修改调整

This commit is contained in:
2026-03-12 00:22:03 +08:00
parent b216a71a79
commit b18fc01912
790 changed files with 127129 additions and 1 deletions

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using System.Collections.Generic;
using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class CompositeMesh : IMeshFactory, IHitTest
{
/// <summary>
///
/// </summary>
public readonly List<IMeshFactory> elements;
/// <summary>
/// If it is -1, means all elements are active, otherwise, only the specific element is active
/// </summary>
public int activeIndex;
public CompositeMesh()
{
elements = new List<IMeshFactory>();
activeIndex = -1;
}
public void OnPopulateMesh(VertexBuffer vb)
{
int cnt = elements.Count;
if (cnt == 1)
elements[0].OnPopulateMesh(vb);
else
{
VertexBuffer vb2 = VertexBuffer.Begin(vb);
for (int i = 0; i < cnt; i++)
{
if (activeIndex == -1 || i == activeIndex)
{
vb2.Clear();
elements[i].OnPopulateMesh(vb2);
vb.Append(vb2);
}
}
vb2.End();
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (!contentRect.Contains(point))
return false;
bool flag = false;
int cnt = elements.Count;
for (int i = 0; i < cnt; i++)
{
if (activeIndex == -1 || i == activeIndex)
{
IHitTest ht = elements[i] as IHitTest;
if (ht != null)
{
if (ht.HitTest(contentRect, point))
return true;
}
else
flag = true;
}
}
return flag;
}
}
}

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defaultReferences: []
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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class EllipseMesh : IMeshFactory, IHitTest
{
/// <summary>
///
/// </summary>
public Rect? drawRect;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public Color32 lineColor;
/// <summary>
///
/// </summary>
public Color32? centerColor;
/// <summary>
///
/// </summary>
public Color32? fillColor;
/// <summary>
///
/// </summary>
public float startDegree;
/// <summary>
///
/// </summary>
public float endDegreee;
static int[] SECTOR_CENTER_TRIANGLES = new int[] {
0, 4, 1,
0, 3, 4,
0, 2, 3,
0, 8, 5,
0, 7, 8,
0, 6, 7,
6, 5, 2,
2, 1, 6
};
public EllipseMesh()
{
lineColor = Color.black;
startDegree = 0;
endDegreee = 360;
}
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);
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (!contentRect.Contains(point))
return false;
float radiusX = contentRect.width * 0.5f;
float raduisY = contentRect.height * 0.5f;
float xx = point.x - radiusX - contentRect.x;
float yy = point.y - raduisY - contentRect.y;
if (Mathf.Pow(xx / radiusX, 2) + Mathf.Pow(yy / raduisY, 2) < 1)
{
if (startDegree != 0 || endDegreee != 360)
{
float deg = Mathf.Atan2(yy, xx) * Mathf.Rad2Deg;
if (deg < 0)
deg += 360;
return deg >= startDegree && deg <= endDegreee;
}
else
return true;
}
return false;
}
}
}

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timeCreated: 1545987173
licenseType: Free
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class FillMesh : IMeshFactory
{
/// <summary>
///
/// </summary>
public FillMethod method;
/// <summary>
///
/// </summary>
public int origin;
/// <summary>
///
/// </summary>
public float amount;
/// <summary>
///
/// </summary>
public bool clockwise;
public FillMesh()
{
clockwise = true;
amount = 1;
}
public void OnPopulateMesh(VertexBuffer vb)
{
float amount = Mathf.Clamp01(this.amount);
switch (method)
{
case FillMethod.Horizontal:
FillHorizontal(vb, vb.contentRect, origin, amount);
break;
case FillMethod.Vertical:
FillVertical(vb, vb.contentRect, origin, amount);
break;
case FillMethod.Radial90:
FillRadial90(vb, vb.contentRect, (Origin90)origin, amount, clockwise);
break;
case FillMethod.Radial180:
FillRadial180(vb, vb.contentRect, (Origin180)origin, amount, clockwise);
break;
case FillMethod.Radial360:
FillRadial360(vb, vb.contentRect, (Origin360)origin, amount, clockwise);
break;
}
}
static void FillHorizontal(VertexBuffer vb, Rect vertRect, int origin, float amount)
{
float a = vertRect.width * amount;
if ((OriginHorizontal)origin == OriginHorizontal.Right || (OriginVertical)origin == OriginVertical.Bottom)
