C for Graphic:Ugui Line

最近个人项目中写了一个ugui的画线组件,水一篇博客算鸟。
现在正在做一个项目是纯二维的,我就直接用的ugui去写的,因为本身我已经四年没怎么做ui了,虽然市面上的gui插件都比ugui好用,组件丰富,功能齐全,但是我都没用过也不太会用。所以我就需要什么实现什么算了,下面就来说一下ugui中line的实现方式之一。
我们知道三维引擎中一切渲染皆是几何数据:点线面纹理材质等,ui也一样,都是世界空间中的几何数据。本身unity提供的linerenderer和tailrenderer可以在世界空间画线,那么我们仿写一个ugui版本的就行了,如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class UguiTestMeshGraphic : Graphic
{
    
    
    public float width = 100;
    public float height = 10;
    [Range(-50, 50)]
    public float diff = 50;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
    
    
        base.OnPopulateMesh(vh);

        vh.Clear();

        UIVertex vertex = new UIVertex();
        vertex.position = new Vector3(0, 0, 0);
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = new Vector3(0, height, 0);
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = new Vector3(width, height + diff, 0);
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = new Vector3(width, diff, 0);
        vh.AddVert(vertex);

        vh.AddTriangle(0, 1, 2);
        vh.AddTriangle(0, 2, 3);
    }
}

直接通过UI.Graphic的OnPopulateMesh函数即可完成对UIMesh的绘制,比我们自己去实现顶点栅格化等图形流水线操作方便多了(我们之前聊过栅格化绘制线段和多边形的做法)。和创建Mesh一样,只需要将顶点坐标、三角拓扑、uvs等参数赋值,再写一个着色器渲染,就ok了,如下:
在这里插入图片描述
虽然线段在数学上就是一个公式,没有宽度,但是在图形学里它是有宽度的,也就是一个矩形,我们上面绘制的就可以认为是一个线段(虽然两个端的坐标是错误的)。那么继续扩展线段绘制功能,最好支持多坐标的连线,跟linerenderer一样,如下:
在这里插入图片描述
可以看出来一个问题,那就是我们用等高垂点计算法,则B2P模长小于B2B1,则中间BC线段会比起始AB线段“窄”。那么我们还得思考等宽线段绘制的解决方法,其实也不难解决,首先我们假定线段AB和BC的宽度相同,那么它们就存在两个交点B1B2,如下:
在这里插入图片描述
可以看得出来正确的B1和B2应该是线段(矩形)AB和BC的两条平行边的交点,那么问题就转化为求直线和直线相交的问题,首先让我们求出线段(矩形)AB的两条平行边,如下:
在这里插入图片描述
在二维平面上计算平行线A1B1和A2B2就相对简单。例如求A1和A2坐标,只需要根据A3点顺/逆时针旋转90度就得到了(B1和B2同理),那么实现以下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class UguiTestLineGraphic : Graphic
{
    
    
    [Range(0, 20)]
    public float width = 10f;
    public Vector2 from;
    public Vector2 to;

    public RectTransform rectA;
    public RectTransform rectB;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
    
    
        base.OnPopulateMesh(vh);

        Vector2 a = from;
        Vector2 b = to;

        rectA.anchoredPosition = a;
        rectB.anchoredPosition = b;

        Vector2[] a1a2 = CalculateVerticalPoints(a, a, b, width);
        Vector2[] b1b2 = CalculateVerticalPoints(b, a, b, width);

        Vector2 a1 = a1a2[0];
        Vector2 a2 = a1a2[1];
        Vector2 b1 = b1b2[0];
        Vector2 b2 = b1b2[1];

        vh.Clear();

        UIVertex vertex = new UIVertex();
        vertex.position = a2;
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = a1;
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = b1;
        vh.AddVert(vertex);

        vertex = new UIVertex();
        vertex.position = b2;
        vh.AddVert(vertex);

        vh.AddTriangle(0, 1, 2);
        vh.AddTriangle(0, 2, 3);
    }

    /// <summary>
    /// 计算A1和A2
    /// po代表pa或者pb
    /// 和本来的pa,pb分开为了通用
    /// </summary>
    /// <param name="po"></param>
    /// <param name="pa"></param>
    /// <param name="pb"></param>
    /// <param name="wid"></param>
    /// <returns></returns>
    private Vector2[] CalculateVerticalPoints(Vector2 po, Vector2 pa, Vector2 pb, float wid)
    {
    
