mirror of
https://github.com/XCharts-Team/XCharts.git
synced 2026-05-16 13:30:10 +00:00
1041 lines
50 KiB
C#
1041 lines
50 KiB
C#
using System.Linq;
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/******************************************/
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/* */
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/* Copyright (c) 2018 monitor1394 */
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/* https://github.com/monitor1394 */
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/* */
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/******************************************/
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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 DrawDiamond(VertexHelper vh, Vector3 pos, float size, Color32 color)
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{
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DrawDiamond(vh, pos, size, color, color);
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}
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public static void DrawDiamond(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
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{
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var p1 = new Vector2(pos.x - size, pos.y);
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var p2 = new Vector2(pos.x, pos.y + size);
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var p3 = new Vector2(pos.x + size, pos.y);
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var p4 = new Vector2(pos.x, pos.y - size);
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DrawTriangle(vh, p4, p1, p2, color, color, toColor);
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DrawTriangle(vh, p3, p4, p2, color, color, toColor);
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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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DrawPolygon(vh, p, radius, color, color, vertical);
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}
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public static void DrawPolygon(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
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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, toColor);
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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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private static void InitCornerRadius(float[] cornerRadius, float width, float height, ref float brLt,
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ref float brRt, ref float brRb, ref float brLb, ref bool needRound)
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{
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brLt = cornerRadius != null && cornerRadius.Length > 0 ? cornerRadius[0] : 0;
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brRt = cornerRadius != null && cornerRadius.Length > 1 ? cornerRadius[1] : 0;
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brRb = cornerRadius != null && cornerRadius.Length > 2 ? cornerRadius[2] : 0;
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brLb = cornerRadius != null && cornerRadius.Length > 3 ? cornerRadius[3] : 0;
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needRound = brLb != 0 || brRt != 0 || brRb != 0 || brLb != 0;
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if (needRound)
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{
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if (brLt + brRt > width)
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{
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var total = brLt + brRt;
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brLt = width * (brLt / total);
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brRt = width * (brRt / total);
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}
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if (brRt + brRb > height)
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{
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var total = brRt + brRb;
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brRt = height * (brRt / total);
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brRb = height * (brRb / total);
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}
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if (brRb + brLb > width)
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{
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var total = brRb + brLb;
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brRb = width * (brRb / total);
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brLb = width * (brLb / total);
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}
