示例#1
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            Rect rect = texture.GetDrawRect(vb.contentRect);

            if (_vertexMatrix != null)            //画多边形时,要对UV处理才能有正确的显示,暂时未掌握,这里用更多的面来临时解决。
            {
                int   hc = (int)Mathf.Min(Mathf.CeilToInt(rect.width / 30), 9);
                int   vc = (int)Mathf.Min(Mathf.CeilToInt(rect.height / 30), 9);
                int   eachPartX = Mathf.FloorToInt(rect.width / hc);
                int   eachPartY = Mathf.FloorToInt(rect.height / vc);
                float x, y;
                for (int i = 0; i <= vc; i++)
                {
                    if (i == vc)
                    {
                        y = rect.yMax;
                    }
                    else
                    {
                        y = rect.y + i * eachPartY;
                    }
                    for (int j = 0; j <= hc; j++)
                    {
                        if (j == hc)
                        {
                            x = rect.xMax;
                        }
                        else
                        {
                            x = rect.x + j * eachPartX;
                        }
                        vb.AddVert(new Vector3(x, y, 0));
                    }
                }

                for (int i = 0; i < vc; i++)
                {
                    int k = i * (hc + 1);
                    for (int j = 1; j <= hc; j++)
                    {
                        int m = k + j;
                        vb.AddTriangle(m - 1, m, m + hc);
                        vb.AddTriangle(m, m + hc + 1, m + hc);
                    }
                }
            }
            else
            {
                vb.AddQuad(rect, vb.vertexColor, vb.uvRect);
                vb.AddTriangles();
            }
        }
示例#2
0
        void DrawRoundEdge(VertexBuffer vb, Vector2 p0, Vector2 p1, float lw, Color32 color, Vector2 uv)
        {
            Vector2 widthVector = Vector3.Cross(p0 - p1, new Vector3(0, 0, 1));

            widthVector.Normalize();
            widthVector = widthVector * lw / 2f;
            Vector2 lineVector = (p0 - p1).normalized * lw / 2f;

            int sides = Mathf.CeilToInt(Mathf.PI * lw / 2);

            if (sides < 6)
            {
                sides = 6;
            }
            int   current   = vb.currentVertCount;
            float angleUnit = Mathf.PI / (sides - 1);

            vb.AddVert(p0, color, uv);
            vb.AddVert(p0 + widthVector, color, uv);

            for (int n = 0; n < sides; n++)
            {
                vb.AddVert(p0 + Mathf.Cos(angleUnit * n) * widthVector + Mathf.Sin(angleUnit * n) * lineVector, color, uv);
                vb.AddTriangle(current, current + 1 + n, current + 2 + n);
            }
        }
示例#3
0
        void DrawRoundEdge(VertexBuffer vb, Vector3 p0, Vector3 p1, float lw, Color color, Vector2 uv)
        {
            Vector3 tmp         = p0 - p1;
            Vector3 widthVector = Vector3.Cross(tmp, new Vector3(0, 0, 1));

            widthVector.Normalize();
            widthVector = widthVector * lw / 2f;
            tmp.Normalize();
            Vector3 lineVector = tmp * lw / 2f;

            int sides = (int)Math.Ceiling(Math.PI * lw / 2);

            if (sides < 6)
            {
                sides = 6;
            }
            int   current   = vb.currentVertCount;
            float angleUnit = (float)Math.PI / (sides - 1);

            vb.AddVert(p0, color, uv);
            vb.AddVert(p0 + widthVector, color, uv);

            for (int n = 0; n < sides; n++)
            {
                vb.AddVert(p0 + (float)Math.Cos(angleUnit * n) * widthVector + (float)Math.Sin(angleUnit * n) * lineVector, color, uv);
                vb.AddTriangle(current, current + 1 + n, current + 2 + n);
            }
        }
示例#4
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            float w = vb.contentRect.width;
            float h = vb.contentRect.height;
            float xMax = vb.contentRect.xMax;
            float yMax = vb.contentRect.yMax;
            int   hc = (int)Mathf.Min(Mathf.CeilToInt(w / gridSize), 9);
            int   vc = (int)Mathf.Min(Mathf.CeilToInt(h / gridSize), 9);
            int   eachPartX = Mathf.FloorToInt(w / hc);
            int   eachPartY = Mathf.FloorToInt(h / vc);
            float x, y;

