[feature][radar] support smooth line

This commit is contained in:
monitor1394
2022-07-17 20:57:38 +08:00
parent aee49322b7
commit eedafa7011
10 changed files with 120 additions and 43 deletions

View File

@@ -24,7 +24,7 @@ namespace XCharts.Editor
PropertyField("m_AxisName");
PropertyField("m_SplitLine");
PropertyField("m_SplitArea");
PropertyField("m_IndicatorList");
PropertyListField("m_IndicatorList");
--EditorGUI.indentLevel;
}
}

View File

@@ -9,6 +9,7 @@ namespace XCharts.Editor
{
PropertyField("m_RadarType");
PropertyField("m_RadarIndex");
PropertyField("m_Smooth");
PropertyField("m_Symbol");
PropertyField("m_LineStyle");

View File

@@ -32,7 +32,7 @@ namespace XCharts.Runtime
if (!polar.context.isPointerEnter)
{
axis.context.pointerValue = double.PositiveInfinity;
axis.context.pointerValue = double.NaN;
return;
}

View File

@@ -180,7 +180,7 @@ namespace XCharts.Runtime
private void SetTooltipIndicatorLabel(Tooltip tooltip, Axis axis, ChartLabel label)
{
if (label == null) return;
if (double.IsPositiveInfinity(axis.context.pointerValue)) return;
if (double.IsNaN(axis.context.pointerValue)) return;
label.SetActive(true);
label.SetTextActive(true);
label.SetPosition(axis.context.pointerLabelPosition);

View File

@@ -2,7 +2,7 @@ using System;
namespace XCharts.Runtime
{
[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
[AttributeUsage(AttributeTargets.All, AllowMultiple = false)]
public class Since : Attribute
{
public readonly string version;

View File

@@ -21,8 +21,7 @@ namespace XCharts.Runtime
DrawParallelSerie(vh, serie);
}
private void UpdateSerieContext()
{ }
private void UpdateSerieContext() { }
private void DrawParallelSerie(VertexHelper vh, Parallel serie)
{
@@ -116,7 +115,10 @@ namespace XCharts.Runtime
lp = pos;
}
if (isSmooth)
UGL.DrawCurves(vh, m_Points, lineWidth, lineColor, chart.settings.lineSmoothness, currProgress, isHorizonal);
UGL.DrawCurves(vh, m_Points, lineWidth, lineColor,
chart.settings.lineSmoothStyle,
chart.settings.lineSmoothness,
UGL.Direction.XAxis, currProgress, isHorizonal);
else
UGL.DrawLine(vh, m_Points, lineWidth, lineColor, isSmooth);
}

View File

@@ -11,9 +11,21 @@ namespace XCharts.Runtime
[SerieDataExtraField()]
public class Radar : Serie, INeedSerieContainer
{
[SerializeField][Since("3.2.0")] private bool m_Smooth = false;
/// <summary>
/// Whether use smooth curve.
/// |是否平滑曲线。平滑曲线时不支持区域填充颜色。
/// </summary>
public bool smooth
{
get { return m_Smooth; }
set { if (PropertyUtil.SetStruct(ref m_Smooth, value)) { SetVerticesDirty(); } }
}
public int containerIndex { get; internal set; }
public int containterInstanceId { get; internal set; }
public override bool useDataNameForColor { get { return true; } }
public override bool useDataNameForColor { get { return radarType == RadarType.Multiple; } }
public override bool multiDimensionLabel { get { return radarType == RadarType.Multiple; } }
public static Serie AddDefaultSerie(BaseChart chart, string serieName)