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if (brLb + brLt > height)
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{
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var total = brLb + brLt;
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brLb = height * (brLb / total);
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brLt = height * (brLt / total);
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}
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if (brLt + brRb > height)
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{
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var total = brLt + brRb;
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brLt = height * (brLt / total);
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brRb = height * (brRb / total);
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}
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if (brRt + brLb > height)
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{
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var total = brRt + brRt;
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brRt = height * (brRt / total);
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brLb = height * (brLb / total);
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}
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}
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}
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/// <summary>
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/// 绘制圆角矩形
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="center"></param>
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/// <param name="rectWidth"></param>
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/// <param name="rectHeight"></param>
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/// <param name="color"></param>
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/// <param name="rotate"></param>
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/// <param name="cornerRadius"></param>
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public static void DrawRoundRectangle(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
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Color32 color, float rotate = 0, float[] cornerRadius = null)
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{
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var halfWid = rectWidth / 2;
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var halfHig = rectHeight / 2;
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float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
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bool needRound = false;
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InitCornerRadius(cornerRadius, rectWidth, rectHeight, ref brLt, ref brRt, ref brRb, ref brLb, ref needRound);
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var tempCenter = Vector3.zero;
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var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
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var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
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var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
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var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
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if (needRound)
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{
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var lbIn2 = lbIn;
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var ltIn2 = ltIn;
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var rtIn2 = rtIn;
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var rbIn2 = rbIn;
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var roundLb = lbIn;
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var roundLt = ltIn;
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var roundRt = rtIn;
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var roundRb = rbIn;
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if (brLt > 0)
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{
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roundLt = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
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DrawSector(vh, roundLt, brLt, color, color, 270, 360);
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ltIn = roundLt + brLt * Vector3.left;
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ltIn2 = roundLt + brLt * Vector3.up;
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}
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if (brRt > 0)
