private void ModifyVertices(VertexHelper vh) { tempVertexTriangleStream.Clear(); vh.GetUIVertexStream(tempVertexTriangleStream); vh.Clear(); float[] result = ChartUntils.GetKeyArrayMaxxAndMaxy(keyPos); float maxx = result[0], maxy = result[1]; for (int i = 0; i < keyPos.Count - 1; i++) { drawAttribute.SetPosition( CacheUnit.SetVector(keyPos[i].x, keyPos[i].y), CacheUnit.SetVector(keyPos[i + 1].x, keyPos[i + 1].y), CacheUnit.SetVector(keyPos[i + 1].x, 0), CacheUnit.SetVector(keyPos[i].x, 0)); drawAttribute.SetColor(//平滑插值颜色 ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, Color.Lerp(buttomBorderColor, upBorderColor, keyPos[i].y / height)), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, Color.Lerp(buttomBorderColor, upBorderColor, keyPos[i + 1].y / height)), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, Color.Lerp(buttomBorderColor, upBorderColor, 0 / height)), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, Color.Lerp(buttomBorderColor, upBorderColor, 0 / height)) ); drawAttribute.SetUV( CacheUnit.SetVector(keyPos[i].x / maxx, keyPos[i].y / maxy), CacheUnit.SetVector(keyPos[i + 1].x / maxx, keyPos[i + 1].y / maxy), CacheUnit.SetVector(keyPos[i + 1].x / maxx, 0), CacheUnit.SetVector(keyPos[i].x / maxx, 0) ); DrawSimpleQuad(vh, drawAttribute); } }
private void ModifyVertices(List <UIVertex> vertices) { if (parametersCount == 0) { return; } if (ChartUntils.NeedsToUpdateCaches(parametersCount, startAngleDegree)) { ChartUntils.CacheSinesAndCosines(StartAngleDegree); } //1 get center point Vector3 centerPosition = (vertices[0].position + vertices[2].position) / 2f; //2 set xUnit and yUnit Vector3 xUnit = (centerPosition.x - vertices[0].position.x) * Vector3.right; Vector3 yUnit = (centerPosition.y - vertices[0].position.y) * Vector3.up; //3 set uv Vector2 centerUv = (vertices[0].uv0 + vertices[2].uv0) / 2f; Vector2 uUnit = (centerUv.x - vertices[0].uv0.x) * Vector3.right; Vector2 vUnit = (centerUv.y - vertices[0].uv0.y) * Vector3.up; UIVertex startVertex = vertices[0]; vertices.Clear(); for (int j = 0; j < cricleCount; j++) { for (int i = 0; i < parametersCount; i++) { float parmeter = 1f; float cosine = ChartUntils.cacheCosines[i]; float sine = ChartUntils.cacheSines[i]; UIVertex outertmp = startVertex; float outerParmeter = parmeter * (defaultCurde - j * cricleDisInterval * 0.15f); outertmp.position = centerPosition + (xUnit * cosine + yUnit * sine) * outerParmeter; outertmp.uv0 = centerUv + (uUnit * cosine + vUnit * sine) * outerParmeter; tempOuterVertices.Add(outertmp); UIVertex innertmp = startVertex; float innerParmeter = parmeter * ((defaultCurde - lineCurde * 0.1f) - j * cricleDisInterval * 0.15f); innertmp.position = centerPosition + (xUnit * cosine + yUnit * sine) * innerParmeter; innertmp.uv0 = centerUv + (uUnit * cosine + vUnit * sine) * innerParmeter; tempInnerVertices.Add(innertmp); } if (parametersCount > 0) { tempOuterVertices.Add(tempOuterVertices[0]); tempInnerVertices.Add(tempInnerVertices[0]); } if (defaultCurde != 0f) { for (int i = 0; i < parametersCount; i++) { vertices.Add(tempInnerVertices[i]); vertices.Add(tempOuterVertices[i]); vertices.Add(tempOuterVertices[i + 1]); } } if ((defaultCurde - lineCurde * 0.1f) != 0f) { for (int i = 0; i < parametersCount; i++) { vertices.Add(tempOuterVertices[i + 1]); vertices.Add(tempInnerVertices[i + 1]); vertices.Add(tempInnerVertices[i]); } } tempOuterVertices.Clear(); tempInnerVertices.Clear(); } }