            for (int i = 0; i <= vc; i++)
            {
                if (i == vc)
                {
                    y = yMax;
                }
                else
                {
                    y = vb.contentRect.y + i * eachPartY;
                }
                for (int j = 0; j <= hc; j++)
                {
                    if (j == hc)
                    {
                        x = xMax;
                    }
                    else
                    {
                        x = vb.contentRect.x + j * eachPartX;
                    }
                    vb.AddVert(new Vector3(x, y, 0));
                }
            }

            for (int i = 0; i < vc; i++)
            {
                int k = i * (hc + 1);
                for (int j = 1; j <= hc; j++)
                {
                    int m = k + j;
                    vb.AddTriangle(m - 1, m, m + hc);
                    vb.AddTriangle(m, m + hc + 1, m + hc);
                }
            }
        }
示例#5
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            float w = vb.contentRect.Width;
            float h = vb.contentRect.Height;
            float xMax = vb.contentRect.Right;
            float yMax = vb.contentRect.Bottom;
            int   hc = (int)MathHelper.Min((int)Math.Ceiling(w / gridSize), 9);
            int   vc = (int)MathHelper.Min((int)Math.Ceiling(h / gridSize), 9);
            int   eachPartX = (int)Math.Floor(w / hc);
            int   eachPartY = (int)Math.Floor(h / vc);
            float x, y;

            for (int i = 0; i <= vc; i++)
            {
                if (i == vc)
                {
                    y = yMax;
                }
                else
                {
                    y = vb.contentRect.Y + i * eachPartY;
                }
                for (int j = 0; j <= hc; j++)
                {
                    if (j == hc)
                    {
                        x = xMax;
                    }
                    else
                    {
                        x = vb.contentRect.X + j * eachPartX;
                    }
                    vb.AddVert(new Vector3(x, y, 0));
                }
            }

            for (int i = 0; i < vc; i++)
            {
                int k = i * (hc + 1);
                for (int j = 1; j <= hc; j++)
                {
                    int m = k + j;
                    vb.AddTriangle(m - 1, m, m + hc);
                    vb.AddTriangle(m, m + hc + 1, m + hc);
                }
            }
        }
示例#6
0
        void DrawOutline(VertexBuffer vb)
        {
            int numVertices = points.Count;
            int start       = vb.currentVertCount - numVertices;
            int k           = vb.currentVertCount;

            for (int i = 0; i < numVertices; i++)
            {
                Vector3 p0 = vb.vertices[start + i];
                p0.y = -p0.y;
                Vector3 p1;
                if (i < numVertices - 1)
                {
                    p1 = vb.vertices[start + i + 1];
                }
                else
                {
                    p1 = vb.vertices[start];
                }
                p1.y = -p1.y;

                Vector3 lineVector  = p1 - p0;
                Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
                widthVector.Normalize();

                vb.AddVert(p0 - widthVector * lineWidth * 0.5f, lineColor);
                vb.AddVert(p0 + widthVector * lineWidth * 0.5f, lineColor);
                vb.AddVert(p1 - widthVector * lineWidth * 0.5f, lineColor);
                vb.AddVert(p1 + widthVector * lineWidth * 0.5f, lineColor);

                k += 4;
                vb.AddTriangle(k - 4, k - 3, k - 1);
                vb.AddTriangle(k - 4, k - 1, k - 2);

                //joint
                if (i != 0)
                {
                    vb.AddTriangle(k - 6, k - 5, k - 3);
                    vb.AddTriangle(k - 6, k - 3, k - 4);
                }
                if (i == numVertices - 1)
                {
                    start += numVertices;
                    vb.AddTriangle(k - 2, k - 1, start + 1);
                    vb.AddTriangle(k - 2, start + 1, start);
                }
            }
        }
示例#7
0
        //4 vertex
        static void FillRadial90(VertexBuffer vb, Rect vertRect, Origin90 origin, float amount, bool clockwise)
        {
            bool flipX = origin == Origin90.TopRight || origin == Origin90.BottomRight;
            bool flipY = origin == Origin90.BottomLeft || origin == Origin90.BottomRight;

            if (flipX != flipY)
            {
                clockwise = !clockwise;
            }

            float ratio    = clockwise ? amount : (1 - amount);
            float tan      = Mathf.Tan(Mathf.PI * 0.5f * ratio);
            float thresold = vertRect.height / vertRect.width - tan;

            if (!clockwise)
            {
                thresold = -thresold;
            }
            float x  = vertRect.x + (ratio == 0 ? float.MaxValue : (vertRect.height / tan));
            float y  = vertRect.y + (ratio == 1 ? float.MaxValue : (vertRect.width * tan));
            float x2 = x;
            float y2 = y;