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{
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roundRt = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
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DrawSector(vh, roundRt, brRt, color, color, 0, 90);
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rtIn = roundRt + brRt * Vector3.up;
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rtIn2 = roundRt + brRt * Vector3.right;
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}
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if (brRb > 0)
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{
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roundRb = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
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DrawSector(vh, roundRb, brRb, color, color, 90, 180);
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rbIn = roundRb + brRb * Vector3.right;
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rbIn2 = roundRb + brRb * Vector3.down;
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}
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if (brLb > 0)
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{
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roundLb = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
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DrawSector(vh, roundLb, brLb, color, color, 180, 270);
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lbIn = roundLb + brLb * Vector3.left;
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lbIn2 = roundLb + brLb * Vector3.down;
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}
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var maxup = Mathf.Max(brLt, brRt);
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DrawPolygon(vh, ltIn2, rtIn, rtIn + maxup * Vector3.down, ltIn2 + maxup * Vector3.down, color);
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DrawPolygon(vh, ltIn, roundLt, roundLt + (maxup - brLt) * Vector3.down, ltIn + (maxup - brLt) * Vector3.down, color);
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DrawPolygon(vh, roundRt, rtIn2, rtIn2 + (maxup - brRt) * Vector3.down, roundRt + (maxup - brRt) * Vector3.down, color);
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var maxdown = Mathf.Max(brLb, brRb);
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DrawPolygon(vh, lbIn2, lbIn2 + maxdown * Vector3.up, rbIn2 + maxdown * Vector3.up, rbIn2, color);
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DrawPolygon(vh, lbIn, lbIn + (maxdown - brLb) * Vector3.up, roundLb + (maxdown - brLb) * Vector3.up, roundLb, color);
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DrawPolygon(vh, roundRb, roundRb + (maxdown - brRb) * Vector3.up, rbIn2 + (maxdown - brRb) * Vector3.up, rbIn2, color);
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var clt = new Vector3(center.x - halfWid, center.y + halfHig - maxup);
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var crt = new Vector3(center.x + halfWid, center.y + halfHig - maxup);
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var crb = new Vector3(center.x + halfWid, center.y - halfHig + maxdown);
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var clb = new Vector3(center.x - halfWid, center.y - halfHig + maxdown);
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if (clt.y > clb.y)
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DrawPolygon(vh, clt, crt, crb, clb, color);
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}
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else
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{
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DrawPolygon(vh, lbIn, ltIn, rtIn, rbIn, color);
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}
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}
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/// <summary>
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/// 绘制(圆角)边框
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/// </summary>
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/// <param name="vh"></param>
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/// <param name="center"></param>
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/// <param name="rectWidth"></param>
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/// <param name="rectHeight"></param>
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/// <param name="borderWidth"></param>
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/// <param name="color"></param>
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/// <param name="rotate"></param>
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/// <param name="cornerRadius"></param>