vertRect.x += (vertRect.width - a);
vertRect.width = a;
vb.AddQuad(vertRect);
vb.AddTriangles();
}
static void FillVertical(VertexBuffer vb, Rect vertRect, int origin, float amount)
{
float a = vertRect.height * amount;
if ((OriginHorizontal)origin == OriginHorizontal.Right || (OriginVertical)origin == OriginVertical.Bottom)
vertRect.y += (vertRect.height - a);
vertRect.height = a;
vb.AddQuad(vertRect);
vb.AddTriangles();
}
//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);
bool thresold = false;
if (ratio != 1)
thresold = (vertRect.height / vertRect.width - tan) > 0;
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)
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)
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);
}
}
//8 vertex
static void FillRadial180(VertexBuffer vb, Rect vertRect, Origin180 origin, float amount, bool clockwise)
{
switch (origin)
{
case Origin180.Top:
if (amount <= 0.5f)
{
vertRect.width /= 2;
if (clockwise)
vertRect.x += vertRect.width;
FillRadial90(vb, vertRect, clockwise ? Origin90.TopLeft : Origin90.TopRight, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-4);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.width /= 2;
if (!clockwise)
vertRect.x += vertRect.width;
FillRadial90(vb, vertRect, clockwise ? Origin90.TopRight : Origin90.TopLeft, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.x += vertRect.width;
else
vertRect.x -= vertRect.width;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin180.Bottom:
if (amount <= 0.5f)
{
vertRect.width /= 2;
if (!clockwise)
vertRect.x += vertRect.width;
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomRight : Origin90.BottomLeft, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-4);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.width /= 2;
if (clockwise)
vertRect.x += vertRect.width;
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomLeft : Origin90.BottomRight, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.x -= vertRect.width;
else
vertRect.x += vertRect.width;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin180.Left:
if (amount <= 0.5f)
{
vertRect.height /= 2;
if (!clockwise)
vertRect.y += vertRect.height;
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomLeft : Origin90.TopLeft, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-4);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.height /= 2;
if (clockwise)
vertRect.y += vertRect.height;
FillRadial90(vb, vertRect, clockwise ? Origin90.TopLeft : Origin90.BottomLeft, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.y -= vertRect.height;
else
vertRect.y += vertRect.height;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin180.Right:
if (amount <= 0.5f)
{
vertRect.height /= 2;
if (clockwise)
vertRect.y += vertRect.height;
FillRadial90(vb, vertRect, clockwise ? Origin90.TopRight : Origin90.BottomRight, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-4);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.height /= 2;
if (!clockwise)
vertRect.y += vertRect.height;
FillRadial90(vb, vertRect, clockwise ? Origin90.BottomRight : Origin90.TopRight, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.y += vertRect.height;
else
vertRect.y -= vertRect.height;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
}
}
//12 vertex
static void FillRadial360(VertexBuffer vb, Rect vertRect, Origin360 origin, float amount, bool clockwise)
{
switch (origin)
{
case Origin360.Top:
if (amount < 0.5f)
{
vertRect.width /= 2;
if (clockwise)
vertRect.x += vertRect.width;
FillRadial180(vb, vertRect, clockwise ? Origin180.Left : Origin180.Right, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-8);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.width /= 2;
if (!clockwise)
vertRect.x += vertRect.width;
FillRadial180(vb, vertRect, clockwise ? Origin180.Right : Origin180.Left, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.x += vertRect.width;
else
vertRect.x -= vertRect.width;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin360.Bottom:
if (amount < 0.5f)
{
vertRect.width /= 2;
if (!clockwise)
vertRect.x += vertRect.width;
FillRadial180(vb, vertRect, clockwise ? Origin180.Right : Origin180.Left, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-8);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.width /= 2;
if (clockwise)
vertRect.x += vertRect.width;
FillRadial180(vb, vertRect, clockwise ? Origin180.Left : Origin180.Right, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.x -= vertRect.width;
else
vertRect.x += vertRect.width;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin360.Left:
if (amount < 0.5f)
{
vertRect.height /= 2;
if (!clockwise)
vertRect.y += vertRect.height;
FillRadial180(vb, vertRect, clockwise ? Origin180.Bottom : Origin180.Top, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-8);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.height /= 2;
if (clockwise)
vertRect.y += vertRect.height;
FillRadial180(vb, vertRect, clockwise ? Origin180.Top : Origin180.Bottom, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.y -= vertRect.height;
else
vertRect.y += vertRect.height;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
case Origin360.Right:
if (amount < 0.5f)
{
vertRect.height /= 2;
if (clockwise)
vertRect.y += vertRect.height;
FillRadial180(vb, vertRect, clockwise ? Origin180.Top : Origin180.Bottom, amount / 0.5f, clockwise);
Vector3 vec = vb.GetPosition(-8);
vb.AddQuad(new Rect(vec.x, vec.y, 0, 0));
vb.AddTriangles(-4);
}
else
{
vertRect.height /= 2;
if (!clockwise)
vertRect.y += vertRect.height;
FillRadial180(vb, vertRect, clockwise ? Origin180.Bottom : Origin180.Top, (amount - 0.5f) / 0.5f, clockwise);
if (clockwise)
vertRect.y += vertRect.height;
else
vertRect.y -= vertRect.height;
vb.AddQuad(vertRect);
vb.AddTriangles(-4);
}
break;
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// Inspired by kim ki won (http://mypi.ruliweb.daum.net/mypi.htm?id=newtypekorea)
/// </summary>
public class LineMesh : IMeshFactory
{
/// <summary>
///
/// </summary>
public GPath path;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public AnimationCurve lineWidthCurve;
/// <summary>
///
/// </summary>
public Gradient gradient;
/// <summary>
///
/// </summary>
public bool roundEdge;
/// <summary>
///
/// </summary>
public float fillStart;
/// <summary>
///
/// </summary>
public float fillEnd;
/// <summary>
///
/// </summary>
public float pointDensity;
/// <summary>
///
/// </summary>
public bool repeatFill;
static List<Vector3> points = new List<Vector3>();
static List<float> ts = new List<float>();
public LineMesh()
{
path = new GPath();
lineWidth = 2;
fillStart = 0;
fillEnd = 1;
pointDensity = 0.1f;
}
public void OnPopulateMesh(VertexBuffer vb)
{
Vector2 uvMin = vb.uvRect.position;
Vector2 uvMax = new Vector2(vb.uvRect.xMax, vb.uvRect.yMax);
float uvRatio = path.length / vb.textureSize.x;
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)
{
if (repeatFill)
u = tc * uvRatio * uvMax.x;
else
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);
if (repeatFill)
u = tc * uvRatio * uvMax.x;
else
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;
}
}
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);
}
}
}
}

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namespace FairyGUI
{
/// <summary>
///
/// </summary>
public interface IMeshFactory
{
/// <summary>
///
/// </summary>
/// <param name="vb"></param>
void OnPopulateMesh(VertexBuffer vb);
}
}

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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class PlaneMesh : IMeshFactory
{
public int gridSize = 30;
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);
}
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class PolygonMesh : IMeshFactory, IHitTest
{
/// <summary>
/// points must be in clockwise order, and must start from bottom-left if stretchUV is set.
/// </summary>
public readonly List<Vector2> points;
/// <summary>
/// if you dont want to provide uv, leave it empty.
