374 lines
12 KiB
C#
374 lines
12 KiB
C#
using System;
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using Boo.Lang.Runtime;
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using UnityEngine;
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public static class Drawing_tc1
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{
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[Serializable]
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public class clip_class
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{
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public float u1;
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public float u2;
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public clip_class(float start, float end)
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{
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u1 = start;
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u2 = end;
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}
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}
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[Serializable]
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public class point_class
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{
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public Vector2 p1;
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public Vector2 p2;
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public point_class(Vector2 start, Vector2 end)
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{
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p1 = start;
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p2 = end;
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}
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}
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[NonSerialized]
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public static Texture2D aaLineTex;
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[NonSerialized]
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public static Texture2D lineTex;
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[NonSerialized]
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public static bool clippingEnabled;
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[NonSerialized]
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public static Rect clippingBounds;
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[NonSerialized]
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public static Material lineMaterial;
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static Drawing_tc1()
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{
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_0024static_initializer_0024();
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aaLineTex = new Texture2D(1, 3, TextureFormat.ARGB32, true);
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aaLineTex.SetPixel(0, 0, new Color(1f, 1f, 1f, 0f));
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aaLineTex.SetPixel(0, 1, Color.white);
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aaLineTex.SetPixel(0, 2, new Color(1f, 1f, 1f, 0f));
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aaLineTex.Apply();
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lineTex = new Texture2D(1, 1, TextureFormat.ARGB32, true);
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lineTex.SetPixel(0, 1, Color.white);
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lineTex.Apply();
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}
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public static void DrawLineMac(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias)
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{
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Color color2 = GUI.color;
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Matrix4x4 matrix = GUI.matrix;
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float num = width;
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if (antiAlias)
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{
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width *= 3f;
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}
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float num2 = Vector3.Angle(pointB - pointA, Vector2.right) * (float)((!(pointA.y > pointB.y)) ? 1 : (-1));
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float magnitude = (pointB - pointA).magnitude;
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if (!(magnitude <= 0.01f))
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{
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Vector3 vector = new Vector3(pointA.x, pointA.y, 0f);
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Vector3 vector2 = new Vector3((pointB.x - pointA.x) * 0.5f, (pointB.y - pointA.y) * 0.5f, 0f);
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Vector3 zero = Vector3.zero;
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zero = ((!antiAlias) ? new Vector3((0f - num) * 0.5f * Mathf.Sin(num2 * ((float)Math.PI / 180f)), num * 0.5f * Mathf.Cos(num2 * ((float)Math.PI / 180f))) : new Vector3((0f - num) * 1.5f * Mathf.Sin(num2 * ((float)Math.PI / 180f)), num * 1.5f * Mathf.Cos(num2 * ((float)Math.PI / 180f))));
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GUI.color = color;
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GUI.matrix = translationMatrix(vector) * GUI.matrix;
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GUIUtility.ScaleAroundPivot(new Vector2(magnitude, width), new Vector2(-0.5f, 0f));
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GUI.matrix = translationMatrix(-vector) * GUI.matrix;
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GUIUtility.RotateAroundPivot(num2, Vector2.zero);
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GUI.matrix = translationMatrix(vector - zero - vector2) * GUI.matrix;
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if (antiAlias)
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{
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GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), aaLineTex);
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}
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else
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{
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GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), lineTex);
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}
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}
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GUI.matrix = matrix;
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GUI.color = color2;
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}
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public static void DrawLineWindows(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias)
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{
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Color color2 = GUI.color;
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Matrix4x4 matrix = GUI.matrix;
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if (antiAlias)
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{
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width *= 3f;
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}
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float num = Vector3.Angle(pointB - pointA, Vector2.right) * (float)((!(pointA.y > pointB.y)) ? 1 : (-1));
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float magnitude = (pointB - pointA).magnitude;
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Vector3 vector = new Vector3(pointA.x, pointA.y, 0f);
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GUI.color = color;
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GUI.matrix = translationMatrix(vector) * GUI.matrix;
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GUIUtility.ScaleAroundPivot(new Vector2(magnitude, width), new Vector2(-0.5f, 0f));
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GUI.matrix = translationMatrix(-vector) * GUI.matrix;
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GUIUtility.RotateAroundPivot(num, new Vector2(0f, 0f));
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GUI.matrix = translationMatrix(vector + new Vector3(width / 2f, (0f - magnitude) / 2f) * Mathf.Sin(num * ((float)Math.PI / 180f))) * GUI.matrix;
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if (!antiAlias)
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{
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GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), lineTex);
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}
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else
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{
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GUI.DrawTexture(new Rect(0f, 0f, 1f, 1f), aaLineTex);
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}
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GUI.matrix = matrix;
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GUI.color = color2;
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}
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public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float width, bool antiAlias, Rect screen)
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{
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clippingBounds = screen;
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DrawLine(pointA, pointB, color, width);