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public static void DrawBorder(VertexHelper vh, Vector3 center, float rectWidth, float rectHeight,
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float borderWidth, Color32 color, float rotate = 0, float[] cornerRadius = null)
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{
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if (borderWidth == 0 || color == Color.clear) return;
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var halfWid = rectWidth / 2;
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var halfHig = rectHeight / 2;
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var lbIn = new Vector3(center.x - halfWid, center.y - halfHig);
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var lbOt = new Vector3(center.x - halfWid - borderWidth, center.y - halfHig - borderWidth);
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var ltIn = new Vector3(center.x - halfWid, center.y + halfHig);
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var ltOt = new Vector3(center.x - halfWid - borderWidth, center.y + halfHig + borderWidth);
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|
var rtIn = new Vector3(center.x + halfWid, center.y + halfHig);
|
|
var rtOt = new Vector3(center.x + halfWid + borderWidth, center.y + halfHig + borderWidth);
|
|
var rbIn = new Vector3(center.x + halfWid, center.y - halfHig);
|
|
var rbOt = new Vector3(center.x + halfWid + borderWidth, center.y - halfHig - borderWidth);
|
|
float brLt = 0, brRt = 0, brRb = 0, brLb = 0;
|
|
bool needRound = false;
|
|
InitCornerRadius(cornerRadius, rectWidth, rectHeight, ref brLt, ref brRt, ref brRb, ref brLb, ref needRound);
|
|
var tempCenter = Vector3.zero;
|
|
if (needRound)
|
|
{
|
|
var lbIn2 = lbIn;
|
|
var lbOt2 = lbOt;
|
|
var ltIn2 = ltIn;
|
|
var ltOt2 = ltOt;
|
|
var rtIn2 = rtIn;
|
|
var rtOt2 = rtOt;
|
|
var rbIn2 = rbIn;
|
|
var rbOt2 = rbOt;
|
|
if (brLt > 0)
|
|
{
|
|
tempCenter = new Vector3(center.x - halfWid + brLt, center.y + halfHig - brLt);
|
|
DrawDoughnut(vh, tempCenter, brLt, brLt + borderWidth, color, Color.clear, 270, 360);
|
|
ltIn = tempCenter + brLt * Vector3.left;
|
|
ltOt = tempCenter + (brLt + borderWidth) * Vector3.left;
|
|
ltIn2 = tempCenter + brLt * Vector3.up;
|
|
ltOt2 = tempCenter + (brLt + borderWidth) * Vector3.up;
|
|
}
|
|
if (brRt > 0)
|
|
{
|
|
tempCenter = new Vector3(center.x + halfWid - brRt, center.y + halfHig - brRt);
|
|
DrawDoughnut(vh, tempCenter, brRt, brRt + borderWidth, color, Color.clear, 0, 90);
|
|
rtIn = tempCenter + brRt * Vector3.up;
|
|
rtOt = tempCenter + (brRt + borderWidth) * Vector3.up;
|
|
rtIn2 = tempCenter + brRt * Vector3.right;
|
|
rtOt2 = tempCenter + (brRt + borderWidth) * Vector3.right;
|
|
}
|
|
if (brRb > 0)
|
|
{
|
|
tempCenter = new Vector3(center.x + halfWid - brRb, center.y - halfHig + brRb);
|
|
DrawDoughnut(vh, tempCenter, brRb, brRb + borderWidth, color, Color.clear, 90, 180);
|
|
rbIn = tempCenter + brRb * Vector3.right;
|
|
rbOt = tempCenter + (brRb + borderWidth) * Vector3.right;
|
|
rbIn2 = tempCenter + brRb * Vector3.down;
|
|
rbOt2 = tempCenter + (brRb + borderWidth) * Vector3.down;
|
|
}
|
|
if (brLb > 0)
|
|
{
|
|
tempCenter = new Vector3(center.x - halfWid + brLb, center.y - halfHig + brLb);
|
|
DrawDoughnut(vh, tempCenter, brLb, brLb + borderWidth, color, Color.clear, 180, 270);
|
|
lbIn = tempCenter + brLb * Vector3.left;
|
|
lbOt = tempCenter + (brLb + borderWidth) * Vector3.left;
|
|
lbIn2 = tempCenter + brLb * Vector3.down;
|
|
lbOt2 = tempCenter + (brLb + borderWidth) * Vector3.down;
|
|
}
|
|
DrawPolygon(vh, lbIn, lbOt, ltOt, ltIn, color);
|
|
DrawPolygon(vh, ltIn2, ltOt2, rtOt, rtIn, color);
|
|
DrawPolygon(vh, rtIn2, rtOt2, rbOt, rbIn, color);
|
|
DrawPolygon(vh, rbIn2, rbOt2, lbOt2, lbIn2, color);
|
|
}
|
|
else
|
|
{
|
|
if (rotate > 0)
|
|
{
|
|
lbIn = ChartHelper.RotateRound(lbIn, center, Vector3.forward, rotate);
|
|
lbOt = ChartHelper.RotateRound(lbOt, center, Vector3.forward, rotate);
|
|
ltIn = ChartHelper.RotateRound(ltIn, center, Vector3.forward, rotate);
|
|
ltOt = ChartHelper.RotateRound(ltOt, center, Vector3.forward, rotate);
|
|
rtIn = ChartHelper.RotateRound(rtIn, center, Vector3.forward, rotate);
|
|
rtOt = ChartHelper.RotateRound(rtOt, center, Vector3.forward, rotate);
|
|
rbIn = ChartHelper.RotateRound(rbIn, center, Vector3.forward, rotate);
|
|
rbOt = ChartHelper.RotateRound(rbOt, center, Vector3.forward, rotate);
|
|
}
|
|
DrawPolygon(vh, lbIn, lbOt, ltOt, ltIn, color);
|
|
DrawPolygon(vh, ltIn, ltOt, rtOt, rtIn, color);
|
|
DrawPolygon(vh, rtIn, rtOt, rbOt, rbIn, color);
|
|
DrawPolygon(vh, rbIn, rbOt, lbOt, lbIn, 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 pos, float size, Color32 color)
|
|
{
|
|
DrawTriangle(vh, pos, size, color, color);
|
|
}
|
|
|
|
