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);
}
}
}