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}
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public static void curveOutIn(Rect wr, Rect wr2, Color color, Color shadow, int width, Rect screen)
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{
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BezierLine(new Vector2(wr.x + wr.width, wr.y + (float)width + wr.height / 2f), new Vector2(wr.x + wr.width + Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr.y + (float)width + wr.height / 2f), new Vector2(wr2.x, wr2.y + (float)width + wr2.height / 2f), new Vector2(wr2.x - Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr2.y + (float)width + wr2.height / 2f), shadow, width, true, 20, screen);
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BezierLine(new Vector2(wr.x + wr.width, wr.y + wr.height / 2f), new Vector2(wr.x + wr.width + Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr.y + wr.height / 2f), new Vector2(wr2.x, wr2.y + wr2.height / 2f), new Vector2(wr2.x - Mathf.Abs(wr2.x - (wr.x + wr.width)) / 2f, wr2.y + wr2.height / 2f), color, width, true, 20, screen);
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}
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public static void BezierLine(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, bool antiAlias, int segments, Rect screen)
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{
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Vector2 pointA = cubeBezier(start, startTangent, end, endTangent, 0f);
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for (int i = 1; i <= segments; i++)
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{
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Vector2 vector = cubeBezier(start, startTangent, end, endTangent, i / segments);
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DrawLine(pointA, vector, color, width, antiAlias, screen);
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pointA = vector;
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}
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}
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public static Vector2 cubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
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{
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float num = 1f - t;
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return s * num * num * num + 3f * st * num * num * t + 3f * et * num * t * t + e * t * t * t;
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}
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public static Matrix4x4 translationMatrix(Vector3 v)
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{
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return Matrix4x4.TRS(v, Quaternion.identity, Vector3.one);
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}
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public static bool clip_test(float p, float q, clip_class u)
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{
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float num = default(float);
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bool result = true;
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if (!(p >= 0f))
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{
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num = q / p;
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if (!(num <= u.u2))
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{
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result = false;
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}
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else if (!(num <= u.u1))
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{
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u.u1 = num;
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}
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}
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else if (!(p <= 0f))
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{
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num = q / p;
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if (!(num >= u.u1))
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{
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result = false;
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}
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else if (!(num >= u.u2))
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{
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u.u2 = num;
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}
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}
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else if (!(q >= 0f))
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{
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result = false;
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}
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return result;
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}
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public static bool segment_rect_intersection(Rect bounds, point_class p)
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{
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float num = p.p2.x - p.p1.x;
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float num2 = default(float);
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clip_class clip_class2 = new clip_class(0f, 1f);
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int result;
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if (clip_test(0f - num, p.p1.x - bounds.xMin, clip_class2) && clip_test(num, bounds.xMax - p.p1.x, clip_class2))
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{
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num2 = p.p2.y - p.p1.y;
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if (clip_test(0f - num2, p.p1.y - bounds.yMin, clip_class2) && clip_test(num2, bounds.yMax - p.p1.y, clip_class2))
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{
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if (!(clip_class2.u2 >= 1f))
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{
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p.p2.x = p.p1.x + clip_class2.u2 * num;
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p.p2.y = p.p1.y + clip_class2.u2 * num2;
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}
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if (!(clip_class2.u1 <= 0f))
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{
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p.p1.x = p.p1.x + clip_class2.u1 * num;
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p.p1.y = p.p1.y + clip_class2.u1 * num2;
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}
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result = 1;
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goto IL_0173;
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}
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}
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result = 0;
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goto IL_0173;
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IL_0173:
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return (byte)result != 0;
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}
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public static void BeginGroup(Rect position)
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{
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clippingEnabled = true;
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clippingBounds = new Rect(0f, 0f, position.width, position.height);
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GUI.BeginGroup(position);
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}
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public static void EndGroup()
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{
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GUI.EndGroup();
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clippingBounds = new Rect(0f, 0f, Screen.width, Screen.height);
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clippingEnabled = false;
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}
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public static void DrawLine(Vector2 start, Vector2 end, Color color, float width)
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{
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if (!RuntimeServices.EqualityOperator(Event.current, null) && Event.current.type == EventType.Repaint)
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{
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point_class point_class2 = new point_class(start, end);
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lineMaterial.SetPass(0);
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Vector3 vector = default(Vector3);
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Vector3 vector2 = default(Vector3);
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if (width == 1f)
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{
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GL.Begin(1);
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GL.Color(color);
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vector = new Vector3(start.x, start.y, 0f);
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vector2 = new Vector3(end.x, end.y, 0f);
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GL.Vertex(vector);
