using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace XCharts { public static class ChartDrawer { private static UIVertex[] vertex = new UIVertex[4]; private static List s_CurvesPosList = new List(); 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 radius, Color32 color, bool vertical = true) { Vector3 p1, p2, p3, p4; if (vertical) { p1 = new Vector3(p.x + radius, p.y - radius); p2 = new Vector3(p.x - radius, p.y - radius); p3 = new Vector3(p.x - radius, p.y + radius); p4 = new Vector3(p.x + radius, p.y + radius); } else { p1 = new Vector3(p.x - radius, p.y - radius); p2 = new Vector3(p.x - radius, p.y + radius); p3 = new Vector3(p.x + radius, p.y + radius); p4 = new Vector3(p.x + radius, p.y - radius); } DrawPolygon(vh, p1, p2, p3, p4, color, color); } public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color) { DrawPolygon(vh, p1, p2, radius, color, color); } public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color, Color32 toColor) { var dir = (p2 - p1).normalized; var dirv = Vector3.Cross(dir, Vector3.forward).normalized; var p3 = p1 + dirv * radius; var p4 = p1 - dirv * radius; var p5 = p2 - dirv * radius; var p6 = p2 + dirv * radius; DrawPolygon(vh, p3, p4, p5, p6, color, toColor); } public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius, Color32 color, bool vertical = true) { DrawPolygon(vh, p, xRadius, yRadius, color, color, vertical); } public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius, Color32 color, Color toColor, bool vertical = true) { Vector3 p1, p2, p3, p4; if (vertical) { p1 = new Vector3(p.x + xRadius, p.y - yRadius); p2 = new Vector3(p.x - xRadius, p.y - yRadius); p3 = new Vector3(p.x - xRadius, p.y + yRadius); p4 = new Vector3(p.x + xRadius, p.y + yRadius); } else { p1 = new Vector3(p.x - xRadius, p.y - yRadius); p2 = new Vector3(p.x - xRadius, p.y + yRadius); p3 = new Vector3(p.x + xRadius, p.y + yRadius); p4 = new Vector3(p.x + xRadius, p.y - yRadius); } DrawPolygon(vh, p1, p2, p3, p4, color, toColor); } 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 DrawBorder(VertexHelper vh, Vector3 p, float rectWidth, float rectHeight, float borderWidth, Color32 color) { var halfWid = rectWidth / 2; var halfHig = rectHeight / 2; var p1In = new Vector3(p.x - halfWid, p.y - halfHig); var p1Ot = new Vector3(p.x - halfWid - borderWidth, p.y - halfHig - borderWidth); var p2In = new Vector3(p.x - halfWid, p.y + halfHig); var p2Ot = new Vector3(p.x - halfWid - borderWidth, p.y + halfHig + borderWidth); var p3In = new Vector3(p.x + halfWid, p.y + halfHig); var p3Ot = new Vector3(p.x + halfWid + borderWidth, p.y + halfHig + borderWidth); var p4In = new Vector3(p.x + halfWid, p.y - halfHig); var p4Ot = new Vector3(p.x + halfWid + borderWidth, p.y - halfHig - borderWidth); DrawPolygon(vh, p1In, p1Ot, p2Ot, p2In, color); DrawPolygon(vh, p2In, p2Ot, p3Ot, p3In, color); DrawPolygon(vh, p3In, p3Ot, p4Ot, p4In, color); DrawPolygon(vh, p4In, p4Ot, p1Ot, p1In, color); } 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, float smoothness = 2f) { DrawSector(vh, p, radius, color, 0, 360, smoothness); } public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness, Color32 color, Color emptyColor, float smoothness = 2f) { DrawDoughnut(vh, p, radius - tickness, radius, color, emptyColor, smoothness); } public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, float startDegree, float toDegree, float smoothness = 2f) { int segments = (int)((2 * Mathf.PI * radius) / (smoothness < 0 ? 2f : 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, Color32 color, Color emptyColor, float smoothness = 2f, float startDegree = 0, float toDegree = 360) { if (insideRadius <= 0) { DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, smoothness); return; } Vector3 p1, p2, p3, p4; int segments = (int)((2 * Mathf.PI * outsideRadius) / (smoothness < 0 ? 2f : smoothness)); 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)); if (emptyColor != Color.clear) DrawTriangle(vh, p, p1, p4, emptyColor); DrawPolygon(vh, p1, p2, p3, p4, color); p1 = p4; p2 = p3; } } /// /// 画贝塞尔曲线 /// /// /// 起始点 /// 结束点 /// 控制点1 /// 控制点2 /// 曲线宽 /// 曲线颜色 public static void DrawCurves(VertexHelper vh, Vector3 sp, Vector3 ep, Vector3 cp1, Vector3 cp2, float lineWidth, Color lineColor, float smoothness) { var dist = Vector3.Distance(sp, ep); var segment = (int)(dist / (smoothness <= 0 ? 2f : smoothness)); ChartHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2); if (s_CurvesPosList.Count > 1) { var start = s_CurvesPosList[0]; var to = Vector3.zero; var dir = s_CurvesPosList[1] - start; var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth; var startUp = start - diff; var startDn = start + diff; for (int i = 1; i < s_CurvesPosList.Count; i++) { to = s_CurvesPosList[i]; diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth; var toUp = to - diff; var toDn = to + diff; DrawPolygon(vh, startUp, toUp, toDn, startDn, lineColor); startUp = toUp; startDn = toDn; start = to; } } } } }