Пример #1
0
        public static void PaintLine(Stroke stroke, ref Texture2D tex)
        {
            //var width = stroke.width * 2;

            var extent = stroke.width;
            var stY    = Mathf.Clamp(Mathf.Min(stroke.start.y, stroke.end.y) - extent, 0, tex.height);
            var stX    = Mathf.Clamp(Mathf.Min(stroke.start.x, stroke.end.x) - extent, 0, tex.width);
            var endY   = Mathf.Clamp(Mathf.Max(stroke.start.y, stroke.end.y) + extent, 0, tex.height);
            var endX   = Mathf.Clamp(Mathf.Max(stroke.start.x, stroke.end.x) + extent, 0, tex.width);

            var lengthX = endX - stX;
            var lengthY = endY - stY;

            //var sqrRad = stroke.width * stroke.width;
            var sqrRad2 = (stroke.width + 1) * (stroke.width + 1);

            var start = new Vector2(stX, stY);

            Vector2 p      = new Vector2();
            Vector2 center = new Vector2();
            float   dist;

            for (int y = 0; y < (int)lengthY; y++)
            {
                for (int x = 0; x < (int)lengthX; x++)
                {
                    p.Set(x, y);
                    p += start;

                    center = p + Vector2.one * 0.5f;

                    dist = (center - Mathfx.NearestPointStrict(stroke.start, stroke.end, center)).sqrMagnitude;
                    if (dist > sqrRad2)
                    {
                        continue;
                    }
                    dist = Mathfx.GaussFalloff(Mathf.Sqrt(dist), stroke.width) * stroke.hardness;
                    if (dist > 0)
                    {
                        tex.SetPixel(x + (int)stX, y + (int)stY, stroke.color);
                    }
                }
            }
            tex.Apply(false);
        }
Пример #2
0
        public static Texture2D DrawLine(Vector2 from, Vector2 to, float w, Color col, Texture2D tex, bool stroke, Color strokeCol, float strokeWidth)
        {
            w           = Mathf.Round(w);//It is important to round the numbers otherwise it will mess up with the texture width
            strokeWidth = Mathf.Round(strokeWidth);

            var extent = w + strokeWidth;
            var stY    = Mathf.Clamp(Mathf.Min(from.y, to.y) - extent, 0, tex.height);//This is the topmost Y value
            var stX    = Mathf.Clamp(Mathf.Min(from.x, to.x) - extent, 0, tex.width);
            var endY   = Mathf.Clamp(Mathf.Max(from.y, to.y) + extent, 0, tex.height);
            var endX   = Mathf.Clamp(Mathf.Max(from.x, to.x) + extent, 0, tex.width);//This is the rightmost Y value

            strokeWidth = strokeWidth / 2;
            var strokeInner  = (w - strokeWidth) * (w - strokeWidth);
            var strokeOuter  = (w + strokeWidth) * (w + strokeWidth);
            var strokeOuter2 = (w + strokeWidth + 1) * (w + strokeWidth + 1);
            var sqrW         = w * w;//It is much faster to calculate with squared values

            var lengthX = endX - stX;
            var lengthY = endY - stY;
            var start   = new Vector2(stX, stY);

            Color[] pixels = tex.GetPixels((int)stX, (int)stY, (int)lengthX, (int)lengthY, 0);//Get all pixels

            for (int y = 0; y < lengthY; y++)
            {
                for (int x = 0; x < lengthX; x++)
                {//Loop through the pixels
                    var   p      = new Vector2(x, y) + start;
                    var   center = p + new Vector2(0.5f, 0.5f);
                    float dist   = (center - Mathfx.NearestPointStrict(from, to, center)).sqrMagnitude;//The squared distance from the center of the pixels to the nearest point on the line
                    if (dist <= strokeOuter2)
                    {
                        var samples = Sample(p);
                        var c       = Color.black;
                        var pc      = pixels[y * (int)lengthX + x];
                        for (int i = 0; i < samples.Length; i++)
                        {                                                                                       //Loop through the samples
                            dist = (samples[i] - Mathfx.NearestPointStrict(from, to, samples[i])).sqrMagnitude; //The squared distance from the sample to the line
                            if (stroke)
                            {
                                if (dist <= strokeOuter && dist >= strokeInner)
                                {
                                    c += strokeCol;
                                }
                                else if (dist < sqrW)
                                {
                                    c += col;
                                }
                                else
                                {
                                    c += pc;
                                }
                            }
                            else
                            {
                                if (dist < sqrW)
                                {//Is the distance smaller than the width of the line
                                    c += col;
                                }
                                else
                                {
                                    c += pc;//No it wasn't, set it to be the original colour
                                }
                            }
                        }
                        c /= samples.Length;//Get the avarage colour
                        pixels[y * (int)lengthX + x] = c;
                    }
                }
            }
            tex.SetPixels((int)stX, (int)stY, (int)lengthX, (int)lengthY, pixels, 0);
            tex.Apply();
            return(tex);
        }