            if (flipX)
            {
                x2 = vertRect.width - x;
            }
            if (flipY)
            {
                y2 = vertRect.height - y;
            }
            float xMin = flipX ? (vertRect.width - vertRect.x) : vertRect.xMin;
            float yMin = flipY ? (vertRect.height - vertRect.y) : vertRect.yMin;
            float xMax = flipX ? -vertRect.xMin : vertRect.xMax;
            float yMax = flipY ? -vertRect.yMin : vertRect.yMax;

            vb.AddVert(new Vector3(xMin, yMin, 0));

            if (clockwise)
            {
                vb.AddVert(new Vector3(xMax, yMin, 0));
            }

            if (y > vertRect.yMax)
            {
                if (thresold > 0)
                {
                    vb.AddVert(new Vector3(x2, yMax, 0));
                }
                else
                {
                    vb.AddVert(new Vector3(xMax, yMax, 0));
                }
            }
            else
            {
                vb.AddVert(new Vector3(xMax, y2, 0));
            }

            if (x > vertRect.xMax)
            {
                if (thresold > 0)
                {
                    vb.AddVert(new Vector3(xMax, y2, 0));
                }
                else
                {
                    vb.AddVert(new Vector3(xMax, yMax, 0));
                }
            }
            else
            {
                vb.AddVert(new Vector3(x2, yMax, 0));
            }

            if (!clockwise)
            {
                vb.AddVert(new Vector3(xMin, yMax, 0));
            }

            if (flipX == flipY)
            {
                vb.AddTriangle(0, 1, 2);
                vb.AddTriangle(0, 2, 3);
            }
            else
            {
                vb.AddTriangle(2, 1, 0);
                vb.AddTriangle(3, 2, 0);
            }
        }
        public void OnPopulateMesh(VertexBuffer vb)
        {
            Rectangle rect  = drawRect != null ? (Rectangle)drawRect : vb.contentRect;
            Color     color = fillColor != null ? (Color)fillColor : vb.vertexColor;

            float radiusX         = rect.Width / 2;
            float radiusY         = rect.Height / 2;
            float cornerMaxRadius = Math.Min(radiusX, radiusY);
            float centerX         = radiusX + rect.X;
            float centerY         = radiusY + rect.Y;

            vb.AddVert(new Vector3(centerX, centerY, 0), color);

            int cnt = vb.currentVertCount;

            for (int i = 0; i < 4; i++)
            {
                float radius = 0;
                switch (i)
                {
                case 0:
                    radius = bottomRightRadius;
                    break;

                case 1:
                    radius = bottomLeftRadius;
                    break;

                case 2:
                    radius = topLeftRadius;
                    break;

                case 3:
                    radius = topRightRadius;
                    break;
                }
                radius = Math.Min(cornerMaxRadius, radius);

                float offsetX = rect.X;
                float offsetY = rect.Y;

                if (i == 0 || i == 3)
                {
                    offsetX = rect.Right - radius * 2;
                }
                if (i == 0 || i == 1)
                {
                    offsetY = rect.Bottom - radius * 2;
                }

                if (radius != 0)
                {
                    int   partNumSides = (int)Math.Max(1, Math.Ceiling(Math.PI * radius / 8)) + 1;
                    float angleDelta   = (float)Math.PI / 2 / partNumSides;
                    float angle        = (float)Math.PI / 2 * i;
                    float startAngle   = angle;

                    for (int j = 1; j <= partNumSides; j++)
                    {
                        if (j == partNumSides)                         //消除精度误差带来的不对齐
                        {
                            angle = startAngle + (float)Math.PI / 2;
                        }
                        Vector3 v1 = new Vector3(offsetX + (float)Math.Cos(angle) * (radius - lineWidth) + radius,
                                                 offsetY + (float)Math.Sin(angle) * (radius - lineWidth) + radius, 0);
                        vb.AddVert(v1, color);
                        if (lineWidth != 0)
                        {
                            vb.AddVert(v1, lineColor);
                            vb.AddVert(new Vector3(offsetX + (float)Math.Cos(angle) * radius + radius,
                                                   offsetY + (float)Math.Sin(angle) * radius + radius, 0), lineColor);
                        }
                        angle += angleDelta;
                    }
                }
                else
                {
                    Vector3 v1 = new Vector3(offsetX, offsetY, 0);
                    if (lineWidth != 0)
                    {
                        if (i == 0 || i == 3)
                        {
                            offsetX -= lineWidth;
                        }
                        else
                        {
                            offsetX += lineWidth;
                        }
                        if (i == 0 || i == 1)
                        {
                            offsetY -= lineWidth;
                        }
                        else
                        {
                            offsetY += lineWidth;
                        }
                        Vector3 v2 = new Vector3(offsetX, offsetY, 0);
                        vb.AddVert(v2, color);
                        vb.AddVert(v2, lineColor);
                        vb.AddVert(v1, lineColor);
                    }
                    else
                    {
                        vb.AddVert(v1, color);
                    }
                }
            }
            cnt = vb.currentVertCount - cnt;