View File

@@ -262,11 +262,11 @@ namespace XCharts.Runtime
{
toPoint = new Vector3(centerPos.x + radius * Mathf.Sin(currAngle),
centerPos.y + radius * Mathf.Cos(currAngle));
if (areaStyle != null && areaStyle.show)
if (areaStyle != null && areaStyle.show && !serie.smooth)
{
UGL.DrawTriangle(vh, startPoint, toPoint, centerPos, areaColor, areaColor, areaToColor);
}
if (lineStyle.show)
if (lineStyle.show && !serie.smooth)
{
ChartDrawer.DrawLineStyle(vh, lineStyle.type, lineWidth, startPoint, toPoint, lineColor);
}
@@ -274,14 +274,24 @@ namespace XCharts.Runtime
}
serieData.context.dataPoints.Add(startPoint);
}
if (areaStyle != null && areaStyle.show)
if (areaStyle != null && areaStyle.show && !serie.smooth)
{
UGL.DrawTriangle(vh, startPoint, firstPoint, centerPos, areaColor, areaColor, areaToColor);
}
if (lineStyle.show)
if (lineStyle.show && !serie.smooth)
{
ChartDrawer.DrawLineStyle(vh, lineStyle.type, lineWidth, startPoint, firstPoint, lineColor);
}
if (serie.smooth)
{
UGL.DrawCurves(vh, serieData.context.dataPoints, lineWidth, lineColor,
chart.settings.lineSmoothStyle,
chart.settings.lineSmoothness,
UGL.Direction.Random,
float.NaN, true);
}
if (symbol.show && symbol.type != SymbolType.None)
{
for (int m = 0; m < serieData.context.dataPoints.Count; m++)
@@ -394,11 +404,11 @@ namespace XCharts.Runtime
{
toPoint = new Vector3(p.x + radius * Mathf.Sin(currAngle),
p.y + radius * Mathf.Cos(currAngle));
if (areaStyle != null && areaStyle.show)
if (areaStyle != null && areaStyle.show && !serie.smooth)
{
UGL.DrawTriangle(vh, startPoint, toPoint, p, areaColor, areaColor, areaToColor);
}
if (lineStyle.show)
if (lineStyle.show && !serie.smooth)
{
if (radar.connectCenter)
ChartDrawer.DrawLineStyle(vh, lineStyle, startPoint, centerPos,
@@ -409,14 +419,15 @@ namespace XCharts.Runtime
startPoint = toPoint;
lastColor = lineColor;
}
serie.context.dataPoints.Add(startPoint);
serieData.context.position = startPoint;
serieData.context.labelPosition = startPoint;
if (areaStyle != null && areaStyle.show && j == endIndex)
if (areaStyle != null && areaStyle.show && j == endIndex && !serie.smooth)
{
UGL.DrawTriangle(vh, startPoint, firstPoint, centerPos, areaColor, areaColor, areaToColor);
}
if (lineStyle.show && j == endIndex)
if (lineStyle.show && j == endIndex && !serie.smooth)
{
if (radar.connectCenter)
ChartDrawer.DrawLineStyle(vh, lineStyle, startPoint, centerPos,
@@ -425,6 +436,16 @@ namespace XCharts.Runtime
LineStyle.Type.Solid, lineColor, radar.lineGradient ? firstColor : lineColor);
}
}
if (serie.smooth)
{
var lineWidth = serie.lineStyle.GetWidth(chart.theme.serie.lineWidth);
var lineColor = SerieHelper.GetLineColor(serie, null, chart.theme, serie.context.colorIndex, false);
UGL.DrawCurves(vh, serie.context.dataPoints, lineWidth, lineColor,
chart.settings.lineSmoothStyle,
chart.settings.lineSmoothness,
UGL.Direction.Random,
float.NaN, true);
}
if (serie.symbol.show && serie.symbol.type != SymbolType.None)
{
for (int j = 0; j < serie.data.Count; j++)

