An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using System.Collections;
using System;
public class GLDraw
{
/*
* Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386
* Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine
*/
protected static bool clippingEnabled;
protected static Rect clippingBounds;
public static Material lineMaterial = null;
/* @ Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c" */
protected static bool clip_test(float p, float q, ref float u1, ref float u2)
{
float r;
bool retval = true;
if (p < 0.0)
{
r = q / p;
if (r > u2)
retval = false;
else if (r > u1)
u1 = r;
}
else if (p > 0.0)
{
r = q / p;
if (r < u1)
retval = false;
else if (r < u2)
u2 = r;
}
else if (q < 0.0)
retval = false;
return retval;
}
public static bool segment_rect_intersection(Rect bounds, ref Vector2 p1, ref Vector2 p2)
{
float u1 = 0.0f, u2 = 1.0f, dx = p2.x - p1.x, dy;
if (clip_test(-dx, p1.x - bounds.xMin, ref u1, ref u2))
{
if (clip_test(dx, bounds.xMax - p1.x, ref u1, ref u2))
{
dy = p2.y - p1.y;
if (clip_test(-dy, p1.y - bounds.yMin, ref u1, ref u2))
{
if (clip_test(dy, bounds.yMax - p1.y, ref u1, ref u2))
{
if (u2 < 1.0)
{
p2.x = p1.x + u2 * dx;
p2.y = p1.y + u2 * dy;
}
if (u1 > 0.0)
{
p1.x += u1 * dx;
p1.y += u1 * dy;
}
return true;
}
}
}
}
return false;
}
public static void BeginGroup(Rect position)
{
clippingEnabled = true;
clippingBounds = new Rect(0, 0, position.width, position.height);
GUI.BeginGroup(position);
}
public static void EndGroup()
{
GUI.EndGroup();
clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
clippingEnabled = false;
}
public static Vector2 BeginScrollView(Rect position, Vector2 scrollPos, Rect viewRect, Rect clipRect)
{
clippingEnabled = true;
clippingBounds = clipRect;
return GUI.BeginScrollView(position, scrollPos, viewRect, GUIStyle.none, GUIStyle.none);
}
public static void EndScrollView()
{
GUI.EndScrollView();
clippingBounds = new Rect(0, 0, Screen.width, Screen.height);
clippingEnabled = false;
}
public static void CreateMaterial()
{
if (lineMaterial != null)
return;
lineMaterial = new Material("Shader \"Lines/Colored Blended\" {" +
"SubShader { Pass { " +
" Blend SrcAlpha OneMinusSrcAlpha " +
" ZWrite Off Cull Off Fog { Mode Off } " +
" BindChannels {" +
" Bind \"vertex\", vertex Bind \"color\", color }" +
"} } }");
lineMaterial.hideFlags = HideFlags.HideAndDontSave;
lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave;
}
public static void DrawLine(Vector2 start, Vector2 end, Color color, float width)
{
if (Event.current == null)
return;
if (Event.current.type != EventType.repaint)
return;
if (clippingEnabled)
if (!segment_rect_intersection(clippingBounds, ref start, ref end))
return;
CreateMaterial();
lineMaterial.SetPass(0);
Vector3 startPt;
Vector3 endPt;
if (width == 1)
{
GL.Begin(GL.LINES);
GL.Color(color);
startPt = new Vector3(start.x, start.y, 0);
endPt = new Vector3(end.x, end.y, 0);
GL.Vertex(startPt);
GL.Vertex(endPt);
}
else
{
GL.Begin(GL.QUADS);
GL.Color(color);
startPt = new Vector3(end.y, start.x, 0);
endPt = new Vector3(start.y, end.x, 0);
Vector3 perpendicular = (startPt - endPt).normalized * width;
Vector3 v1 = new Vector3(start.x, start.y, 0);
Vector3 v2 = new Vector3(end.x, end.y, 0);