            if (lineWidth > 0)
            {
                for (int i = 0; i < cnt; i += 3)
                {
                    if (i != cnt - 3)
                    {
                        vb.AddTriangle(0, i + 1, i + 4);
                        vb.AddTriangle(i + 5, i + 2, i + 3);
                        vb.AddTriangle(i + 3, i + 6, i + 5);
                    }
                    else
                    {
                        vb.AddTriangle(0, i + 1, 1);
                        vb.AddTriangle(2, i + 2, i + 3);
                        vb.AddTriangle(i + 3, 3, 2);
                    }
                }
            }
            else
            {
                for (int i = 0; i < cnt; i++)
                {
                    vb.AddTriangle(0, i + 1, (i == cnt - 1) ? 1 : i + 2);
                }
            }
        }
示例#9
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            Rect    rect  = drawRect != null ? (Rect)drawRect : vb.contentRect;
            Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;

            float sectionStart = Mathf.Clamp(startDegree, 0, 360);
            float sectionEnd   = Mathf.Clamp(endDegreee, 0, 360);
            bool  clipped      = sectionStart > 0 || sectionEnd < 360;

            sectionStart = sectionStart * Mathf.Deg2Rad;
            sectionEnd   = sectionEnd * Mathf.Deg2Rad;
            Color32 centerColor2 = centerColor == null ? color : (Color32)centerColor;

            float radiusX = rect.width / 2;
            float radiusY = rect.height / 2;
            int   sides   = Mathf.CeilToInt(Mathf.PI * (radiusX + radiusY) / 4);

            sides = Mathf.Clamp(sides, 40, 800);
            float angleDelta = 2 * Mathf.PI / sides;
            float angle      = 0;
            float lineAngle  = 0;

            if (lineWidth > 0 && clipped)
            {
                lineAngle     = lineWidth / Mathf.Max(radiusX, radiusY);
                sectionStart += lineAngle;
                sectionEnd   -= lineAngle;
            }

            int   vpos    = vb.currentVertCount;
            float centerX = rect.x + radiusX;
            float centerY = rect.y + radiusY;

            vb.AddVert(new Vector3(centerX, centerY, 0), centerColor2);
            for (int i = 0; i < sides; i++)
            {
                if (angle < sectionStart)
                {
                    angle = sectionStart;
                }
                else if (angle > sectionEnd)
                {
                    angle = sectionEnd;
                }
                Vector3 vec = new Vector3(Mathf.Cos(angle) * (radiusX - lineWidth) + centerX, Mathf.Sin(angle) * (radiusY - lineWidth) + centerY, 0);
                vb.AddVert(vec, color);
                if (lineWidth > 0)
                {
                    vb.AddVert(vec, lineColor);
                    vb.AddVert(new Vector3(Mathf.Cos(angle) * radiusX + centerX, Mathf.Sin(angle) * radiusY + centerY, 0), lineColor);
                }
                angle += angleDelta;
            }

            if (lineWidth > 0)
            {
                int cnt = sides * 3;
                for (int i = 0; i < cnt; i += 3)
                {
                    if (i != cnt - 3)
                    {
                        vb.AddTriangle(0, i + 1, i + 4);
                        vb.AddTriangle(i + 5, i + 2, i + 3);
                        vb.AddTriangle(i + 3, i + 6, i + 5);
                    }
                    else if (!clipped)
                    {
                        vb.AddTriangle(0, i + 1, 1);
                        vb.AddTriangle(2, i + 2, i + 3);
                        vb.AddTriangle(i + 3, 3, 2);
                    }
                    else
                    {
                        vb.AddTriangle(0, i + 1, i + 1);
                        vb.AddTriangle(i + 2, i + 2, i + 3);
                        vb.AddTriangle(i + 3, i + 3, i + 2);
                    }
                }
            }
            else
            {
                for (int i = 0; i < sides; i++)
                {
                    if (i != sides - 1)
                    {
                        vb.AddTriangle(0, i + 1, i + 2);
                    }
                    else if (!clipped)
                    {
                        vb.AddTriangle(0, i + 1, 1);
                    }
                    else
                    {
                        vb.AddTriangle(0, i + 1, i + 1);
                    }
                }
            }