/// </summary>
public readonly List<Vector2> texcoords;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public Color32 lineColor;
/// <summary>
///
/// </summary>
public Color32? fillColor;
/// <summary>
///
/// </summary>
public Color32[] colors;
/// <summary>
///
/// </summary>
public bool usePercentPositions;
static List<int> sRestIndices = new List<int>();
public PolygonMesh()
{
points = new List<Vector2>();
texcoords = new List<Vector2>();
}
/// <summary>
///
/// </summary>
/// <param name="point"></param>
public void Add(Vector2 point)
{
points.Add(point);
}
/// <summary>
///
/// </summary>
/// <param name="point"></param>
/// <param name="texcoord"></param>
public void Add(Vector2 point, Vector2 texcoord)
{
points.Add(point);
texcoords.Add(texcoord);
}
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);
if (lineWidth > 0)
DrawOutline(vb);
}
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);
}
}
}
bool IsPointInTriangle(ref Vector2 p, ref Vector2 a, ref Vector2 b, ref Vector2 c)
{
// From Starling
// This algorithm is described well in this article:
// http://www.blackpawn.com/texts/pointinpoly/default.html
float v0x = c.x - a.x;
float v0y = c.y - a.y;
float v1x = b.x - a.x;
float v1y = b.y - a.y;
float v2x = p.x - a.x;
float v2y = p.y - a.y;
float dot00 = v0x * v0x + v0y * v0y;
float dot01 = v0x * v1x + v0y * v1y;
float dot02 = v0x * v2x + v0y * v2y;
float dot11 = v1x * v1x + v1y * v1y;
float dot12 = v1x * v2x + v1y * v2y;
float invDen = 1.0f / (dot00 * dot11 - dot01 * dot01);
float u = (dot11 * dot02 - dot01 * dot12) * invDen;
float v = (dot00 * dot12 - dot01 * dot02) * invDen;
return (u >= 0) && (v >= 0) && (u + v < 1);
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (!contentRect.Contains(point))
return false;
// Algorithm & implementation thankfully taken from:
// -> http://alienryderflex.com/polygon/
// inspired by Starling
int len = points.Count;
int i;
int j = len - 1;
bool oddNodes = false;
float w = contentRect.width;
float h = contentRect.height;
for (i = 0; i < len; ++i)
{
float ix = points[i].x;
float iy = points[i].y;
float jx = points[j].x;
float jy = points[j].y;
if (usePercentPositions)
{
ix *= w;
iy *= h;
ix *= w;
iy *= h;
}
if ((iy < point.y && jy >= point.y || jy < point.y && iy >= point.y) && (ix <= point.x || jx <= point.x))
{
if (ix + (point.y - iy) / (jy - iy) * (jx - ix) < point.x)
oddNodes = !oddNodes;
}
j = i;
}
return oddNodes;
}
}
}

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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class RectMesh : IMeshFactory, IHitTest
{
/// <summary>
///
/// </summary>
public Rect? drawRect;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public Color32 lineColor;
/// <summary>
///
/// </summary>
public Color32? fillColor;
/// <summary>
///
/// </summary>
public Color32[] colors;
public RectMesh()
{
lineColor = Color.black;
}
public void OnPopulateMesh(VertexBuffer vb)
{
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
if (lineWidth == 0)
{
if (color.a != 0)//optimized
vb.AddQuad(rect, color);
}
else
{
Rect part;
//left,right
part = new Rect(rect.x, rect.y, lineWidth, rect.height);
vb.AddQuad(part, lineColor);
part = new Rect(rect.xMax - lineWidth, rect.y, lineWidth, rect.height);
vb.AddQuad(part, lineColor);
//top, bottom
part = new Rect(rect.x + lineWidth, rect.y, rect.width - lineWidth * 2, lineWidth);
vb.AddQuad(part, lineColor);
part = new Rect(rect.x + lineWidth, rect.yMax - lineWidth, rect.width - lineWidth * 2, lineWidth);
vb.AddQuad(part, lineColor);
//middle
if (color.a != 0)//optimized
{
part = Rect.MinMaxRect(rect.x + lineWidth, rect.y + lineWidth, rect.xMax - lineWidth, rect.yMax - lineWidth);
if (part.width > 0 && part.height > 0)
vb.AddQuad(part, color);
}
}
if (colors != null)
vb.RepeatColors(colors, 0, vb.currentVertCount);
vb.AddTriangles();
}
