mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-15 21:00:11 +00:00
382 lines
16 KiB
C#
382 lines
16 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace XCharts
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{
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public static class ChartDrawer
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{
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private static UIVertex[] vertex = new UIVertex[4];
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private static List<Vector3> s_CurvesPosList = new List<Vector3>();
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public static void DrawArrow(VertexHelper vh, Vector3 startPos, Vector3 arrowPos, float width,
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float height, float offset, float dent, Color32 color)
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{
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var dir = (arrowPos - startPos).normalized;
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var sharpPos = arrowPos + (offset + height / 2) * dir;
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var middle = sharpPos + (dent - height) * dir;
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var diff = Vector3.Cross(dir, Vector3.forward).normalized * width / 2;
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var left = sharpPos - height * dir + diff;
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var right = sharpPos - height * dir - diff;
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DrawTriangle(vh, middle, sharpPos, left, color);
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DrawTriangle(vh, middle, sharpPos, right, color);
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}
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public static void DrawLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color)
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{
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if (p1 == p2) return;
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Vector3 v = Vector3.Cross(p2 - p1, Vector3.forward).normalized * size;
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vertex[0].position = p1 - v;
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vertex[1].position = p2 - v;
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vertex[2].position = p2 + v;
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vertex[3].position = p1 + v;
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for (int j = 0; j < 4; j++)
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{
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vertex[j].color = color;
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vertex[j].uv0 = Vector2.zero;
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}
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vh.AddUIVertexQuad(vertex);
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}
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public static void DrawDashLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
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float dashLen = 15f, float blankLen = 7f, List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankLen;
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DrawLine(vh, sp, dashep, size, color);
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sp = np;
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}
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if (posList != null) posList.Add(p2);
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
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float dotLen = 5f, float blankLen = 5f, List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dotLen + blankLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankLen;
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DrawLine(vh, sp, dashep, size, color);
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sp = np;
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}
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if (posList != null) posList.Add(p2);
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDashDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size, Color32 color,
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float dashLen = 15f, float blankDotLen = 15f, List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankDotLen;
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DrawLine(vh, sp, dashep, size, color);
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if (posList != null) posList.Add(dashep);
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var dotsp = dashep + (blankDotLen - 2 * size) / 2 * dir;
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var dotep = dotsp + 2 * size * dir;
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DrawLine(vh, dotsp, dotep, size, color);
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if (posList != null) posList.Add(dotsp);
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sp = np;
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}
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if (posList != null) posList.Add(p2);
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawDashDotDotLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
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Color32 color, float dashLen = 15f, float blankDotLen = 20f, List<Vector3> posList = null)
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{
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float dist = Vector3.Distance(p1, p2);
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if (dist < 0.1f) return;
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int segment = Mathf.CeilToInt(dist / (dashLen + blankDotLen));
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Vector3 dir = (p2 - p1).normalized;
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Vector3 sp = p1, np;
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if (posList != null) posList.Clear();
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for (int i = 1; i <= segment; i++)
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{
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if (posList != null) posList.Add(sp);
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np = p1 + dir * dist * i / segment;
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var dashep = np - dir * blankDotLen;
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DrawLine(vh, sp, dashep, size, color);
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if (posList != null) posList.Add(dashep);
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var dotsp = dashep + (blankDotLen / 2 - 2 * size) / 2 * dir;
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var dotep = dotsp + 2 * size * dir;
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DrawLine(vh, dotsp, dotep, size, color);
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if (posList != null) posList.Add(dotep);
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var dotsp2 = dashep + blankDotLen / 2 * dir;
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dotsp2 = dotsp2 + (blankDotLen / 4 - 2 * size) / 2 * dir;
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var dotep2 = dotsp2 + 2 * size * dir;
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DrawLine(vh, dotsp2, dotep2, size, color);
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if (posList != null) posList.Add(dotep2);
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sp = np;
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}
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if (posList != null) posList.Add(p2);
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DrawLine(vh, sp, p2, size, color);
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}
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public static void DrawZebraLine(VertexHelper vh, Vector3 p1, Vector3 p2, float size,
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float zebraWidth, float zebraGap, Color32 color)
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{
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DrawDotLine(vh, p1, p2, size, color, zebraWidth, zebraGap);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p, float radius, Color32 color,
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bool vertical = true)
