UGUI绘制多点连续的平滑曲线

2020-01-05 10:08:14丽君

本文实例为大家分享了UGUI绘制平滑曲线的具体代码,供大家参考,具体内容如下

绘制

实现自定义的MaskableGraphic挂载在UGUI的UI节点上


public class UGUIObjectRender : MaskableGraphic
{
  /**
  * points 为需要穿过的点
  * segments 为曲线细分度
  * linewidth 为曲线粗细
  */
  protected override void OnPopulateMesh(VertexHelper vh)
  {
    vh.DrawBeziers(points,segments,linewidth);
  }
}

需要时用的工具类在后面

二次贝塞尔工具类


using UnityEngine;

namespace ViVi.UIExtensions
{
/**
 * Created by vivi on 16/5/11.
 */
  public class BezierUtils {
    public float P0x;
    public float P1x;
    public float P2x;
    public float P3x;



    public float P0y;
    public float P1y;
    public float P2y;
    public float P3y;


    public BezierUtils(float p0x,float p0y,float p1x,float p1y,float p2x,float p2y,float p3x,float p3y) {
      P0x = p0x;
      P0y = p0y;
      P1x = p1x;
      P1y = p1y;
      P2x = p2x;
      P2y = p2y;
      P3x = p3x;
      P3y = p3y;
    }


    public BezierUtils(Vector2 p0,Vector2 p1,Vector2 p2,Vector2 p3) {
      P0x = p0.x;
      P0y = p0.y;
      P1x = p1.x;
      P1y = p1.y;
      P2x = p2.x;
      P2y = p2.y;
      P3x = p3.x;
      P3y = p3.y;
    }


    public float beze_x(float t){
      float it = 1-t;
      return it*it*it*P0x + 3*it*it*t*P1x + 3*it*t*t*P2x + t*t*t*P3x;
    }
    public float beze_y(float t){
      float it = 1-t;
      return it*it*it*P0y + 3*it*it*t*P1y + 3*it*t*t*P2y + t*t*t*P3y;
    }

    //-------------------------------------------------------------------------------------

    public float beze_speed_x(float t)
    {
      float it = 1-t;
      return -3*P0x*it*it + 3*P1x*it*it - 6*P1x*it*t + 6*P2x*it*t - 3*P2x*t*t + 3*P3x*t*t;

    }

    public float beze_speed_y(float t)
    {
      float it = 1-t;
      return -3*P0y*it*it + 3*P1y*it*it - 6*P1y*it*t + 6*P2y*it*t - 3*P2y*t*t + 3*P3y*t*t;
    }

    private float beze_speed(float t)
    {
      float sx = beze_speed_x(t);
      float sy = beze_speed_y(t);
      return (float) Mathf.Sqrt(Mathf.Pow(sx,2)+Mathf.Pow(sy,2));
    }
    //-------------------------------------------------------------------------------------
    private float beze_length(float t)
    {
      float LATESTCOUNT = 10000;
      int steps = (int) Mathf.Ceil(LATESTCOUNT * t);
      if (steps == 0)
        return 0;
      if (steps % 2 != 0)
        steps++;
      float halfSteps = steps * .5f;
      float nSum = 0;
      float n1Sum = 0;
      float disStep = t / steps;

      for (int i = 0; i < halfSteps; i++ ) {
        n1Sum += beze_speed((2 * i + 1) * disStep);
        nSum += beze_speed(2 * i * disStep);
      }
      return (beze_speed(0) + beze_speed(1) + 2 * n1Sum + 4 * nSum) * disStep / 3;
    }
    //-------------------------------------------------------------------------------------
    private float beze_even(float t)
    {
      float len = t * beze_length(1);
      float uc = 0;
      do {
        float ulen = beze_length(t);
        float uspeed = beze_speed(t);
        uc = t - (ulen - len) / uspeed;
        if (Mathf.Abs(uc - t) < 0.0001)
          break;

        t = uc;
      }while(true);

      return uc;
    }
    private float totallength = -1;
    public float getTotalLength(){
      if(totallength<0)
        totallength = beze_length(1);
      return totallength;
    }

    public Vector2 getPosition(float t){
      return new Vector2(beze_x(t),beze_y(t));
    }

  }

}