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GL.Vertex(vector2);
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}
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else
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{
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GL.Begin(7);
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GL.Color(color);
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vector = new Vector3(end.y, start.x, 0f);
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vector2 = new Vector3(start.y, end.x, 0f);
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Vector3 vector3 = (vector - vector2).normalized * width / 2f;
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Vector3 vector4 = new Vector3(start.x, start.y, 0f);
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Vector3 vector5 = new Vector3(end.x, end.y, 0f);
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GL.Vertex(vector4 - vector3);
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GL.Vertex(vector4 + vector3);
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GL.Vertex(vector5 + vector3);
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GL.Vertex(vector5 - vector3);
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}
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GL.End();
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}
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}
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public static void DrawBox(Rect box, Color color, float width)
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{
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Vector2 vector = new Vector2(box.xMin, box.yMin);
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Vector2 vector2 = new Vector2(box.xMax, box.yMin);
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Vector2 vector3 = new Vector2(box.xMax, box.yMax);
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Vector2 vector4 = new Vector2(box.xMin, box.yMax);
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DrawLine(vector, vector2, color, width);
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DrawLine(vector2, vector3, color, width);
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DrawLine(vector3, vector4, color, width);
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DrawLine(vector4, vector, color, width);
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}
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public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width)
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{
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Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
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DrawBox(box, color, width);
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}
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public static void DrawRoundedBox(Rect box, float radius, Color color, float width)
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{
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Vector2 vector = default(Vector2);
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Vector2 vector2 = default(Vector2);
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Vector2 vector3 = default(Vector2);
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Vector2 vector4 = default(Vector2);
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Vector2 vector5 = default(Vector2);
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Vector2 vector6 = default(Vector2);
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Vector2 vector7 = default(Vector2);
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Vector2 vector8 = default(Vector2);
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vector = new Vector2(box.xMin + radius, box.yMin);
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vector2 = new Vector2(box.xMax - radius, box.yMin);
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vector3 = new Vector2(box.xMax, box.yMin + radius);
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vector4 = new Vector2(box.xMax, box.yMax - radius);
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vector5 = new Vector2(box.xMax - radius, box.yMax);
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vector6 = new Vector2(box.xMin + radius, box.yMax);
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vector7 = new Vector2(box.xMin, box.yMax - radius);
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vector8 = new Vector2(box.xMin, box.yMin + radius);
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DrawLine(vector, vector2, color, width);
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DrawLine(vector3, vector4, color, width);
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DrawLine(vector5, vector6, color, width);
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DrawLine(vector7, vector8, color, width);
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Vector2 vector9 = default(Vector2);
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Vector2 vector10 = default(Vector2);
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float num = radius / 2f;
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vector9 = new Vector2(vector8.x, vector8.y + num);
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vector10 = new Vector2(vector.x - num, vector.y);
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DrawBezier(vector8, vector9, vector, vector10, color, width);
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vector9 = new Vector2(vector2.x + num, vector2.y);
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vector10 = new Vector2(vector3.x, vector3.y - num);
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DrawBezier(vector2, vector9, vector3, vector10, color, width);
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vector9 = new Vector2(vector4.x, vector4.y + num);
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vector10 = new Vector2(vector5.x + num, vector5.y);
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DrawBezier(vector4, vector9, vector5, vector10, color, width);
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vector9 = new Vector2(vector6.x - num, vector6.y);
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vector10 = new Vector2(vector7.x, vector7.y + num);
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DrawBezier(vector6, vector9, vector7, vector10, color, width);
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}
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public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width)
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{
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Vector2 vector = start - end;
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Vector2 startTangent = start;
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startTangent.x -= (vector / 2f).x;
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Vector2 endTangent = end;
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endTangent.x += (vector / 2f).x;
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int segments = Mathf.FloorToInt(vector.magnitude / 20f * 3f);
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DrawBezier(start, startTangent, end, endTangent, color, width, segments);
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}
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public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width)
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{
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int segments = Mathf.FloorToInt((start - end).magnitude / 20f) * 3;
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DrawBezier(start, startTangent, end, endTangent, color, width, segments);
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}
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public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments)
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{
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Vector2 start2 = CubeBezier(start, startTangent, end, endTangent, 0f);
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for (int i = 1; i <= segments; i++)
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{
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Vector2 vector = CubeBezier(start, startTangent, end, endTangent, i / segments);
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DrawLine(start2, vector, color, width);
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start2 = vector;
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}
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}
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public static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
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{
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float num = 1f - t;
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float num2 = num * t;
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return num * num * num * s + 3f * num * num2 * st + 3f * num2 * t * et + t * t * t * e;
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}
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private static void _0024static_initializer_0024()
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{
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clippingEnabled = true;
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}
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}
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