public bool HitTest(Rect contentRect, Vector2 point)
{
return contentRect.Contains(point);
}
}
}

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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class RegularPolygonMesh : IMeshFactory, IHitTest
{
/// <summary>
///
/// </summary>
public Rect? drawRect;
/// <summary>
///
/// </summary>
public int sides;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public Color32 lineColor;
/// <summary>
///
/// </summary>
public Color32? centerColor;
/// <summary>
///
/// </summary>
public Color32? fillColor;
/// <summary>
///
/// </summary>
public float[] distances;
/// <summary>
///
/// </summary>
public float rotation;
public RegularPolygonMesh()
{
sides = 3;
lineColor = Color.black;
}
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;
float angleDelta = 2 * Mathf.PI / sides;
float angle = rotation * Mathf.Deg2Rad;
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);
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (drawRect != null)
return ((Rect)drawRect).Contains(point);
else
return contentRect.Contains(point);
}
}
}

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using UnityEngine;
namespace FairyGUI
{
public class RoundedRectMesh : IMeshFactory, IHitTest
{
/// <summary>
///
/// </summary>
public Rect? drawRect;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public Color32 lineColor;
/// <summary>
///
/// </summary>
public Color32? fillColor;
/// <summary>
///
/// </summary>
public float topLeftRadius;
/// <summary>
///
/// </summary>
public float topRightRadius;
/// <summary>
///
/// </summary>
public float bottomLeftRadius;
/// <summary>
///
/// </summary>
public float bottomRightRadius;
public RoundedRectMesh()
{
lineColor = Color.black;
}
public void OnPopulateMesh(VertexBuffer vb)
{
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
float radiusX = rect.width / 2;
float radiusY = rect.height / 2;
float cornerMaxRadius = Mathf.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 = Mathf.Min(cornerMaxRadius, radius);
float offsetX = rect.x;
float offsetY = rect.y;
if (i == 0 || i == 3)
offsetX = rect.xMax - radius * 2;
if (i == 0 || i == 1)
offsetY = rect.yMax - radius * 2;
if (radius != 0)
{
int partNumSides = Mathf.Max(1, Mathf.CeilToInt(Mathf.PI * radius / 8)) + 1;
float angleDelta = Mathf.PI / 2 / partNumSides;
float angle = Mathf.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 + Mathf.PI / 2;
Vector3 v1 = new Vector3(offsetX + Mathf.Cos(angle) * (radius - lineWidth) + radius,
offsetY + Mathf.Sin(angle) * (radius - lineWidth) + radius, 0);
vb.AddVert(v1, color);
if (lineWidth != 0)
{
vb.AddVert(v1, lineColor);
vb.AddVert(new Vector3(offsetX + Mathf.Cos(angle) * radius + radius,
offsetY + Mathf.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);
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (drawRect != null)
return ((Rect)drawRect).Contains(point);
else
return contentRect.Contains(point);
}
}
}

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using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public class StraightLineMesh : IMeshFactory
{
/// <summary>
///
/// </summary>
public Color color;
/// <summary>
///
/// </summary>
public Vector3 origin;
/// <summary>
///
/// </summary>
public Vector3 end;
/// <summary>
///
/// </summary>
public float lineWidth;
/// <summary>
///
/// </summary>
public bool repeatFill;
public StraightLineMesh()
{
color = Color.black;
lineWidth = 1;
}
/// <summary>
///
/// </summary>
/// <param name="lineWidth"></param>
/// <param name="color"></param>
/// <param name="repeatFill"></param>
public StraightLineMesh(float lineWidth, Color color, bool repeatFill)
{
this.lineWidth = lineWidth;
this.color = color;
this.repeatFill = repeatFill;
}
public void OnPopulateMesh(VertexBuffer vb)
{
if (origin == end)
return;
float length = Vector2.Distance(origin, end);
