UGUI绘制多点连续的平滑曲线

2020-01-05 10:08:14丽君

UGUI 绘图工具类


using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

namespace ViVi.UIExtensions
{
  public static class PolygonHelper
  {
    public static void AddUIVertexTriangles(this VertexHelper vh,UIVertex[] verts)
    {
      for (int i = 0; i < verts.Length; i += 3)
      {
        int currentVertCount = vh.currentVertCount;

        for (int index = i; index < i+3; index++)
        {
          vh.AddVert(verts[index].position, verts[index].color, verts[index].uv0, verts[index].uv1, verts[index].normal, verts[index].tangent);
        }

        vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
      }
    }


    public static void AddUIVertexTriangle(this VertexHelper vh,UIVertex[] verts)
    {
      int currentVertCount = vh.currentVertCount;
      for (int index = 0; index < 3; ++index)
        vh.AddVert(verts[index].position, verts[index].color, verts[index].uv0, verts[index].uv1, verts[index].normal, verts[index].tangent);
      vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
    }


    private static void vertex(this List<UIVertex> vertices,float x, float y , Color color)
    {
      UIVertex v = UIVertex.simpleVert;
      v.color = color;
      v.position = new Vector2(x,y);
      v.uv0 = Vector2.zero;
    }



    //画圆形

    public static void circle (this VertexHelper vh, Vector2 pos, float radius,Color color,bool filled = false) {
      circle(vh,pos.x, pos.y, radius, Mathf.Max(1, (int)(6 * Mathf.Pow(radius,1/3f))),color,filled);
    }

    public static void circle (this VertexHelper vh, float x, float y, float radius,Color color,bool filled = false) {
      circle(vh,x, y, radius, Mathf.Max(1, (int)(6 * Mathf.Pow(radius,1/3f))),color,filled);
    }

    public static void circle (this VertexHelper vh, float x, float y, float radius, int segments ,Color color,bool filled = false) {
      if (segments > 0){

        float angle = 2 * Mathf.PI / segments;
        float cos = Mathf.Cos(angle);
        float sin = Mathf.Sin(angle);
        float cx = radius, cy = 0;

        List<UIVertex> vs = new List<UIVertex>();

        segments--;
        for (int i = 0; i < segments; i++) {
          vs.vertex(x, y, color);
          vs.vertex(x + cx, y + cy, color);
          float temp = cx;
          cx = cos * cx - sin * cy;
          cy = sin * temp + cos * cy;
          vs.vertex(x + cx, y + cy, color);
        }
        vs.vertex(x, y, color);

        vs.vertex(x + cx, y + cy, color);

        cx = radius;
        cy = 0;
        vs.vertex(x + cx, y + cy, color);

        vh.AddUIVertexTriangles(vs.ToArray());
      }
    }


    public static void DrawBeziers(this VertexHelper vh,List<Vector2> points,float segment,float width)
    {

      List<BezierUtils> beziers = CreateBeziers(points);

      if (beziers != null) { 
        for (int i = 0; i < beziers.Count; i++) {
          BezierUtils bezier = beziers[i];
          DrawBezier(vh ,bezier,segment,width);
        }
      }



    }


    public static Vector2 nor (this Vector2 vec) {
      float len = vec.magnitude;
      if (len != 0) {
        vec.x /= len;
        vec.y /= len;
      }
      return vec;
    }

    public static Vector2 rotate90 (this Vector2 vec, int dir) {
      float x = vec.x;
      if (dir >= 0) {
        vec.x = -vec.y;
        vec.y = x;
      } else {
        vec.x = vec.y;
        vec.y = -x;
      }
      return vec;
    }

    public static Vector2 cpy (this Vector2 vec) {
      return new Vector2(vec.x,vec.y);
    }


    private static void DrawBezier(VertexHelper vh,BezierUtils bezier,float segment,float width)
    {
      List<Vector2> lpos = new List<Vector2>();
      List<Vector2> rpos = new List<Vector2>();
      for (int i = 0; i <= segment; i++)
      {
        Vector2 bezierPos = new Vector2(bezier.beze_x((float)i/(float)segment),bezier.beze_y((float)i/(float)segment));
        Vector2 bezierSpeed = new Vector2(bezier.beze_speed_x((float)i/(float)segment),bezier.beze_speed_y((float)i/(float)segment));
        Vector2 offseta = bezierSpeed.normalized.rotate90(1) * (0.5f * width);
        Vector2 offsetb = bezierSpeed.normalized.rotate90(-1) * (0.5f * width);

        lpos.Add(bezierPos.cpy() + offseta); 
        rpos.Add(bezierPos.cpy() + offsetb); 
      }

      for (int j = 0; j < segment; j++)
      {
        vh.AddUIVertexQuad(GetQuad(lpos[j], lpos[j+1], rpos[j+1], rpos[j]));
      }
    }



    private static UIVertex[] GetQuad (params Vector2[] vertPos) {
      UIVertex[] vs = new UIVertex[4];
      Vector2[] uv = new Vector2[4];
      uv[0] = new Vector2(0, 0);
      uv[1] = new Vector2(0, 1);
      uv[2] = new Vector2(1, 0);
      uv[3] = new Vector2(1, 1);
      for (int i = 0; i < 4; i++) {
        UIVertex v = UIVertex.simpleVert;
        v.color = Color.blue;
        v.position = vertPos[i];
        v.uv0 = uv[i];
        vs[i] = v;
      }
      return vs;
    }

    private static List<BezierUtils> CreateBeziers(List<Vector2> points)
    {
      float scale = 0.6f;

      List<BezierUtils> beziers = new List<BezierUtils>();

      int originCount = points.Count - 1;


      List<Vector2> midpoints = new List<Vector2>();
      for (int i = 0; i < originCount; i++) {
        midpoints.Add(new Vector2(
          Mathf.Lerp(points[i].x,points[i+1].x,0.5f),
          Mathf.Lerp(points[i].y,points[i+1].y,0.5f))
        );
      }

      List<Vector2> ctrlPoints = new List<Vector2>();
      float offsetx;
      float offsety;

      ctrlPoints.Add(new Vector2(
        points[0].x,
        points[0].y
      ));
      for (int i = 0; i < originCount - 1; i++) {
        Vector2 orginPoint = points[i + 1];

        offsetx = orginPoint.x - Mathf.Lerp(midpoints[i].x, midpoints[i + 1].x, 0.5f);
        offsety = orginPoint.y - Mathf.Lerp(midpoints[i].y, midpoints[i + 1].y, 0.5f);

        ctrlPoints.Add(new Vector2(
          midpoints[i].x + offsetx,
          midpoints[i].y + offsety
        ));
        ctrlPoints.Add(new Vector2(
          midpoints[i+1].x + offsetx,
          midpoints[i+1].y + offsety
        ));


        ctrlPoints[i * 2 + 1] = Vector2.Lerp(orginPoint, ctrlPoints[i * 2 + 1], scale);
        ctrlPoints[i * 2 + 2] = Vector2.Lerp(orginPoint, ctrlPoints[i * 2 + 2], scale); 
      }


      ctrlPoints.Add(new Vector2(
        points[points.Count - 1].x,
        points[points.Count - 1].y
      ));


      for (int i = 0; i < originCount; i++) {
        BezierUtils bezier = getBezier(points[i], ctrlPoints[i * 2], ctrlPoints[i * 2 + 1],points[i + 1]);
        beziers.Add(bezier);
      }
      return beziers;
    }


    public static BezierUtils getBezier(Vector2 p0,Vector2 p1 ,Vector2 p2,Vector2 p3){
      return new BezierUtils( p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
    }

  }
}