public static void DrawTriangle(VertexHelper vh, Vector3 pos, float size, Color32 color, Color32 toColor)
|
|
{
|
|
var x = size * Mathf.Cos(30 * Mathf.PI / 180);
|
|
var y = size * Mathf.Sin(30 * Mathf.PI / 180);
|
|
var p1 = new Vector2(pos.x - x, pos.y - y);
|
|
var p2 = new Vector2(pos.x, pos.y + size);
|
|
var p3 = new Vector2(pos.x + x, pos.y - y);
|
|
ChartDrawer.DrawTriangle(vh, p1, p2, p3, color, toColor, 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)
|
|
{
|
|
DrawCricle(vh, p, radius, color, color, 0, Color.clear, smoothness);
|
|
}
|
|
|
|
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
|
|
Color32 toColor, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, toColor, 0, 360, 0, Color.clear, smoothness);
|
|
}
|
|
|
|
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
|
|
Color32 toColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, toColor, 0, 360, borderWidth, borderColor, smoothness);
|
|
}
|
|
|
|
public static void DrawCricle(VertexHelper vh, Vector3 p, float radius, Color32 color,
|
|
float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawCricle(vh, p, radius, color, color, borderWidth, borderColor, smoothness);
|
|
}
|
|
|
|
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
|
|
Color32 color, Color32 emptyColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, radius - tickness, radius, color, color, emptyColor, 0, 360, 0, Color.clear, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
|
|
Color32 color, Color32 emptyColor, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, radius - tickness, radius, color, color, emptyColor, 0, 360, borderWidth,
|
|
borderColor, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
|
|
Color32 color, Color32 toColor, Color32 emptyColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, radius - tickness, radius, color, toColor, emptyColor, 0, 360, 0,
|
|
Color.clear, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawEmptyCricle(VertexHelper vh, Vector3 p, float radius, float tickness,
|
|
Color32 color, Color32 toColor, Color32 emptyColor, float borderWidth, Color32 borderColor,
|
|
float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, radius - tickness, radius, color, toColor, emptyColor, 0, 360, borderWidth,
|
|
borderColor, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
|
|
float startDegree, float toDegree, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, color, startDegree, toDegree, 0, Color.clear, smoothness);
|
|
}
|
|
|
|
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
|
|
float startDegree, float toDegree, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, toColor, startDegree, toDegree, 0, Color.clear, smoothness);
|
|
}
|
|
|
|
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color,
|
|
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, color, startDegree, toDegree, borderWidth, borderColor, smoothness);
|
|
}
|
|
|
|
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
|
|
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawSector(vh, p, radius, color, toColor, startDegree, toDegree, borderWidth, borderColor, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawSector(VertexHelper vh, Vector3 p, float radius, Color32 color, Color32 toColor,
|
|
float startDegree, float toDegree, float borderWidth, Color32 borderColor, float space,
|
|
float smoothness = 2f)
|
|
{
|
|
radius -= borderWidth;
|
|
smoothness = (smoothness < 0 ? 2f : smoothness);
|
|
int segments = (int)((2 * Mathf.PI * radius) * (Mathf.Abs(toDegree - startDegree) / 360) / smoothness);
|
|
float startAngle = startDegree * Mathf.Deg2Rad;
|
|
float toAngle = toDegree * Mathf.Deg2Rad;
|
|
float realStartAngle = startAngle;
|
|
float realToAngle = toAngle;
|
|
float halfAngle = (toAngle - startAngle) / 2;
|
|
float borderAngle = 0;
|
|
float spaceAngle = 0;
|
|
|
|
var p2 = p + radius * GetDire(startAngle);
|
|
var p3 = Vector3.zero;
|
|
var spaceCenter = p;
|
|
var realCenter = p;
|
|
var needBorder = borderWidth != 0;
|
|
var needSpace = space != 0;
|
|
var lastPos = Vector3.zero;
|
|
var middleDire = GetDire(startAngle + halfAngle);
|
|
if (needBorder || needSpace)
|
|
{
|
|
float spaceDiff = 0f;
|
|
float borderDiff = 0f;
|
|
if (needSpace)
|
|
{
|
|
spaceDiff = space / Mathf.Sin(halfAngle);
|
|
spaceCenter = p + spaceDiff * middleDire;
|
|
realCenter = spaceCenter;
|
|
spaceAngle = 2 * Mathf.Asin(space / (2 * radius));
|
|
realStartAngle = startAngle + spaceAngle;
|
|
realToAngle = toAngle - spaceAngle;
|
|
if (realToAngle < realStartAngle) realToAngle = realStartAngle;
|
|
p2 = GetPos(p, radius, realStartAngle);
|
|
}
|
|
if (needBorder)
|
|
{
|
|
borderDiff = borderWidth / Mathf.Sin(halfAngle);
|
|
realCenter += borderDiff * middleDire;
|
|
borderAngle = 2 * Mathf.Asin(borderWidth / (2 * radius));
|
|
realStartAngle = realStartAngle + borderAngle;