Vector3 lineVector = end - origin;
Vector3 widthVector = Vector3.Cross(lineVector, new Vector3(0, 0, 1));
widthVector.Normalize();
Vector3 v0, v1, v2, v3;
if (repeatFill)
{
float ratio = length / vb.textureSize.x;
v0 = VertexBuffer.NormalizedUV[0];
v1 = VertexBuffer.NormalizedUV[1];
v2 = new Vector2(ratio, 1);
v3 = new Vector2(ratio, 0);
}
else
{
v0 = new Vector2(vb.uvRect.xMin, vb.uvRect.yMin);
v1 = new Vector2(vb.uvRect.xMin, vb.uvRect.yMax);
v2 = new Vector2(vb.uvRect.xMax, vb.uvRect.yMax);
v3 = new Vector2(vb.uvRect.xMax, vb.uvRect.yMin);
}
vb.AddVert(origin - widthVector * lineWidth * 0.5f, color, v0);
vb.AddVert(origin + widthVector * lineWidth * 0.5f, color, v1);
vb.AddVert(end + widthVector * lineWidth * 0.5f, color, v2);
vb.AddVert(end - widthVector * lineWidth * 0.5f, color, v3);
vb.AddTriangles();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace FairyGUI
{
/// <summary>
///
/// </summary>
public sealed class VertexBuffer
{
/// <summary>
///
/// </summary>
public Rect contentRect;
/// <summary>
///
/// </summary>
public Rect uvRect;
/// <summary>
///
/// </summary>
public Color32 vertexColor;
/// <summary>
///
/// </summary>
public Vector2 textureSize;
/// <summary>
///
/// </summary>
public readonly List<Vector3> vertices;
/// <summary>
///
/// </summary>
public readonly List<Color32> colors;
/// <summary>
///
/// </summary>
public readonly List<Vector2> uvs;
/// <summary>
///
/// </summary>
public readonly List<Vector2> uvs2;
/// <summary>
///
/// </summary>
public readonly List<int> triangles;
static public Vector2[] NormalizedUV = new Vector2[] {
new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) };
static public Vector2[] NormalizedPosition = new Vector2[] {
new Vector2(0, 1), new Vector2(0, 0), new Vector2(1, 0), new Vector2(1, 1) };
internal bool _alphaInVertexColor;
internal bool _isArbitraryQuad;
static Stack<VertexBuffer> _pool = new Stack<VertexBuffer>();
/// <summary>
///
/// </summary>
/// <returns></returns>
public static VertexBuffer Begin()
{
if (_pool.Count > 0)
{
VertexBuffer inst = _pool.Pop();
inst.Clear();
return inst;
}
else
return new VertexBuffer();
}
/// <summary>
///
/// </summary>
/// <param name="source"></param>
public static VertexBuffer Begin(VertexBuffer source)
{
VertexBuffer vb = Begin();
vb.contentRect = source.contentRect;
vb.uvRect = source.uvRect;
vb.vertexColor = source.vertexColor;
vb.textureSize = source.textureSize;
return vb;
}
private VertexBuffer()
{
vertices = new List<Vector3>();
colors = new List<Color32>();
uvs = new List<Vector2>();
uvs2 = new List<Vector2>();
triangles = new List<int>();
}
/// <summary>
///
/// </summary>
public void End()
{
_pool.Push(this);
}
/// <summary>
///
/// </summary>
public void Clear()
{
vertices.Clear();
colors.Clear();
uvs.Clear();
uvs2.Clear();
triangles.Clear();
_isArbitraryQuad = false;
_alphaInVertexColor = false;
}
/// <summary>
///
/// </summary>
public int currentVertCount
{
get
{
return vertices.Count;
}
}
/// <summary>
///
/// </summary>
/// <param name="position"></param>
public void AddVert(Vector3 position)
{
position.y = -position.y;
vertices.Add(position);
colors.Add(vertexColor);
if (vertexColor.a != 255)
_alphaInVertexColor = true;
uvs.Add(new Vector2(
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (-position.y - contentRect.yMin) / contentRect.height)));
}
/// <summary>
///
/// </summary>
/// <param name="position"></param>
/// <param name="color"></param>
public void AddVert(Vector3 position, Color32 color)
{
position.y = -position.y;
vertices.Add(position);
colors.Add(color);
if (color.a != 255)
_alphaInVertexColor = true;
uvs.Add(new Vector2(
Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (-position.y - contentRect.yMin) / contentRect.height)));
}
/// <summary>
///
/// </summary>
/// <param name="position"></param>
/// <param name="color"></param>