            if (lineWidth > 0 && clipped)
            {
                //扇形内边缘的线条

                vb.AddVert(new Vector3(radiusX, radiusY, 0), lineColor);
                float centerRadius = lineWidth * 0.5f;

                sectionStart -= lineAngle;
                angle         = sectionStart + lineAngle * 0.5f + Mathf.PI * 0.5f;
                vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
                angle -= Mathf.PI;
                vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
                vb.AddVert(new Vector3(Mathf.Cos(sectionStart) * radiusX + radiusX, Mathf.Sin(sectionStart) * radiusY + radiusY, 0), lineColor);
                vb.AddVert(vb.GetPosition(vpos + 3), lineColor);

                sectionEnd += lineAngle;
                angle       = sectionEnd - lineAngle * 0.5f + Mathf.PI * 0.5f;
                vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
                angle -= Mathf.PI;
                vb.AddVert(new Vector3(Mathf.Cos(angle) * centerRadius + radiusX, Mathf.Sin(angle) * centerRadius + radiusY, 0), lineColor);
                vb.AddVert(vb.GetPosition(vpos + sides * 3), lineColor);
                vb.AddVert(new Vector3(Mathf.Cos(sectionEnd) * radiusX + radiusX, Mathf.Sin(sectionEnd) * radiusY + radiusY, 0), lineColor);

                vb.AddTriangles(SECTOR_CENTER_TRIANGLES, sides * 3 + 1);
            }
        }
示例#10
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            Vector2 uvMin = vb.uvRect.position;
            Vector2 uvMax = new Vector2(vb.uvRect.xMax, vb.uvRect.yMax);

            int   segCount = path.segmentCount;
            float t        = 0;
            float lw       = lineWidth;
            float u;

            for (int si = 0; si < segCount; si++)
            {
                float ratio = path.GetSegmentLength(si) / path.length;
                float t0    = Mathf.Clamp(fillStart - t, 0, ratio) / ratio;
                float t1    = Mathf.Clamp(fillEnd - t, 0, ratio) / ratio;
                if (t0 >= t1)
                {
                    t += ratio;
                    continue;
                }

                points.Clear();
                ts.Clear();
                path.GetPointsInSegment(si, t0, t1, points, ts, pointDensity);
                int cnt = points.Count;

                Color c0 = vb.vertexColor;
                Color c1 = vb.vertexColor;
                if (gradient != null)
                {
                    c0 = gradient.Evaluate(t);
                }
                if (lineWidthCurve != null)
                {
                    lw = lineWidthCurve.Evaluate(t);
                }

                if (roundEdge && si == 0 && t0 == 0)
                {
                    DrawRoundEdge(vb, points[0], points[1], lw, c0, uvMin);
                }

                int vertCount = vb.currentVertCount;
                for (int i = 1; i < cnt; i++)
                {
                    Vector3 p0 = points[i - 1];
                    Vector3 p1 = points[i];
                    int     k  = vertCount + (i - 1) * 2;
                    float   tc = t + ratio * ts[i];

                    Vector3 lineVector  = p1 - p0;
                    Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
                    widthVector.Normalize();

                    if (i == 1)
                    {
                        u = Mathf.Lerp(uvMin.x, uvMax.x, t + ratio * ts[i - 1]);
                        vb.AddVert(p0 - widthVector * lw * 0.5f, c0, new Vector2(u, uvMax.y));
                        vb.AddVert(p0 + widthVector * lw * 0.5f, c0, new Vector2(u, uvMin.y));

                        if (si != 0) //joint
                        {
                            vb.AddTriangle(k - 2, k - 1, k + 1);
                            vb.AddTriangle(k - 2, k + 1, k);
                        }
                    }
                    if (gradient != null)
                    {
                        c1 = gradient.Evaluate(tc);
                    }

                    if (lineWidthCurve != null)
                    {
                        lw = lineWidthCurve.Evaluate(tc);
                    }

                    u = Mathf.Lerp(uvMin.x, uvMax.x, tc);
                    vb.AddVert(p1 - widthVector * lw * 0.5f, c1, new Vector2(u, uvMax.y));
                    vb.AddVert(p1 + widthVector * lw * 0.5f, c1, new Vector2(u, uvMin.y));

                    vb.AddTriangle(k, k + 1, k + 3);
                    vb.AddTriangle(k, k + 3, k + 2);
                }

                if (roundEdge && si == segCount - 1 && t1 == 1)
                {
                    DrawRoundEdge(vb, points[cnt - 1], points[cnt - 2], lw, c1, uvMax);
                }

                t += ratio;
            }
        }
        public void OnPopulateMesh(VertexBuffer vb)
        {
            int numVertices = points.Count;

            if (numVertices < 3)
            {
                return;
            }

            int restIndexPos, numRestIndices;

