public CableCurve(CableCurve v) { points = v.Points(); m_start = v.start; m_end = v.end; m_slack = v.slack; m_steps = v.steps; m_regen = v.regenPoints; }
private void PopulateMesh(VertexHelper vh, Vector2[] pointsToDraw) { //If Bezier is desired, pick the implementation if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Length > 3) { BezierPath bezierPath = new BezierPath(); bezierPath.SetControlPoints(pointsToDraw); bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve; List <Vector2> drawingPoints; switch (BezierMode) { case BezierType.Basic: drawingPoints = bezierPath.GetDrawingPoints0(); break; case BezierType.Improved: drawingPoints = bezierPath.GetDrawingPoints1(); break; default: drawingPoints = bezierPath.GetDrawingPoints2(); break; } pointsToDraw = drawingPoints.ToArray(); } if (BezierMode == BezierType.Catenary && pointsToDraw.Length == 2) { CableCurve cable = new CableCurve(pointsToDraw); cable.slack = Resoloution; cable.steps = BezierSegmentsPerCurve; pointsToDraw = cable.Points(); } if (ImproveResolution != ResolutionMode.None) { pointsToDraw = IncreaseResolution(pointsToDraw); } // scale based on the size of the rect or use absolute, this is switchable var sizeX = !relativeSize ? 1 : rectTransform.rect.width; var sizeY = !relativeSize ? 1 : rectTransform.rect.height; var offsetX = -rectTransform.pivot.x * sizeX; var offsetY = -rectTransform.pivot.y * sizeY; // Generate the quads that make up the wide line var segments = new List <UIVertex[]> (); if (lineList) { for (var i = 1; i < pointsToDraw.Length; i += 2) { var start = pointsToDraw [i - 1]; var end = pointsToDraw [i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (lineCaps) { segments.Add(CreateLineCap(start, end, SegmentType.Start)); } segments.Add(CreateLineSegment(start, end, SegmentType.Middle, segments.Count > 1 ? segments[segments.Count - 2] : null)); if (lineCaps) { segments.Add(CreateLineCap(start, end, SegmentType.End)); } } } else { for (var i = 1; i < pointsToDraw.Length; i++) { var start = pointsToDraw [i - 1]; var end = pointsToDraw [i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (lineCaps && i == 1) { segments.Add(CreateLineCap(start, end, SegmentType.Start)); } segments.Add(CreateLineSegment(start, end, SegmentType.Middle)); if (lineCaps && i == pointsToDraw.Length - 1) { segments.Add(CreateLineCap(start, end, SegmentType.End)); } } } // Add the line segments to the vertex helper, creating any joins as needed for (var i = 0; i < segments.Count; i++) { if (!lineList && i < segments.Count - 1) { var vec1 = segments [i] [1].position - segments [i] [2].position; var vec2 = segments [i + 1] [2].position - segments [i + 1] [1].position; var angle = Vector2.Angle(vec1, vec2) * Mathf.Deg2Rad; // Positive sign means the line is turning in a 'clockwise' direction var sign = Mathf.Sign(Vector3.Cross(vec1.normalized, vec2.normalized).z); // Calculate the miter point var miterDistance = lineThickness / (2 * Mathf.Tan(angle / 2)); var miterPointA = segments [i] [2].position - vec1.normalized * miterDistance * sign; var miterPointB = segments [i] [3].position + vec1.normalized * miterDistance * sign; var joinType = LineJoins; if (joinType == JoinType.Miter) { // Make sure we can make a miter join without too many artifacts. if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) { segments [i] [2].position = miterPointA; segments [i] [3].position = miterPointB; segments [i + 1] [0].position = miterPointB; segments [i + 1] [1].position = miterPointA; } else { joinType = JoinType.Bevel; } } if (joinType == JoinType.Bevel) { if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) { if (sign < 0) { segments [i] [2].position = miterPointA; segments [i + 1] [1].position = miterPointA; } else { segments [i] [3].position = miterPointB; segments [i + 1] [0].position = miterPointB; } } var join = new UIVertex[] { segments [i] [2], segments [i] [3], segments [i + 1] [0], segments [i + 1] [1] }; vh.AddUIVertexQuad(join); } } vh.AddUIVertexQuad(segments [i]); } if (vh.currentVertCount > 64000) { Debug.LogError("Max Verticies size is 64000, current mesh vertcies count is [" + vh.currentVertCount + "] - Cannot Draw"); vh.Clear(); return; } }