private void ModifyVertices(List <UIVertex> vertices) { //print(vertices.Count); if (parameters == null) { return; } if (ChartUntils.NeedsToUpdateCaches(parameters.Length, startAngleDegree)) { ChartUntils.CacheSinesAndCosines(StartAngleDegree); } //1 get center point Vector3 centerPosition = (vertices[0].position + vertices[2].position) / 2f; //2 set xUnit and yUnit Vector3 xUnit = (centerPosition.x - vertices[0].position.x) * Vector3.right; Vector3 yUnit = (centerPosition.y - vertices[0].position.y) * Vector3.up; //3 set uv Vector2 centerUv = (vertices[0].uv0 + vertices[2].uv0) / 2f; Vector2 uUnit = (centerUv.x - vertices[0].uv0.x) * Vector3.right; Vector2 vUnit = (centerUv.y - vertices[0].uv0.y) * Vector3.up; //3 set color gradual change(any vertex,the result is same) Color outerMultipliedColor = ChartUntils.GetMultipliedColor(vertices[0].color, outerColor); Color innerMultipledColor = ChartUntils.GetMultipliedColor(vertices[0].color, innerColor); for (int i = 0; i < parameters.Length; i++) { float parmeter = parameters[i]; float cosine = ChartUntils.cacheCosines[i]; float sine = ChartUntils.cacheSines[i]; UIVertex outertmp = vertices[0]; float outerParmeter = parmeter * outerRatio; outertmp.position = centerPosition + (xUnit * cosine + yUnit * sine) * outerParmeter; outertmp.uv0 = centerUv + (uUnit * cosine + vUnit * sine) * outerParmeter; outertmp.color = outerMultipliedColor; tempOuterVertices.Add(outertmp); UIVertex innertmp = vertices[0]; float innerParmeter = parmeter * innerRatio; innertmp.position = centerPosition + (xUnit * cosine + yUnit * sine) * innerParmeter; innertmp.uv0 = centerUv + (uUnit * cosine + vUnit * sine) * innerParmeter; innertmp.color = innerMultipledColor; tempInnerVertices.Add(innertmp); } if (parameters.Length > 0) { tempOuterVertices.Add(tempOuterVertices[0]); tempInnerVertices.Add(tempInnerVertices[0]); } vertices.Clear(); if (outerRatio != 0f) { for (int i = 0; i < parameters.Length; i++) { vertices.Add(tempInnerVertices[i]); vertices.Add(tempOuterVertices[i]); vertices.Add(tempOuterVertices[i + 1]); } } if (innerRatio != 0f) { for (int i = 0; i < parameters.Length; i++) { vertices.Add(tempOuterVertices[i + 1]); vertices.Add(tempInnerVertices[i + 1]); vertices.Add(tempInnerVertices[i]); } } tempOuterVertices.Clear(); tempInnerVertices.Clear(); }
private void ModifyVertices(VertexHelper vh) { tempVertexTriangleStream.Clear(); vh.GetUIVertexStream(tempVertexTriangleStream); vh.Clear(); float len = 0; for (int i = 0; i < keyPos.Count - 1; i++) { drawAttribute.SetPosition( CacheUnit.SetVector(keyPos[i].x, keyPos[i].y), CacheUnit.SetVector(keyPos[i + 1].x, keyPos[i + 1].y), CacheUnit.SetVector(keyPos[i + 1].x, keyPos[i + 1].y - LineWidth), CacheUnit.SetVector(keyPos[i].x, keyPos[i].y - LineWidth)); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, LineColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, LineColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, LineColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, LineColor)); DrawSimpleQuad(vh, drawAttribute); } switch (ItemMode) { case PointItemMode.Square: len = lineWidth; //画点 for (int i = 0; i < keyPos.Count; i++) { drawAttribute.SetPosition( CacheUnit.SetVector(-len, +len) + keyPos[i], CacheUnit.SetVector(+len, +len) + keyPos[i], CacheUnit.SetVector(+len, -len) + keyPos[i], CacheUnit.SetVector(-len, -len) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); } break; case PointItemMode.Triangle: len = lineWidth * 3; for (int i = 0; i < keyPos.Count; i++) { //模拟一个等边三角形 drawAttribute.SetPosition( CacheUnit.SetVector(0, (1.732f - 1) * len * 0.5f) + keyPos[i], CacheUnit.SetVector(0, (1.732f - 1) * len * 0.5f) + keyPos[i], CacheUnit.SetVector(len / 2, (-1.732f + 1) * len * 0.5f) + keyPos[i], CacheUnit.SetVector(-len / 2, (-1.732f + 1) * len * 0.5f) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); } break; case PointItemMode.Diamond: len = lineWidth * 1.5f; for (int i = 0; i < keyPos.Count; i++) { drawAttribute.SetPosition( CacheUnit.SetVector(len, 0) + keyPos[i], CacheUnit.SetVector(0, -len) + keyPos[i], CacheUnit.SetVector(-len, 0) + keyPos[i], CacheUnit.SetVector(0, len) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); } break; case PointItemMode.Star: len = lineWidth * 2f; float width = len * Mathf.Cos(54 * Mathf.Deg2Rad); float y = width * Mathf.Tan(36 * Mathf.Deg2Rad); float buttomHeight = len * Mathf.Sin(54 * Mathf.Deg2Rad); for (int i = 0; i < keyPos.Count; i++) { drawAttribute.SetPosition( CacheUnit.SetVector(len * Mathf.Cos(90 * Mathf.Deg2Rad), len * Mathf.Sin(90 * Mathf.Deg2Rad)) + keyPos[i], CacheUnit.SetVector(len * Mathf.Cos(306 * Mathf.Deg2Rad), len * Mathf.Sin(306 * Mathf.Deg2Rad)) + keyPos[i], CacheUnit.SetVector(0, -(buttomHeight - y)) + keyPos[i], CacheUnit.SetVector(len * Mathf.Cos(234 * Mathf.Deg2Rad), len * Mathf.Sin(234 * Mathf.Deg2Rad)) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); drawAttribute.SetPosition( CacheUnit.SetVector(len * Mathf.Cos(18 * Mathf.Deg2Rad), len * Mathf.Sin(18 * Mathf.Deg2Rad)) + keyPos[i], CacheUnit.SetVector(0, -(buttomHeight - y)) + keyPos[i], CacheUnit.SetVector(0, -(buttomHeight - y)) + keyPos[i], CacheUnit.SetVector(len * Mathf.Cos(162 * Mathf.Deg2Rad), len * Mathf.Sin(162 * Mathf.Deg2Rad)) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); } break; case PointItemMode.Circle: for (int i = 0; i < keyPos.Count; i++) { for (int j = 0; j < 24; j++) { float cos = Mathf.Cos(j) * lineWidth, sin = Mathf.Sin(j) * lineWidth; float nextCos = Mathf.Cos(j + 0.0628f * 15f) * lineWidth, nextSin = Mathf.Sin(j + 0.0628f * 15f) * lineWidth; drawAttribute.SetPosition( CacheUnit.SetVector(0, 0) + keyPos[i], CacheUnit.SetVector(nextCos, nextSin) + keyPos[i], CacheUnit.SetVector(cos, sin) + keyPos[i], CacheUnit.SetVector(0, 0) + keyPos[i] ); drawAttribute.SetColor( ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor), ChartUntils.GetMultipliedColor(tempVertexTriangleStream[0].color, PointColor)); DrawSimpleQuad(vh, drawAttribute); } } break; case PointItemMode.None: break; default: break; } }