            Color color = fillColor != null ? (Color)fillColor : vb.vertexColor;

            for (int i = 0; i < numVertices; i++)
            {
                Vector3 vec = new Vector3(points[i].X, points[i].Y, 0);
                if (usePercentPositions)
                {
                    vec.X *= vb.contentRect.Width;
                    vec.Y *= vb.contentRect.Height;
                }
                vb.AddVert(vec, color);
            }

            // Algorithm "Ear clipping method" described here:
            // -> https://en.wikipedia.org/wiki/Polygon_triangulation
            //
            // Implementation inspired by:
            // -> http://polyk.ivank.net
            // -> Starling

            sRestIndices.Clear();
            for (int i = 0; i < numVertices; ++i)
            {
                sRestIndices.Add(i);
            }

            restIndexPos   = 0;
            numRestIndices = numVertices;

            Vector2 a, b, c, p;
            int     otherIndex;
            bool    earFound;
            int     i0, i1, i2;

            while (numRestIndices > 3)
            {
                earFound = false;
                i0       = sRestIndices[restIndexPos % numRestIndices];
                i1       = sRestIndices[(restIndexPos + 1) % numRestIndices];
                i2       = sRestIndices[(restIndexPos + 2) % numRestIndices];

                a = points[i0];
                b = points[i1];
                c = points[i2];

                if ((a.Y - b.Y) * (c.X - b.X) + (b.X - a.X) * (c.Y - b.Y) >= 0)
                {
                    earFound = true;
                    for (int i = 3; i < numRestIndices; ++i)
                    {
                        otherIndex = sRestIndices[(restIndexPos + i) % numRestIndices];
                        p          = points[otherIndex];

                        if (IsPointInTriangle(ref p, ref a, ref b, ref c))
                        {
                            earFound = false;
                            break;
                        }
                    }
                }

                if (earFound)
                {
                    vb.AddTriangle(i0, i1, i2);
                    sRestIndices.RemoveAt((restIndexPos + 1) % numRestIndices);

                    numRestIndices--;
                    restIndexPos = 0;
                }
                else
                {
                    restIndexPos++;
                    if (restIndexPos == numRestIndices)
                    {
                        break;                                                     // no more ears
                    }
                }
            }
            vb.AddTriangle(sRestIndices[0], sRestIndices[1], sRestIndices[2]);

            if (colors != null)
            {
                vb.RepeatColors(colors, 0, vb.currentVertCount);
            }
        }
示例#12
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            if (distances != null && distances.Length != sides)
            {
                Debug.LogError("distances.Length!=sides");
                return;
            }

            Rect    rect  = drawRect != null ? (Rect)drawRect : vb.contentRect;
            Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;

            rotation = rotation * Mathf.Deg2Rad;
            float angleDelta = 2 * Mathf.PI / sides;
            float angle      = rotation;
            float radius     = Mathf.Min(rect.width / 2, rect.height / 2);

            float centerX = radius + rect.x;
            float centerY = radius + rect.y;

            vb.AddVert(new Vector3(centerX, centerY, 0), centerColor == null ? color : (Color32)centerColor);
            for (int i = 0; i < sides; i++)
            {
                float r = radius;
                if (distances != null)
                {
                    r *= distances[i];
                }
                float   xv  = Mathf.Cos(angle) * (r - lineWidth);
                float   yv  = Mathf.Sin(angle) * (r - lineWidth);
                Vector3 vec = new Vector3(xv + centerX, yv + centerY, 0);
                vb.AddVert(vec, color);
                if (lineWidth > 0)
                {
                    vb.AddVert(vec, lineColor);

                    xv = Mathf.Cos(angle) * r + centerX;
                    yv = Mathf.Sin(angle) * r + centerY;
                    vb.AddVert(new Vector3(xv, yv, 0), lineColor);
                }
                angle += angleDelta;
            }