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{
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Vector3 p1, p2, p3, p4;
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if (vertical)
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{
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p1 = new Vector3(p.x + radius, p.y - radius);
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p2 = new Vector3(p.x - radius, p.y - radius);
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p3 = new Vector3(p.x - radius, p.y + radius);
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p4 = new Vector3(p.x + radius, p.y + radius);
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}
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else
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{
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p1 = new Vector3(p.x - radius, p.y - radius);
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p2 = new Vector3(p.x - radius, p.y + radius);
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p3 = new Vector3(p.x + radius, p.y + radius);
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p4 = new Vector3(p.x + radius, p.y - radius);
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}
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DrawPolygon(vh, p1, p2, p3, p4, color, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color)
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{
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DrawPolygon(vh, p1, p2, radius, color, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, float radius, Color32 color, Color32 toColor)
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{
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var dir = (p2 - p1).normalized;
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var dirv = Vector3.Cross(dir, Vector3.forward).normalized;
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var p3 = p1 + dirv * radius;
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var p4 = p1 - dirv * radius;
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var p5 = p2 - dirv * radius;
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var p6 = p2 + dirv * radius;
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DrawPolygon(vh, p3, p4, p5, p6, color, toColor);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
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Color32 color, bool vertical = true)
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{
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DrawPolygon(vh, p, xRadius, yRadius, color, color, vertical);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p, float xRadius, float yRadius,
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Color32 color, Color toColor, bool vertical = true)
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{
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Vector3 p1, p2, p3, p4;
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if (vertical)
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{
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p1 = new Vector3(p.x + xRadius, p.y - yRadius);
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p2 = new Vector3(p.x - xRadius, p.y - yRadius);
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p3 = new Vector3(p.x - xRadius, p.y + yRadius);
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p4 = new Vector3(p.x + xRadius, p.y + yRadius);
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}
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else
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{
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p1 = new Vector3(p.x - xRadius, p.y - yRadius);
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p2 = new Vector3(p.x - xRadius, p.y + yRadius);
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p3 = new Vector3(p.x + xRadius, p.y + yRadius);
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p4 = new Vector3(p.x + xRadius, p.y - yRadius);
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}
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DrawPolygon(vh, p1, p2, p3, p4, color, toColor);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
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Color32 color)
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{
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DrawPolygon(vh, p1, p2, p3, p4, color, color);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4,
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Color32 startColor, Color32 toColor)
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{
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vertex[0].position = p1;
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vertex[1].position = p2;
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vertex[2].position = p3;
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vertex[3].position = p4;
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for (int j = 0; j < 4; j++)
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{
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vertex[j].color = j >= 2 ? toColor : startColor;
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vertex[j].uv0 = Vector2.zero;
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}
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vh.AddUIVertexQuad(vertex);
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}
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public static void DrawBorder(VertexHelper vh, Vector3 p, float rectWidth, float rectHeight,
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float borderWidth, Color32 color)
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{
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var halfWid = rectWidth / 2;
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var halfHig = rectHeight / 2;
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var p1In = new Vector3(p.x - halfWid, p.y - halfHig);
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var p1Ot = new Vector3(p.x - halfWid - borderWidth, p.y - halfHig - borderWidth);
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var p2In = new Vector3(p.x - halfWid, p.y + halfHig);
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var p2Ot = new Vector3(p.x - halfWid - borderWidth, p.y + halfHig + borderWidth);
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var p3In = new Vector3(p.x + halfWid, p.y + halfHig);
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var p3Ot = new Vector3(p.x + halfWid + borderWidth, p.y + halfHig + borderWidth);
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var p4In = new Vector3(p.x + halfWid, p.y - halfHig);
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var p4Ot = new Vector3(p.x + halfWid + borderWidth, p.y - halfHig - borderWidth);
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DrawPolygon(vh, p1In, p1Ot, p2Ot, p2In, color);
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DrawPolygon(vh, p2In, p2Ot, p3Ot, p3In, color);
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DrawPolygon(vh, p3In, p3Ot, p4Ot, p4In, color);
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DrawPolygon(vh, p4In, p4Ot, p1Ot, p1In, color);
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}
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public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color)
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{
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DrawTriangle(vh, p1, p2, p3, color, color, color);
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}
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public static void DrawTriangle(VertexHelper vh, Vector3 p1,
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Vector3 p2, Vector3 p3, Color32 color, Color32 color2, Color32 color3)
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{
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UIVertex v1 = new UIVertex();
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v1.position = p1;
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v1.color = color;
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v1.uv0 = Vector3.zero;
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UIVertex v2 = new UIVertex();
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v2.position = p2;