    
        //先计算出a3
        float halfwid = wid / 2f;
        Vector2 npapb = (pb - pa).normalized;
        Vector2 pa3 = npapb * halfwid;

        //再根据矩阵旋转计算出a1,a2
        Vector2 pa1 = po + CalculatePointRotate(pa3, 90);
        Vector2 pa2 = po + CalculatePointRotate(pa3, 270);

#if UNITY_EDITOR
        Debug.LogFormat("po = {0} pa3 = {1} pa1 = {2} pa2 = {3}", po, pa3, pa1, pa2);
#endif
        return new Vector2[] {
    
     pa1, pa2 };
    }

    /// <summary>
    /// 计算f旋转ang角度后的t
    /// </summary>
    /// <param name="f"></param>
    /// <param name="ang"></param>
    /// <returns></returns>
    private Vector2 CalculatePointRotate(Vector2 f, float ang)
    {
    
    
        float rad = ang * Mathf.Deg2Rad;
        Matrix2x2 m2x2 = new Matrix2x2();
        m2x2.m00 = Mathf.Cos(rad);
        m2x2.m01 = -Mathf.Sin(rad);
        m2x2.m10 = Mathf.Sin(rad);
        m2x2.m11 = -Mathf.Cos(rad);
        Vector2 t = m2x2 * f;
        return t;
    }

    public class Matrix2x2
    {
    
    
        public float m00;
        public float m01;
        public float m10;
        public float m11;

        public static Vector2 operator *(Matrix2x2 m2x2, Vector2 v2)
        {
    
    
            float x = m2x2.m00 * v2.x + m2x2.m01 * v2.y;
            float y = m2x2.m10 * v2.x + m2x2.m11 * v2.y;
            return new Vector2(x, y);
        }
    }
}

代码涉及的矩阵运算和向量运算以前已经讲过很多了,不再补充原理说明,如不清楚的同学可以回到我之前博客阅读理解。只需计算出A1A2和B1B2构建UIMesh即可,效果如下:
在这里插入图片描述
这样我们就绘制出了UILine,当然我们需要的功能支持顶点列表线段绘制,类似linerenderer的positions参数,我们继续改造,如下:
在这里插入图片描述
上图标注了两条线段(矩形)“上下边”的“交点”,同时我们需要处理直线相交的问题:
在这里插入图片描述
而且还要处理多个线段矩形(或多边形)组成的拓扑结构:
在这里插入图片描述
接下来才能开始写代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class UguiLineGraphic : Graphic
{
    
    
    [Range(0, 20)]
    public float width = 10f;

    public Vector2[] positions;

    protected override void OnPopulateMesh(VertexHelper vh)
    {
    
    
        base.OnPopulateMesh(vh);

        if (positions == null || positions.Length < 2)
        {
    
    
            return;
        }

        vh.Clear();

        //如果只有两个顶点
        //直接生成直线即可
        if (positions.Length == 2)
        {
    
    
            Vector2 a = positions[0];
            Vector2 b = positions[1];

            Vector2[] a1a2 = CalculateVerticalPoints(a, a, b, width);
            Vector2[] b1b2 = CalculateVerticalPoints(b, a, b, width);

            Vector2 a1 = a1a2[0];
            Vector2 a2 = a1a2[1];
            Vector2 b1 = b1b2[0];
            Vector2 b2 = b1b2[1];

            UIVertex vertex = new UIVertex();
            vertex.position = a2;
            vh.AddVert(vertex);

            vertex = new UIVertex();
            vertex.position = a1;
            vh.AddVert(vertex);

            vertex = new UIVertex();
            vertex.position = b1;
            vh.AddVert(vertex);

            vertex = new UIVertex();
            vertex.position = b2;
            vh.AddVert(vertex);

            vh.AddTriangle(0, 1, 2);
            vh.AddTriangle(0, 2, 3);
        }
        else
        {
    