            if (lineWidth > 0)
            {
                int tmp = sides * 3;
                for (int i = 0; i < tmp; i += 3)
                {
                    if (i != tmp - 3)
                    {
                        vb.AddTriangle(0, i + 1, i + 4);
                        vb.AddTriangle(i + 5, i + 2, i + 3);
                        vb.AddTriangle(i + 3, i + 6, i + 5);
                    }
                    else
                    {
                        vb.AddTriangle(0, i + 1, 1);
                        vb.AddTriangle(2, i + 2, i + 3);
                        vb.AddTriangle(i + 3, 3, 2);
                    }
                }
            }
            else
            {
                for (int i = 0; i < sides; i++)
                {
                    vb.AddTriangle(0, i + 1, (i == sides - 1) ? 1 : i + 2);
                }
            }
        }
示例#13
0
        public void OnPopulateMesh(VertexBuffer vb)
        {
            int numVertices = points.Count;

            if (numVertices < 3)
            {
                return;
            }

            int     restIndexPos, numRestIndices;
            Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;

            float w            = vb.contentRect.width;
            float h            = vb.contentRect.height;
            bool  useTexcoords = texcoords.Count >= numVertices;
            bool  fullUV       = true;

            for (int i = 0; i < numVertices; i++)
            {
                Vector3 vec = new Vector3(points[i].x, points[i].y, 0);
                if (usePercentPositions)
                {
                    vec.x *= w;
                    vec.y *= h;
                }
                if (useTexcoords)
                {
                    Vector2 uv = texcoords[i];
                    if (uv.x != 0 && uv.x != 1 || uv.y != 0 && uv.y != 1)
                    {
                        fullUV = false;
                    }
                    uv.x = Mathf.Lerp(vb.uvRect.x, vb.uvRect.xMax, uv.x);
                    uv.y = Mathf.Lerp(vb.uvRect.y, vb.uvRect.yMax, uv.y);
                    vb.AddVert(vec, color, uv);
                }
                else
                {
                    vb.AddVert(vec, color);
                }
            }

            if (useTexcoords && fullUV && numVertices == 4)
            {
                vb._isArbitraryQuad = true;
            }

            // Algorithm "Ear clipping method" described here:
            // -> https://en.wikipedia.org/wiki/Polygon_triangulation
            //
            // Implementation inspired by:
            // -> http://polyk.ivank.net
            // -> Starling

            sRestIndices.Clear();
            for (int i = 0; i < numVertices; ++i)
            {
                sRestIndices.Add(i);
            }

            restIndexPos   = 0;
            numRestIndices = numVertices;

            Vector2 a, b, c, p;
            int     otherIndex;
            bool    earFound;
            int     i0, i1, i2;

            while (numRestIndices > 3)
            {
                earFound = false;
                i0       = sRestIndices[restIndexPos % numRestIndices];
                i1       = sRestIndices[(restIndexPos + 1) % numRestIndices];
                i2       = sRestIndices[(restIndexPos + 2) % numRestIndices];

                a = points[i0];
                b = points[i1];
                c = points[i2];

                if ((a.y - b.y) * (c.x - b.x) + (b.x - a.x) * (c.y - b.y) >= 0)
                {
                    earFound = true;
                    for (int i = 3; i < numRestIndices; ++i)
                    {
                        otherIndex = sRestIndices[(restIndexPos + i) % numRestIndices];
                        p          = points[otherIndex];

                        if (IsPointInTriangle(ref p, ref a, ref b, ref c))
                        {
                            earFound = false;
                            break;
                        }
                    }
                }

                if (earFound)
                {
                    vb.AddTriangle(i0, i1, i2);
                    sRestIndices.RemoveAt((restIndexPos + 1) % numRestIndices);

                    numRestIndices--;
                    restIndexPos = 0;
                }
                else
                {
                    restIndexPos++;
                    if (restIndexPos == numRestIndices)
                    {
                        break;                                                     // no more ears
                    }
                }
            }
            vb.AddTriangle(sRestIndices[0], sRestIndices[1], sRestIndices[2]);

            if (colors != null)
            {
                vb.RepeatColors(colors, 0, vb.currentVertCount);
            }
        }
示例#14
0
        //4 vertex
        static void FillRadial90(VertexBuffer vb, Rectangle vertRect, Origin90 origin, float amount, bool clockwise)
        {
            bool flipX = origin == Origin90.TopRight || origin == Origin90.BottomRight;
            bool flipY = origin == Origin90.BottomLeft || origin == Origin90.BottomRight;

            if (flipX != flipY)
            {
                clockwise = !clockwise;
            }