|
|
realToAngle = realToAngle - borderAngle;
|
|
if (realToAngle < realStartAngle)
|
|
{
|
|
realToAngle = realStartAngle;
|
|
p2 = GetPos(p, radius, realStartAngle);
|
|
}
|
|
else
|
|
{
|
|
var borderX1 = GetPos(p, radius, realStartAngle);
|
|
DrawPolygon(vh, realCenter, spaceCenter, p2, borderX1, borderColor);
|
|
p2 = borderX1;
|
|
|
|
var borderX2 = GetPos(p, radius, realToAngle);
|
|
var pEnd = GetPos(p, radius, toAngle - spaceAngle);
|
|
DrawPolygon(vh, realCenter, borderX2, pEnd, spaceCenter, borderColor);
|
|
}
|
|
}
|
|
}
|
|
float segmentAngle = (realToAngle - realStartAngle) / segments;
|
|
for (int i = 0; i <= segments; i++)
|
|
{
|
|
float currAngle = realStartAngle + i * segmentAngle;
|
|
p3 = p + radius * GetDire(currAngle);
|
|
DrawTriangle(vh, realCenter, p2, p3, toColor, color, color);
|
|
p2 = p3;
|
|
}
|
|
if (needBorder || needSpace)
|
|
{
|
|
if (realToAngle > realStartAngle)
|
|
{
|
|
var borderX2 = p + radius * GetDire(realToAngle);
|
|
DrawTriangle(vh, realCenter, p2, borderX2, toColor, color, color);
|
|
if (needBorder)
|
|
{
|
|
var realStartDegree = (realStartAngle - borderAngle) * Mathf.Rad2Deg;
|
|
var realToDegree = (realToAngle + borderAngle) * Mathf.Rad2Deg;
|
|
DrawDoughnut(vh, p, radius, radius + borderWidth, borderColor, Color.clear, realStartDegree,
|
|
realToDegree, smoothness);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
private static Vector3 GetPos(Vector3 center, float radius, float angle, bool isDegree = false)
|
|
{
|
|
angle = isDegree ? angle * Mathf.Deg2Rad : angle;
|
|
return new Vector3(center.x + radius * Mathf.Sin(angle), center.y + radius * Mathf.Cos(angle));
|
|
}
|
|
|
|
private static Vector3 GetDire(float angle, bool isDegree = false)
|
|
{
|
|
angle = isDegree ? angle * Mathf.Deg2Rad : angle;
|
|
return new Vector3(Mathf.Sin(angle), Mathf.Cos(angle));
|
|
}
|
|
|
|
public static void DrawRoundCap(VertexHelper vh, Vector3 center, float width, float radius, float angle,
|
|
bool clockwise, Color color, bool end)
|
|
{
|
|
var px = Mathf.Sin(angle * Mathf.Deg2Rad) * radius;
|
|
var py = Mathf.Cos(angle * Mathf.Deg2Rad) * radius;
|
|
var pos = new Vector3(px, py) + center;
|
|
if (end)
|
|
{
|
|
if (clockwise)
|
|
ChartDrawer.DrawSector(vh, pos, width, color, angle, angle + 180, 0, Color.clear);
|
|
else
|
|
ChartDrawer.DrawSector(vh, pos, width, color, angle, angle - 180, 0, Color.clear);
|
|
}
|
|
else
|
|
{
|
|
if (clockwise)
|
|
ChartDrawer.DrawSector(vh, pos, width, color, angle + 180, angle + 360, 0, Color.clear);
|
|
else
|
|
ChartDrawer.DrawSector(vh, pos, width, color, angle - 180, angle - 360, 0, Color.clear);
|
|
}
|
|
}
|
|
|
|
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
|
Color32 color, Color emptyColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, 0, 360, 0, Color.clear,
|
|
0, smoothness);
|
|
}
|
|
|
|
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
|
Color32 color, Color emptyColor, float startDegree,
|
|
float toDegree, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
|
|
0, Color.clear, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
|
Color32 color, Color emptyColor, float startDegree,
|
|
float toDegree, float borderWidth, Color32 borderColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, color, emptyColor, startDegree, toDegree,
|
|
borderWidth, borderColor, 0, smoothness);
|
|
}
|
|
|
|
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
|
Color32 color, Color32 toColor, Color emptyColor, float smoothness = 2f)
|
|
{
|
|
DrawDoughnut(vh, p, insideRadius, outsideRadius, color, toColor, emptyColor, 0, 360, 0, Color.clear,
|
|
0, smoothness);
|
|
}
|
|
|
|
public static void DrawDoughnut(VertexHelper vh, Vector3 p, float insideRadius, float outsideRadius,
|
|
Color32 color, Color32 toColor, Color emptyColor, float startDegree, float toDegree, float borderWidth,
|
|
Color32 borderColor, float space, float smoothness, bool roundCap = false, bool clockwise = true)
|
|
{
|
|
if (toDegree - startDegree == 0) return;
|
|
if (insideRadius <= 0)
|
|
{
|
|
DrawSector(vh, p, outsideRadius, color, toColor, startDegree, toDegree, borderWidth, borderColor,
|
|
space, smoothness);
|
|
return;
|
|
}
|
|
outsideRadius -= borderWidth;
|
|
insideRadius += borderWidth;
|
|
smoothness = smoothness < 0 ? 2f : smoothness;
|
|
Vector3 p1, p2, p3, p4, e1, e2;
|
|
var needBorder = borderWidth != 0;
|
|
var needSpace = space != 0;
|
|
var diffAngle = Mathf.Abs(toDegree - startDegree) * Mathf.Deg2Rad;
|
|
|
|
int segments = (int)((2 * Mathf.PI * outsideRadius) * (diffAngle * Mathf.Rad2Deg / 360) / smoothness);
|
|
float startAngle = startDegree * Mathf.Deg2Rad;
|
|
float toAngle = toDegree * Mathf.Deg2Rad;
|
|
|
|
float realStartOutAngle = startAngle;
|
|
float realToOutAngle = toAngle;
|
|
float realStartInAngle = startAngle;