    
            //如果是多顶点组成的矩形数组
            //储存A1A2/B1B2...Z1Z2
            List<Vector2[]> ptslist = new List<Vector2[]>();
            //先储存A1A2
            {
    
    
                Vector2[] a1a2 = CalculateVerticalPoints(positions[0], positions[0], positions[1], width);
                ptslist.Add(a1a2);
            }
            //再储存B1B2...Y1Y2
            {
    
    
                for (int i = 1; i < positions.Length - 1; i++)
                {
    
    
                    Vector2 a = positions[i - 1];
                    Vector2 b = positions[i];
                    Vector2 c = positions[i + 1];
                    Vector2 d = positions[i];               //d=c

                    Vector2[] a1a2 = CalculateVerticalPoints(a, a, b, width);
                    Vector2[] b1b2 = CalculateVerticalPoints(b, a, b, width);
                    Vector2[] c1c2 = CalculateVerticalPoints(c, d, c, width);
                    Vector2[] d1d2 = CalculateVerticalPoints(d, d, c, width);

                    Vector2 a1 = a1a2[0];
                    Vector2 a2 = a1a2[1];
                    Vector2 b1 = b1b2[0];
                    Vector2 b2 = b1b2[1];
                    Vector2 c1 = c1c2[0];
                    Vector2 c2 = c1c2[1];
                    Vector2 d1 = d1d2[0];
                    Vector2 d2 = d1d2[1];
                    //如果线段AB和DC平行
                    if (IsVector2Approximiate(b1, d1) && IsVector2Approximiate(b2, d2))
                    {
    
    
                        //任意储存b1b2或d1d2
                        ptslist.Add(b1b2);
                    }
                    //如果线段AB和DC相交
                    else
                    {
    
    
                        Vector2 crossb1 = CalculateLineCross(a1, b1, c1, d1);
                        Vector2 crossb2 = CalculateLineCross(a2, b2, c2, d2);
                        //储存交点b1b2
                        ptslist.Add(new Vector2[] {
    
     crossb1, crossb2 });
                    }
                }
            }
            //最后储存Z1Z2
            {
    
    
                Vector2[] z1z2 = CalculateVerticalPoints(positions[positions.Length - 1], positions[positions.Length - 2], positions[positions.Length - 1], width);
                ptslist.Add(z1z2);
            }
            //再来构建网格
            int ptcount = ptslist.Count * 2;
            for (int i = 0; i < ptcount; i++)
            {
    
    
                int firstindex = i % ptslist.Count;
                int secondindex = i / ptslist.Count;
                UIVertex vertex = new UIVertex();
                vertex.position = ptslist[firstindex][secondindex];
                vh.AddVert(vertex);
            }
            int quadcount = ptslist.Count - 1;
            for (int i = 0; i < quadcount; i++)
            {
    
    
                //quad左上角顺时针
                int topleftindex = i;
                int bottomleftindex = i + ptslist.Count;
                vh.AddTriangle(topleftindex, topleftindex + 1, bottomleftindex);
                vh.AddTriangle(topleftindex + 1, bottomleftindex + 1, bottomleftindex);
            }
        }
    }

    /// <summary>
    /// 判断两vector2坐标相近
    /// </summary>
    /// <param name="a"></param>
    /// <param name="b"></param>
    /// <returns></returns>
    private bool IsVector2Approximiate(Vector2 a, Vector2 b)
    {
    
    
        if (Mathf.Approximately(a.x, b.x) && Mathf.Approximately(a.y, b.y))
        {
    
    
            return true;
        }
        return false;
    }

    /// <summary>
    /// 计算两射线交点
    /// </summary>
    /// <param name="p1"></param>
    /// <param name="p2"></param>
    /// <param name="p4"></param>
    /// <param name="p3"></param>
    /// <returns></returns>
    private Vector2 CalculateLineCross(Vector2 p1, Vector2 p2, Vector2 p4, Vector2 p3)
    {
    