/// <param name="uv"></param>
public void AddVert(Vector3 position, Color32 color, Vector2 uv)
{
position.y = -position.y;
vertices.Add(position);
uvs.Add(new Vector2(uv.x, uv.y));
colors.Add(color);
if (color.a != 255)
_alphaInVertexColor = true;
}
/// <summary>
///
/// 1---2
/// | / |
/// 0---3
/// </summary>
/// <param name="vertRect"></param>
public void AddQuad(Rect vertRect)
{
AddVert(new Vector3(vertRect.xMin, vertRect.yMax, 0f));
AddVert(new Vector3(vertRect.xMin, vertRect.yMin, 0f));
AddVert(new Vector3(vertRect.xMax, vertRect.yMin, 0f));
AddVert(new Vector3(vertRect.xMax, vertRect.yMax, 0f));
}
/// <summary>
///
/// </summary>
/// <param name="vertRect"></param>
/// <param name="color"></param>
public void AddQuad(Rect vertRect, Color32 color)
{
AddVert(new Vector3(vertRect.xMin, vertRect.yMax, 0f), color);
AddVert(new Vector3(vertRect.xMin, vertRect.yMin, 0f), color);
AddVert(new Vector3(vertRect.xMax, vertRect.yMin, 0f), color);
AddVert(new Vector3(vertRect.xMax, vertRect.yMax, 0f), color);
}
/// <summary>
///
/// </summary>
/// <param name="vertRect"></param>
/// <param name="color"></param>
/// <param name="uvRect"></param>
public void AddQuad(Rect vertRect, Color32 color, Rect uvRect)
{
vertices.Add(new Vector3(vertRect.xMin, -vertRect.yMax, 0f));
vertices.Add(new Vector3(vertRect.xMin, -vertRect.yMin, 0f));
vertices.Add(new Vector3(vertRect.xMax, -vertRect.yMin, 0f));
vertices.Add(new Vector3(vertRect.xMax, -vertRect.yMax, 0f));
uvs.Add(new Vector2(uvRect.xMin, uvRect.yMin));
uvs.Add(new Vector2(uvRect.xMin, uvRect.yMax));
uvs.Add(new Vector2(uvRect.xMax, uvRect.yMax));
uvs.Add(new Vector2(uvRect.xMax, uvRect.yMin));
colors.Add(color);
colors.Add(color);
colors.Add(color);
colors.Add(color);
if (color.a != 255)
_alphaInVertexColor = true;
}
static List<Vector4> helperV4List = new List<Vector4>(4) { Vector4.zero, Vector4.zero, Vector4.zero, Vector4.zero };
internal List<Vector4> FixUVForArbitraryQuad()
{
//ref1 http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/
//ref2 https://bitlush.com/blog/arbitrary-quadrilaterals-in-opengl-es-2-0
Vector4 qq = Vector4.one;
Vector2 a = vertices[2] - vertices[0];
Vector2 b = vertices[1] - vertices[3];
Vector2 c = vertices[0] - vertices[3];
float cross = a.x * b.y - a.y * b.x;
if (cross != 0)
{
float s = (a.x * c.y - a.y * c.x) / cross;
if (s > 0 && s < 1)
{
float t = (b.x * c.y - b.y * c.x) / cross;
if (t > 0 && t < 1)
{
qq.x = 1 / (1 - t);
qq.y = 1 / s;
qq.z = 1 / t;
qq.w = 1 / (1 - s);
}
}
}
for (int i = 0; i < 4; i++)
{
Vector4 v = uvs[i];
float q = qq[i];
v.x *= q;
v.y *= q;
v.w = q;
helperV4List[i] = v;
}
return helperV4List;
}
/// <summary>
///
/// </summary>
/// <param name="value"></param>
/// <param name="startIndex"></param>
/// <param name="count"></param>
public void RepeatColors(Color32[] value, int startIndex, int count)
{
int len = Mathf.Min(startIndex + count, vertices.Count);
int colorCount = value.Length;
int k = 0;
for (int i = startIndex; i < len; i++)
{
Color32 c = value[(k++) % colorCount];
colors[i] = c;
if (c.a != 255)
_alphaInVertexColor = true;
}
}
/// <summary>
///
/// </summary>
/// <param name="idx0"></param>
/// <param name="idx1"></param>
/// <param name="idx2"></param>
public void AddTriangle(int idx0, int idx1, int idx2)
{
triangles.Add(idx0);
triangles.Add(idx1);
triangles.Add(idx2);
}
/// <summary>
///
/// </summary>
/// <param name="idxList"></param>
/// <param name="startVertexIndex"></param>
public void AddTriangles(int[] idxList, int startVertexIndex = 0)
{
if (startVertexIndex != 0)
{
if (startVertexIndex < 0)
startVertexIndex = vertices.Count + startVertexIndex;
int cnt = idxList.Length;
for (int i = 0; i < cnt; i++)
triangles.Add(idxList[i] + startVertexIndex);
}
else
triangles.AddRange(idxList);
}
/// <summary>
///
/// </summary>
/// <param name="startVertexIndex"></param>