View File

@@ -10,6 +10,24 @@ namespace XUGL
/// </summary>
public static class UGL
{
/// <summary>
/// 曲线方向
/// </summary>
public enum Direction
{
/// <summary>
/// 沿X轴方向
/// </summary>
XAxis,
/// <summary>
/// 沿Y轴方向
/// </summary>
YAxis,
/// <summary>
/// 随机无序的。如一个闭合的环状曲线。
/// </summary>
Random
}
private static readonly Color32 s_ClearColor32 = new Color32(0, 0, 0, 0);
private static readonly Vector2 s_ZeroVector2 = Vector2.zero;
private static UIVertex[] s_Vertex = new UIVertex[4];
@@ -134,7 +152,7 @@ namespace XUGL
}
else if (smooth)
{
DrawCurves(vh, points, width, color, 2);
DrawCurves(vh, points, width, color, 2, 2, Direction.XAxis, float.NaN, closepath);
}
else
{
@@ -1752,42 +1770,67 @@ namespace XUGL
/// <param name="lineWidth">曲线宽</param>
/// <param name="lineColor">曲线颜色</param>
public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2,
float lineWidth, Color32 lineColor, float smoothness)
float lineWidth, Color32 lineColor, float smoothness, Direction dire = Direction.XAxis)
{
var dist = Vector3.Distance(sp, ep);
var segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
UGLHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor);
DrawCurvesInternal(vh, s_CurvesPosList, lineWidth, lineColor, dire);
}
/// <summary>
/// 画贝塞尔曲线
/// </summary>
/// <param name="vh"></param>
/// <param name="points">坐标点列表</param>
/// <param name="width">曲线宽</param>
/// <param name="color">曲线颜色</param>
/// <param name="smoothStyle">曲线样式</param>
/// <param name="smoothness">平滑度</param>
/// <param name="dire">曲线方向</param>
/// <param name="currProgress">当前绘制进度</param>
/// <param name="closed">曲线是否闭合</param>
public static void DrawCurves(VertexHelper vh, List<Vector3> points, float width, Color32 color,
float smoothness, float currProgress = float.PositiveInfinity, bool isYAxis = false)
float smoothStyle, float smoothness, Direction dire, float currProgress = float.NaN,
bool closed = false)
{
for (int i = 0; i < points.Count - 1; i++)
var count = points.Count;
var size = (closed?count : count - 1);
if (closed)
dire = Direction.Random;
for (int i = 0; i < size; i++)
{
var sp = points[i];
var ep = points[i + 1];
var lsp = i > 0 ? points[i - 1] : sp;
var nep = i < points.Count - 2 ? points[i + 2] : ep;
var ep = closed?(i == size - 1 ? points[0] : points[i + 1]) : points[i + 1];
var lsp = i > 0 ? points[i - 1] : (closed?points[count - 1] : sp);
var nep = i < points.Count - 2 ? points[i + 2] : (closed?points[(i + 2) % count] : ep);
var smoothness2 = smoothness;
if (currProgress != float.PositiveInfinity)
if (currProgress != float.NaN)
{
if (isYAxis)
smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
else
smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
switch (dire)
{
case Direction.XAxis:
smoothness2 = ep.x <= currProgress ? smoothness : smoothness * 0.5f;
break;
case Direction.YAxis:
smoothness2 = ep.y <= currProgress ? smoothness : smoothness * 0.5f;
break;
case Direction.Random:
smoothness2 = smoothness * 0.5f;
break;
}
}
if (isYAxis)
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2);
if (dire == Direction.YAxis)
UGLHelper.GetBezierListVertical(ref s_CurvesPosList, sp, ep, smoothness2, smoothStyle);
else
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2);
UGLHelper.GetBezierList(ref s_CurvesPosList, sp, ep, lsp, nep, smoothness2, smoothStyle);
DrawCurvesInternal(vh, s_CurvesPosList, width, color, currProgress, isYAxis);
DrawCurvesInternal(vh, s_CurvesPosList, width, color, dire, currProgress);
}
}
private static void DrawCurvesInternal(VertexHelper vh, List<Vector3> curvesPosList, float lineWidth,
Color32 lineColor, float currProgress = float.PositiveInfinity, bool isYAxis = false)
Color32 lineColor, Direction dire, float currProgress = float.NaN)
{
if (curvesPosList.Count > 1)
{
@@ -1805,11 +1848,11 @@ namespace XUGL
for (int i = 1; i < curvesPosList.Count; i++)
{
to = curvesPosList[i];
if (currProgress != float.PositiveInfinity)
if (currProgress != float.NaN)
{
if (isYAxis && to.y > currProgress)
if (dire == Direction.YAxis && to.y > currProgress)
break;
if (!isYAxis && to.x > currProgress)
if (dire == Direction.XAxis && to.x > currProgress)
break;
}

View File

@@ -110,22 +110,21 @@ 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)
{
float dist = Mathf.Abs(sp.x - ep.x);
var dist = Vector3.Distance(sp, ep);
Vector3 cp1, cp2;
var dir = (ep - sp).normalized;
var diff = dist / k;
if (lsp == sp)
{
cp1 = sp + dist / k * dir * 1;
cp1.y = sp.y;
cp1 = sp;
cp1 = sp + (nep - ep).normalized * diff;
if (limit)
cp1.y = sp.y;
}
else
{
cp1 = sp + (ep - lsp).normalized * diff;
if (limit)
cp1.y = sp.y;
}
if (nep == ep)
{
@@ -137,7 +136,6 @@ namespace XUGL
if (limit)
cp2.y = ep.y;
}
dist = Vector3.Distance(sp, ep);
int segment = (int) (dist / (smoothness <= 0 ? 2f : smoothness));
if (segment < 1) segment = (int) (dist / 0.5f);
if (segment < 4) segment = 4;