    
        //构建直线参数k和a
        float k1 = (p2.y - p1.y) / (p2.x - p1.x);
        float a1 = p2.y - k1 * p2.x;

        float k2 = (p3.y - p4.y) / (p3.x - p4.x);
        float a2 = p3.y - k2 * p3.x;
        //根据求解计算交点
        float y = (k2 * a1 - k1 * a2) / (k2 - k1);
        float x = 0;
        if (k1 != 0)
        {
    
    
            x = (y - a1) / k1;
        }
        else if (k2 != 0)
        {
    
    
            x = (y - a2) / k2;
        }
        return new Vector2(x, y);
    }

    /// <summary>
    /// 计算A1和A2
    /// po代表pa或者pb
    /// 和本来的pa,pb分开为了通用
    /// </summary>
    /// <param name="po"></param>
    /// <param name="pa"></param>
    /// <param name="pb"></param>
    /// <param name="wid"></param>
    /// <returns></returns>
    private Vector2[] CalculateVerticalPoints(Vector2 po, Vector2 pa, Vector2 pb, float wid)
    {
    
    
        //先计算出a3
        float halfwid = wid / 2f;
        Vector2 npapb = (pb - pa).normalized;
        Vector2 pa3 = npapb * halfwid;

        //再根据矩阵旋转计算出a1,a2
        Vector2 pa1 = po + CalculatePointRotate(pa3, 90);
        Vector2 pa2 = po + CalculatePointRotate(pa3, 270);

#if UNITY_EDITOR
        Debug.LogFormat("po = {0} pa3 = {1} pa1 = {2} pa2 = {3}", po, pa3, pa1, pa2);
#endif
        return new Vector2[] {
    
     pa1, pa2 };
    }

    /// <summary>
    /// 计算f旋转ang角度后的t
    /// </summary>
    /// <param name="f"></param>
    /// <param name="ang"></param>
    /// <returns></returns>
    private Vector2 CalculatePointRotate(Vector2 f, float ang)
    {
    
    
        float rad = ang * Mathf.Deg2Rad;
        Matrix2x2 m2x2 = new Matrix2x2();
        m2x2.m00 = Mathf.Cos(rad);
        m2x2.m01 = -Mathf.Sin(rad);
        m2x2.m10 = Mathf.Sin(rad);
        m2x2.m11 = -Mathf.Cos(rad);
        Vector2 t = m2x2 * f;
        return t;
    }

    public class Matrix2x2
    {
    
    
        public float m00;
        public float m01;
        public float m10;
        public float m11;

        public static Vector2 operator *(Matrix2x2 m2x2, Vector2 v2)
        {
    
    
            float x = m2x2.m00 * v2.x + m2x2.m01 * v2.y;
            float y = m2x2.m10 * v2.x + m2x2.m11 * v2.y;
            return new Vector2(x, y);
        }
    }
}

效果如下:
在这里插入图片描述
这样我们就将多节点线段绘制出来了,下面我们测试一下,比如写个“波浪线”:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UguiTestWaveLine : MonoBehaviour
{
    
    
    [Range(0, 20)]
    public float width = 5;

    [Range(0, 20)]
    public float height = 5;

    [Range(10, 200)]
    public int count = 100;

    [Range(1, 20)]
    public int wave = 10;

    private UguiLineGraphic lineGraph;

    public bool isRebuild = true;

    void Start()
    {
    
    
        lineGraph = GetComponent<UguiLineGraphic>();
    }

    private void Update()
    {
    
    
        if (isRebuild)
        {
    
    
            Vector2[] poses = new Vector2[count];
            for (int i = 0; i < count; i++)
            {
    
    
                Vector2 pos = new Vector2(width * i, Mathf.Sin((float)i / (float)wave * 360f * Mathf.Deg2Rad) * height);
                poses[i] = pos;
            }
            lineGraph.positions = poses;
            lineGraph.OnRebuildRequested();
            isRebuild = false;
        }
    }
}

效果如下:
在这里插入图片描述
这样我们就完成了ui line的绘制,当然这里只是讲解绘制的原理,并不做特殊的图形渲染效果,如果有需要后面我再凑一篇讲解。

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转载自blog.csdn.net/yinhun2012/article/details/118194895