie.smooth)
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{
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var lineWidth = serie.lineStyle.GetWidth(chart.theme.serie.lineWidth);
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var lineColor = SerieHelper.GetLineColor(serie, null, chart.theme, serie.context.colorIndex, false);
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UGL.DrawCurves(vh, serie.context.dataPoints, lineWidth, lineColor,
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chart.settings.lineSmoothStyle,
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chart.settings.lineSmoothness,
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UGL.Direction.Random,
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float.NaN, true);
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}
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if (serie.symbol.show && serie.symbol.type != SymbolType.None)
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{
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for (int j = 0; j < serie.data.Count; j++)
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@@ -10,6 +10,24 @@ namespace XUGL
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/// </summary>
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public static class UGL
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{
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/// <summary>
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/// 曲线方向
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/// </summary>
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public enum Direction
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{
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/// <summary>
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/// 沿X轴方向
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/// </summary>
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XAxis,
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/// <summary>
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/// 沿Y轴方向
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/// </summary>
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YAxis,
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/// <summary>
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/// 随机无序的。如一个闭合的环状曲线。
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/// </summary>
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Random
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}
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private static readonly Color32 s_ClearColor32 = new Color32(0, 0, 0, 0);
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private static readonly Vector2 s_ZeroVector2 = Vector2.zero;
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private static UIVertex[] s_Vertex = new UIVertex[4];
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@@ -134,7 +152,7 @@ namespace XUGL
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}
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else if (smooth)
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{
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DrawCurves(vh, points, width, color, 2);
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DrawCurves(vh, points, width, color, 2, 2, Direction.XAxis, float.NaN, closepath);
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}
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else
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{
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@@ -1752,42 +1770,67 @@ namespace XUGL
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/// <param name="lineWidth">曲线宽</param>
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/// <param name="lineColor">曲线颜色</param>
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public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
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float lineWidth, Color32 lineColor, float smoothness)
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float lineWidth, Color32 lineColor, float smoothness, Direction dire = Direction.XAxis)
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{
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var dist = Vector3.Distance(sp, ep);
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var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
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UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
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DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor);
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DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor, dire);
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}
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/// <summary>
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/// 画贝塞尔曲线
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="points">坐标点列表</param>
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/// <param name="width">曲线宽</param>
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/// <param name="color">曲线颜色</param>
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/// <param name="smoothStyle">曲线样式</param>
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/// <param name="smoothness">平滑度</param>
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/// <param name="dire">曲线方向</param>
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/// <param name="currProgress">当前绘制进度</param>
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/// <param name="closed">曲线是否闭合</param>
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public static void DrawCurves(VertexHelper vh, List<Vector3> points, float width, Color32 color,
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float smoothness, float currProgress = float.PositiveInfinity, bool isYAxis = false)
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float smoothStyle, float smoothness, Direction dire, float currProgress = float.NaN,
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bool closed = false)
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{
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for (int i = 0; i < points.Count - 1; i++)
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var count = points.Count;
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var size = (closed?count : count - 1);
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if (closed)
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dire = Direction.Random;
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for (int i = 0; i < size; i++)
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{
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var sp = points[i];
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var ep = points[i + 1];
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var lsp = i > 0 ? points[i - 1] : sp;
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var nep = i < points.Count - 2 ? points[i + 2] : ep;
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var ep = closed?(i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
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var lsp = i > 0 ? points[i - 1] : (closed?points[count - 1] : sp);
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var nep = i < points.Count - 2 ? points[i + 2] : (closed?points[(i + 2) % count] : ep);
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var smoothness2 = smoothness;
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if (currProgress != float.PositiveInfinity)
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if (currProgress != float.NaN)
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{
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if (isYAxis)
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smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
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else
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smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
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switch (dire)
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{
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case Direction.XAxis:
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smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
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break;
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case Direction.YAxis:
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smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
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break;
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case Direction.Random:
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smoothness2 = smoothness * 0.5f;
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break;
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}
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}
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if (isYAxis)
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UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2);
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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);
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UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle);
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DrawCurvesInternal(vh, s_CurvesPosList, width, color, currProgress, isYAxis);
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DrawCurvesInternal(vh, s_CurvesPosList, width, color, dire, currProgress);
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}
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}
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private static void DrawCurvesInternal(VertexHelper vh, List<Vector3> curvesPosList, float lineWidth,
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Color32 lineColor, float currProgress = float.PositiveInfinity, bool isYAxis = false)
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Color32 lineColor, Direction dire, float currProgress = float.NaN)
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{
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if (curvesPosList.Count > 1)
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{
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@@ -1805,11 +1848,11 @@ namespace XUGL
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for (int i = 1; i < curvesPosList.Count; i++)
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{
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to = curvesPosList[i];
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if (currProgress != float.PositiveInfinity)
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if (currProgress != float.NaN)
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{
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if (isYAxis && to.y > currProgress)
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if (dire == Direction.YAxis && to.y > currProgress)
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break;
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if (!isYAxis && to.x > currProgress)
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if (dire == Direction.XAxis && to.x > currProgress)
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break;
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}
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@@ -110,22 +110,21 @@ namespace XUGL
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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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{
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float dist = Mathf.Abs(sp.x - ep.x);
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var dist = Vector3.Distance(sp, ep);
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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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cp1 = sp + (nep - ep).normalized * diff;
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if (limit)
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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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}
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if (nep == ep)
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{
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@@ -137,7 +136,6 @@ namespace XUGL
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if (limit)
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cp2.y = ep.y;
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}
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dist = Vector3.Distance(sp, ep);
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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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if (segment < 4) segment = 4;
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