UGUI繪製過多點連續的平滑曲線

繪製

實現自定義的MaskableGraphic掛載在UGUI的UI節點上

public class UGUIObjectRender : MaskableGraphic
{
    /**
    * points 爲需要穿過的點
    * segments 爲曲線細分度
    * linewidth 爲曲線粗細
    */
    protected override void OnPopulateMesh(VertexHelper vh)
    {
        vh.DrawBeziers(points,segments,linewidth);
    }
}

需要時用的工具類在後面

二次貝塞爾工具類

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));
        }

    }

}

UGUI 繪圖工具類

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;
        }



        //畫圓形

        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);
        }

    }
}
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