|
|
float realToInAngle = toAngle;
|
|
float halfAngle = (toAngle - startAngle) / 2;
|
|
float borderAngle = 0, borderInAngle = 0, borderHalfAngle = 0;
|
|
float spaceAngle = 0, spaceInAngle = 0, spaceHalfAngle = 0;
|
|
|
|
var spaceCenter = p;
|
|
var realCenter = p;
|
|
var startDire = new Vector3(Mathf.Sin(startAngle), Mathf.Cos(startAngle)).normalized;
|
|
var toDire = new Vector3(Mathf.Sin(toAngle), Mathf.Cos(toAngle)).normalized;
|
|
var middleDire = new Vector3(Mathf.Sin(startAngle + halfAngle), Mathf.Cos(startAngle + halfAngle)).normalized;
|
|
p1 = p + insideRadius * startDire;
|
|
p2 = p + outsideRadius * startDire;
|
|
e1 = p + insideRadius * toDire;
|
|
e2 = p + outsideRadius * toDire;
|
|
if (roundCap)
|
|
{
|
|
var roundRadius = (outsideRadius - insideRadius) / 2;
|
|
var roundAngleRadius = insideRadius + roundRadius;
|
|
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
|
|
if (diffAngle < 2 * roundAngle)
|
|
{
|
|
roundCap = false;
|
|
}
|
|
}
|
|
if (needBorder || needSpace)
|
|
{
|
|
if (needSpace)
|
|
{
|
|
var spaceDiff = space / Mathf.Sin(halfAngle);
|
|
spaceCenter = p + Mathf.Abs(spaceDiff) * middleDire;
|
|
realCenter = spaceCenter;
|
|
spaceAngle = 2 * Mathf.Asin(space / (2 * outsideRadius));
|
|
spaceInAngle = 2 * Mathf.Asin(space / (2 * insideRadius));
|
|
spaceHalfAngle = 2 * Mathf.Asin(space / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
|
|
if (clockwise)
|
|
{
|
|
p1 = GetPos(p, insideRadius, startAngle + spaceInAngle, false);
|
|
e1 = GetPos(p, insideRadius, toAngle - spaceInAngle, false);
|
|
realStartOutAngle = startAngle + spaceAngle;
|
|
realToOutAngle = toAngle - spaceAngle;
|
|
realStartInAngle = startAngle + spaceInAngle;
|
|
realToInAngle = toAngle - spaceInAngle;
|
|
}
|
|
else
|
|
{
|
|
p1 = GetPos(p, insideRadius, startAngle - spaceInAngle, false);
|
|
e1 = GetPos(p, insideRadius, toAngle + spaceInAngle, false);
|
|
realStartOutAngle = startAngle - spaceAngle;
|
|
realToOutAngle = toAngle + spaceAngle;
|
|
realStartInAngle = startAngle - spaceInAngle;
|
|
realToOutAngle = toAngle + spaceInAngle;
|
|
}
|
|
p2 = GetPos(p, outsideRadius, realStartOutAngle, false);
|
|
e2 = GetPos(p, outsideRadius, realToOutAngle, false);
|
|
}
|
|
if (needBorder)
|
|
{
|
|
var borderDiff = borderWidth / Mathf.Sin(halfAngle);
|
|
realCenter += Mathf.Abs(borderDiff) * middleDire;
|
|
borderAngle = 2 * Mathf.Asin(borderWidth / (2 * outsideRadius));
|
|
borderInAngle = 2 * Mathf.Asin(borderWidth / (2 * insideRadius));
|
|
borderHalfAngle = 2 * Mathf.Asin(borderWidth / (2 * (insideRadius + (outsideRadius - insideRadius) / 2)));
|
|
if (clockwise)
|
|
{
|
|
realStartOutAngle = realStartOutAngle + borderAngle;
|
|
realToOutAngle = realToOutAngle - borderAngle;
|
|
realStartInAngle = startAngle + spaceInAngle + borderInAngle;
|
|
realToInAngle = toAngle - spaceInAngle - borderInAngle;
|
|
var newp1 = GetPos(p, insideRadius, startAngle + spaceInAngle + borderInAngle, false);
|
|
var newp2 = GetPos(p, outsideRadius, realStartOutAngle, false);
|
|
if (!roundCap) DrawPolygon(vh, newp2, newp1, p1, p2, borderColor);
|
|
p1 = newp1;
|
|
p2 = newp2;
|
|
if (toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle)
|
|
{
|
|
var newe1 = GetPos(p, insideRadius, toAngle - spaceInAngle - borderInAngle, false);
|
|
var newe2 = GetPos(p, outsideRadius, realToOutAngle, false);
|
|
if (!roundCap) DrawPolygon(vh, newe2, e2, e1, newe1, borderColor);
|
|
e1 = newe1;
|
|
e2 = newe2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
realStartOutAngle = realStartOutAngle - borderAngle;
|
|
realToOutAngle = realToOutAngle + borderAngle;
|
|
realStartInAngle = startAngle - spaceInAngle - borderInAngle;
|
|
realToInAngle = toAngle + spaceInAngle + borderInAngle;
|
|
var newp1 = GetPos(p, insideRadius, startAngle - spaceInAngle - borderInAngle, false);
|
|
var newp2 = GetPos(p, outsideRadius, realStartOutAngle, false);
|
|
if (!roundCap) DrawPolygon(vh, newp2, newp1, p1, p2, borderColor);
|
|
p1 = newp1;
|
|
p2 = newp2;
|
|
if (toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle)
|
|
{
|
|
var newe1 = GetPos(p, insideRadius, toAngle + spaceInAngle + borderInAngle, false);
|
|
var newe2 = GetPos(p, outsideRadius, realToOutAngle, false);
|
|
if (!roundCap) DrawPolygon(vh, newe2, e2, e1, newe1, borderColor);
|
|
e1 = newe1;
|
|
e2 = newe2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (roundCap)
|
|
{
|
|
var roundRadius = (outsideRadius - insideRadius) / 2;
|
|
var roundAngleRadius = insideRadius + roundRadius;
|
|
var roundAngle = Mathf.Atan(roundRadius / roundAngleRadius);
|
|
if (clockwise)
|
|
{
|
|
realStartOutAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
|
realStartInAngle = startAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
|
}
|
|
else
|
|
{
|
|
realStartOutAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