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v2.color = color2;
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v2.uv0 = Vector3.zero;
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UIVertex v3 = new UIVertex();
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v3.position = p3;
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v3.color = color3;
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v3.uv0 = Vector3.zero;
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int startIndex = vh.currentVertCount;
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vh.AddVert(v1);
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vh.AddVert(v2);
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vh.AddVert(v3);
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vh.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
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}
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public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
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float smoothness = 2f)
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{
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DrawSector(vh, p, radius, color, 0, 360, smoothness);
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}
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public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
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Color32 color, Color emptyColor, float smoothness = 2f)
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{
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DrawDoughnut(vh, p, radius - tickness, radius, color, emptyColor, smoothness);
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}
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public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
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float startDegree, float toDegree, float smoothness = 2f)
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{
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int segments = (int)((2 * Mathf.PI * radius) / (smoothness < 0 ? 2f : smoothness));
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Vector3 p2, p3;
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float startAngle = startDegree * Mathf.Deg2Rad;
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float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
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p2 = new Vector3(p.x + radius * Mathf.Sin(startAngle), p.y + radius * Mathf.Cos(startAngle));
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for (int i = 0; i <= segments; i++)
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{
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float currAngle = startAngle + i * angle;
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p3 = new Vector3(p.x + radius * Mathf.Sin(currAngle),
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p.y + radius * Mathf.Cos(currAngle));
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DrawTriangle(vh, p, p2, p3, color);
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p2 = p3;
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}
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}
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public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
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Color32 color, Color emptyColor, float smoothness = 2f, float startDegree = 0, float toDegree = 360)
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{
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if (insideRadius <= 0)
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{
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DrawSector(vh, p, outsideRadius, color, startDegree, toDegree, smoothness);
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return;
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}
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Vector3 p1, p2, p3, p4;
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int segments = (int)((2 * Mathf.PI * outsideRadius) / (smoothness < 0 ? 2f : smoothness));
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float startAngle = startDegree * Mathf.Deg2Rad;
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float angle = (toDegree - startDegree) * Mathf.Deg2Rad / segments;
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p1 = new Vector3(p.x + insideRadius * Mathf.Sin(startAngle),
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p.y + insideRadius * Mathf.Cos(startAngle));
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p2 = new Vector3(p.x + outsideRadius * Mathf.Sin(startAngle),
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p.y + outsideRadius * Mathf.Cos(startAngle));
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for (int i = 0; i <= segments; i++)
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{
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float currAngle = startAngle + i * angle;
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p3 = new Vector3(p.x + outsideRadius * Mathf.Sin(currAngle),
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p.y + outsideRadius * Mathf.Cos(currAngle));
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p4 = new Vector3(p.x + insideRadius * Mathf.Sin(currAngle),
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p.y + insideRadius * Mathf.Cos(currAngle));
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if (emptyColor != Color.clear) DrawTriangle(vh, p, p1, p4, emptyColor);
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DrawPolygon(vh, p1, p2, p3, p4, color);
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p1 = p4;
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p2 = p3;
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}
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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="sp">起始点</param>
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/// <param name="ep">结束点</param>
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/// <param name="cp1">控制点1</param>
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/// <param name="cp2">控制点2</param>
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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, Color lineColor, float smoothness)
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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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ChartHelper.GetBezierList2(ref s_CurvesPosList, sp, ep, segment, cp1, cp2);
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if (s_CurvesPosList.Count > 1)
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{
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var start = s_CurvesPosList[0];
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var to = Vector3.zero;
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var dir = s_CurvesPosList[1] - start;
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var diff = Vector3.Cross(dir, Vector3.forward).normalized * lineWidth;
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var startUp = start - diff;
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var startDn = start + diff;
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for (int i = 1; i < s_CurvesPosList.Count; i++)
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{
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to = s_CurvesPosList[i];
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diff = Vector3.Cross(to - start, Vector3.forward).normalized * lineWidth;
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var toUp = to - diff;
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var toDn = to + diff;
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DrawPolygon(vh, startUp, toUp, toDn, startDn, lineColor);
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startUp = toUp;
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startDn = toDn;
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start = to;
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}
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}
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}
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}
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} |