            float ratio = clockwise ? amount : (1 - amount);
            float tan   = (float)Math.Tan(Math.PI * 0.5f * ratio);
            float x     = vertRect.X + (ratio == 0 ? float.MaxValue : (vertRect.Height / tan));
            float y     = vertRect.Y + (ratio == 1 ? float.MaxValue : (vertRect.Width * tan));
            float x2    = x;
            float y2    = y;

            if (flipX)
            {
                x2 = vertRect.Width - x;
            }
            if (flipY)
            {
                y2 = vertRect.Height - y;
            }
            float xMin = flipX ? (vertRect.Width - vertRect.X) : vertRect.X;
            float yMin = flipY ? (vertRect.Height - vertRect.Y) : vertRect.Y;
            float xMax = flipX ? -vertRect.X : vertRect.Right;
            float yMax = flipY ? -vertRect.Y : vertRect.Bottom;

            vb.AddVert(new Vector3(xMin, yMin, 0));

            if (clockwise)
            {
                vb.AddVert(new Vector3(xMax, yMin, 0));
            }

            if (y > vertRect.Bottom)
            {
                if (amount < 0.5f)
                {
                    vb.AddVert(new Vector3(x2, yMax, 0));
                }
                else
                {
                    vb.AddVert(new Vector3(xMax, yMax, 0));
                }
            }
            else
            {
                vb.AddVert(new Vector3(xMax, y2, 0));
            }

            if (x > vertRect.Right)
            {
                if (amount < 0.5f)
                {
                    vb.AddVert(new Vector3(xMax, y2, 0));
                }
                else
                {
                    vb.AddVert(new Vector3(xMax, yMax, 0));
                }
            }
            else
            {
                vb.AddVert(new Vector3(x2, yMax, 0));
            }

            if (!clockwise)
            {
                vb.AddVert(new Vector3(xMin, yMax, 0));
            }

            if (flipX == flipY)
            {
                vb.AddTriangle(0, 1, 2);
                vb.AddTriangle(0, 2, 3);
            }
            else
            {
                vb.AddTriangle(2, 1, 0);
                vb.AddTriangle(3, 2, 0);
            }
        }
        public void OnPopulateMesh(VertexBuffer vb)
        {
            if (distances != null && distances.Length != sides)
            {
                throw new System.Exception("distances.Length!=sides");
            }

            Rectangle rect  = drawRect != null ? (Rectangle)drawRect : vb.contentRect;
            Color     color = fillColor != null ? (Color)fillColor : vb.vertexColor;

            rotation = MathHelper.ToRadians(rotation);
            float angleDelta = 2 * (float)Math.PI / sides;
            float angle      = rotation;
            float radius     = Math.Min(rect.Width / 2, rect.Height / 2);

            float centerX = radius + rect.X;
            float centerY = radius + rect.Y;

            vb.AddVert(new Vector3(centerX, centerY, 0), centerColor == null ? color : (Color)centerColor);
            for (int i = 0; i < sides; i++)
            {
                float r = radius;
                if (distances != null)
                {
                    r *= distances[i];
                }
                float   xv  = (float)Math.Cos(angle) * (r - lineWidth);
                float   yv  = (float)Math.Sin(angle) * (r - lineWidth);
                Vector3 vec = new Vector3(xv + centerX, yv + centerY, 0);
                vb.AddVert(vec, color);
                if (lineWidth > 0)
                {
                    vb.AddVert(vec, lineColor);

                    xv = (float)Math.Cos(angle) * r + centerX;
                    yv = (float)Math.Sin(angle) * r + centerY;
                    vb.AddVert(new Vector3(xv, yv, 0), lineColor);
                }
                angle += angleDelta;
            }

            if (lineWidth > 0)
            {
                int tmp = sides * 3;
                for (int i = 0; i < tmp; i += 3)
                {
                    if (i != tmp - 3)
                    {
                        vb.AddTriangle(0, i + 1, i + 4);
                        vb.AddTriangle(i + 5, i + 2, i + 3);
                        vb.AddTriangle(i + 3, i + 6, i + 5);
                    }
                    else
                    {
                        vb.AddTriangle(0, i + 1, 1);
                        vb.AddTriangle(2, i + 2, i + 3);
                        vb.AddTriangle(i + 3, 3, 2);
                    }
                }
            }
            else
            {
                for (int i = 0; i < sides; i++)
                {
                    vb.AddTriangle(0, i + 1, (i == sides - 1) ? 1 : i + 2);
                }
            }
        }