|
realStartInAngle = startAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
|
}
|
|
var roundTotalDegree = realStartOutAngle * Mathf.Rad2Deg;
|
|
var roundCenter = p + roundAngleRadius * GetDire(realStartOutAngle);
|
|
var sectorStartDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree;
|
|
var sectorToDegree = clockwise ? roundTotalDegree + 360 : roundTotalDegree + 180;
|
|
DrawSector(vh, roundCenter, roundRadius, color, sectorStartDegree, sectorToDegree, smoothness / 2);
|
|
if (needBorder)
|
|
{
|
|
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor, Color.clear,
|
|
sectorStartDegree, sectorToDegree, smoothness / 2);
|
|
}
|
|
p1 = GetPos(p, insideRadius, realStartOutAngle);
|
|
p2 = GetPos(p, outsideRadius, realStartOutAngle);
|
|
|
|
if (clockwise)
|
|
{
|
|
realToOutAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
|
realToInAngle = toAngle - 2 * spaceHalfAngle - borderHalfAngle - roundAngle;
|
|
if (realToOutAngle < realStartOutAngle) realToOutAngle = realStartOutAngle;
|
|
}
|
|
else
|
|
{
|
|
realToOutAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
|
realToInAngle = toAngle + 2 * spaceHalfAngle + borderHalfAngle + roundAngle;
|
|
if (realToOutAngle > realStartOutAngle) realToOutAngle = realStartOutAngle;
|
|
}
|
|
roundTotalDegree = realToOutAngle * Mathf.Rad2Deg;
|
|
roundCenter = p + roundAngleRadius * GetDire(realToOutAngle);
|
|
sectorStartDegree = clockwise ? roundTotalDegree : roundTotalDegree + 180;
|
|
sectorToDegree = clockwise ? roundTotalDegree + 180 : roundTotalDegree + 360;
|
|
DrawSector(vh, roundCenter, roundRadius, color, sectorStartDegree, sectorToDegree, smoothness / 2);
|
|
if (needBorder)
|
|
{
|
|
DrawDoughnut(vh, roundCenter, roundRadius, roundRadius + borderWidth, borderColor, Color.clear,
|
|
sectorStartDegree, sectorToDegree, smoothness / 2);
|
|
}
|
|
e1 = GetPos(p, insideRadius, realToOutAngle);
|
|
e2 = GetPos(p, outsideRadius, realToOutAngle);
|
|
}
|
|
float segmentAngle = (realToInAngle - realStartInAngle) / segments;
|
|
for (int i = 0; i <= segments; i++)
|
|
{
|
|
float currAngle = realStartInAngle + i * segmentAngle;
|
|
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, p2, p3, p4, p1, color, toColor);
|
|
p1 = p4;
|
|
p2 = p3;
|
|
}
|
|
if (needBorder || needSpace || roundCap)
|
|
{
|
|
if (clockwise)
|
|
{
|
|
var isInAngleFixed = toAngle - spaceInAngle - 2 * borderInAngle > realStartOutAngle;
|
|
if (isInAngleFixed) DrawPolygon(vh, p2, e2, e1, p1, color, toColor);
|
|
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
|
|
if (needBorder)
|
|
{
|
|
var realStartDegree = (realStartOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
|
var realToDegree = (realToOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
|
if (realToDegree < realStartOutAngle) realToDegree = realStartOutAngle;
|
|
var inStartDegree = roundCap ? realStartDegree : (startAngle + spaceInAngle) * Mathf.Rad2Deg;
|
|
var inToDegree = roundCap ? realToDegree : (toAngle - spaceInAngle) * Mathf.Rad2Deg;
|
|
if (inToDegree < inStartDegree) inToDegree = inStartDegree;
|
|
if (isInAngleFixed) DrawDoughnut(vh, p, insideRadius - borderWidth, insideRadius, borderColor, Color.clear,
|
|
inStartDegree, inToDegree, smoothness);
|
|
DrawDoughnut(vh, p, outsideRadius, outsideRadius + borderWidth, borderColor, Color.clear,
|
|
realStartDegree, realToDegree, smoothness);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
var isInAngleFixed = toAngle + spaceInAngle + 2 * borderInAngle < realStartOutAngle;
|
|
if (isInAngleFixed) DrawPolygon(vh, p2, e2, e1, p1, color, toColor);
|
|
else DrawTriangle(vh, p2, e2, p1, color, color, toColor);
|
|
if (needBorder)
|
|
{
|
|
var realStartDegree = (realStartOutAngle + (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
|
var realToDegree = (realToOutAngle - (roundCap ? 0 : borderAngle)) * Mathf.Rad2Deg;
|
|
var inStartDegree = roundCap ? realStartDegree : (startAngle - spaceInAngle) * Mathf.Rad2Deg;
|
|
var inToDegree = roundCap ? realToDegree : (toAngle + spaceInAngle) * Mathf.Rad2Deg;
|
|
if (inToDegree > inStartDegree) inToDegree = inStartDegree;
|
|
if (isInAngleFixed) DrawDoughnut(vh, p, insideRadius - borderWidth, insideRadius, borderColor, Color.clear,
|
|
inStartDegree, inToDegree, smoothness);
|
|
DrawDoughnut(vh, p, outsideRadius, outsideRadius + borderWidth, borderColor, Color.clear,
|
|
realStartDegree, realToDegree, smoothness);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 画贝塞尔曲线
|
|
/// </summary>
|
|
/// <param name="vh"></param>
|
|
/// <param name="sp">起始点</param>
|
|
/// <param name="ep">结束点</param>
|
|
/// <param name="cp1">控制点1</param>
|
|
/// <param name="cp2">控制点2</param>
|
|
/// <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, 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} |