public void AddTriangles(int startVertexIndex = 0)
{
int cnt = vertices.Count;
if (startVertexIndex < 0)
startVertexIndex = cnt + startVertexIndex;
for (int i = startVertexIndex; i < cnt; i += 4)
{
triangles.Add(i);
triangles.Add(i + 1);
triangles.Add(i + 2);
triangles.Add(i + 2);
triangles.Add(i + 3);
triangles.Add(i);
}
}
/// <summary>
///
/// </summary>
/// <param name="index"></param>
/// <returns></returns>
public Vector3 GetPosition(int index)
{
if (index < 0)
index = vertices.Count + index;
Vector3 vec = vertices[index];
vec.y = -vec.y;
return vec;
}
/// <summary>
///
/// </summary>
/// <param name="position"></param>
/// <param name="usePercent"></param>
/// <returns></returns>
public Vector2 GetUVAtPosition(Vector2 position, bool usePercent)
{
if (usePercent)
{
return new Vector2(Mathf.Lerp(uvRect.xMin, uvRect.xMax, position.x),
Mathf.Lerp(uvRect.yMax, uvRect.yMin, position.y));
}
else
return new Vector2(Mathf.Lerp(uvRect.xMin, uvRect.xMax, (position.x - contentRect.xMin) / contentRect.width),
Mathf.Lerp(uvRect.yMax, uvRect.yMin, (position.y - contentRect.yMin) / contentRect.height));
}
/// <summary>
///
/// </summary>
/// <param name="vb"></param>
public void Append(VertexBuffer vb)
{
int len = vertices.Count;
vertices.AddRange(vb.vertices);
uvs.AddRange(vb.uvs);
uvs2.AddRange(vb.uvs2);
colors.AddRange(vb.colors);
if (len != 0)
{
int len1 = vb.triangles.Count;
for (int i = 0; i < len1; i++)
triangles.Add(vb.triangles[i] + len);
}
else
triangles.AddRange(vb.triangles);
if (vb._alphaInVertexColor)
_alphaInVertexColor = true;
}
/// <summary>
///
/// </summary>
/// <param name="vb"></param>
public void Insert(VertexBuffer vb)
{
vertices.InsertRange(0, vb.vertices);
uvs.InsertRange(0, vb.uvs);
uvs2.InsertRange(0, vb.uvs2);
colors.InsertRange(0, vb.colors);
int len = triangles.Count;
if (len != 0)
{
int len1 = vb.vertices.Count;
for (int i = 0; i < len; i++)
triangles[i] += len1;
}
triangles.InsertRange(0, vb.triangles);
if (vb._alphaInVertexColor)
_alphaInVertexColor = true;
}
static float[] STROKE_OFFSET = new float[]
{
-1, 0, 1, 0,
0, -1, 0, 1,
-1, -1, 1, -1,
-1, 1, 1, 1
};
public void GenerateOutline(int dirs, float width, Color color)
{
int count = vertices.Count;
if (count + dirs * count > VerticesLimit)
{
Debug.LogWarning("Outline effect cannot be completed as mesh is too large.");
return;
}
VertexBuffer vb2 = VertexBuffer.Begin();
if (color.a != 255)
vb2._alphaInVertexColor = true;
for (int j = 0; j < dirs; j++)
{
for (int i = 0; i < count; i++)
{
Vector3 vert = vertices[i];
vb2.vertices.Add(new Vector3(vert.x + STROKE_OFFSET[j * 2] * width, vert.y + STROKE_OFFSET[j * 2 + 1] * width, 0));
vb2.colors.Add(color);
}
vb2.uvs.AddRange(uvs);
if (uvs2.Count > 0)
vb2.uvs2.AddRange(uvs2);
}
Insert(vb2);
vb2.End();
}
public void GenerateShadow(Vector2 offset, Color color)
{
int count = vertices.Count;
if (count + count > VerticesLimit)
{
Debug.LogWarning("Shadow effect cannot be completed as mesh is too large.");
return;
}
VertexBuffer vb2 = VertexBuffer.Begin();
if (color.a != 255)
vb2._alphaInVertexColor = true;
for (int i = 0; i < count; i++)
{
Vector3 vert = vertices[i];
vb2.vertices.Add(new Vector3(vert.x + offset.x, vert.y - offset.y, 0));
vb2.colors.Add(color);
}
vb2.uvs.AddRange(uvs);
if (uvs2.Count > 0)
vb2.uvs2.AddRange(uvs2);
Insert(vb2);
vb2.End();
}
const int VerticesLimit = 65000;
public void CheckMeshLimit()
{
int count = vertices.Count;
if (count > VerticesLimit)
{
Debug.LogWarning("A mesh may not have more than " + VerticesLimit + " vertices.");
vertices.RemoveRange(VerticesLimit, count - VerticesLimit);
colors.RemoveRange(VerticesLimit, count - VerticesLimit);
uvs.RemoveRange(VerticesLimit, count - VerticesLimit);
if (uvs2.Count > 0)
uvs2.RemoveRange(VerticesLimit, count - VerticesLimit);
count = VerticesLimit;
}
}
}
}

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