GL.Vertex(v1 - perpendicular);
GL.Vertex(v1 + perpendicular);
GL.Vertex(v2 + perpendicular);
GL.Vertex(v2 - perpendicular);
}
GL.End();
}
public static void DrawRect(Rect rect, Color color)
{
if (Event.current == null)
return;
if (Event.current.type != EventType.repaint)
return;
CreateMaterial();
// set the current material
lineMaterial.SetPass( 0 );
GL.Begin( GL.QUADS );
GL.Color( color );
GL.Vertex3( rect.xMin, rect.yMin, 0 );
GL.Vertex3( rect.xMax, rect.yMin, 0 );
GL.Vertex3( rect.xMax, rect.yMax, 0 );
GL.Vertex3( rect.xMin, rect.yMax, 0 );
GL.End();
}
public static void DrawBox(Rect box, Color color, float width)
{
Vector2 p1 = new Vector2(box.xMin, box.yMin);
Vector2 p2 = new Vector2(box.xMax, box.yMin);
Vector2 p3 = new Vector2(box.xMax, box.yMax);
Vector2 p4 = new Vector2(box.xMin, box.yMax);
DrawLine(p1, p2, color, width);
DrawLine(p2, p3, color, width);
DrawLine(p3, p4, color, width);
DrawLine(p4, p1, color, width);
}
public static void DrawBox(Vector2 topLeftCorner, Vector2 bottomRightCorner, Color color, float width)
{
Rect box = new Rect(topLeftCorner.x, topLeftCorner.y, bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
DrawBox(box, color, width);
}
public static void DrawRoundedBox(Rect box, float radius, Color color, float width)
{
Vector2 p1, p2, p3, p4, p5, p6, p7, p8;
p1 = new Vector2(box.xMin + radius, box.yMin);
p2 = new Vector2(box.xMax - radius, box.yMin);
p3 = new Vector2(box.xMax, box.yMin + radius);
p4 = new Vector2(box.xMax, box.yMax - radius);
p5 = new Vector2(box.xMax - radius, box.yMax);
p6 = new Vector2(box.xMin + radius, box.yMax);
p7 = new Vector2(box.xMin, box.yMax - radius);
p8 = new Vector2(box.xMin, box.yMin + radius);
DrawLine(p1, p2, color, width);
DrawLine(p3, p4, color, width);
DrawLine(p5, p6, color, width);
DrawLine(p7, p8, color, width);
Vector2 t1, t2;
float halfRadius = radius / 2;
t1 = new Vector2(p8.x, p8.y + halfRadius);
t2 = new Vector2(p1.x - halfRadius, p1.y);
DrawBezier(p8, t1, p1, t2, color, width);
t1 = new Vector2(p2.x + halfRadius, p2.y);
t2 = new Vector2(p3.x, p3.y - halfRadius);
DrawBezier(p2, t1, p3, t2, color, width);
t1 = new Vector2(p4.x, p4.y + halfRadius);
t2 = new Vector2(p5.x + halfRadius, p5.y);
DrawBezier(p4, t1, p5, t2, color, width);
t1 = new Vector2(p6.x - halfRadius, p6.y);
t2 = new Vector2(p7.x, p7.y + halfRadius);
DrawBezier(p6, t1, p7, t2, color, width);
}
public static void DrawConnectingCurve(Vector2 start, Vector2 end, Color color, float width)
{
Vector2 distance = start - end;
Vector2 tangentA = start;
tangentA.x -= distance.x * 0.5f;
Vector2 tangentB = end;
tangentB.x += distance.x * 0.5f;
int segments = Mathf.FloorToInt((distance.magnitude / 20) * 3);
DrawBezier(start, tangentA, end, tangentB, color, width, segments);
Vector2 pA = CubeBezier(start, tangentA, end, tangentB, 0.6f);
Vector2 pB = CubeBezier(start, tangentA, end, tangentB, 0.7f);
float arrowHeadSize = 5;
Vector2 arrowPosA = pB;
Vector2 arrowPosB = arrowPosA;
Vector2 arrowPosC = arrowPosA;
Vector2 dir = (pB - pA).normalized;
arrowPosB.x += dir.y * arrowHeadSize;
arrowPosB.y -= dir.x * arrowHeadSize;
arrowPosB -= dir * arrowHeadSize;
arrowPosC.x -= dir.y * arrowHeadSize;
arrowPosC.y += dir.x * arrowHeadSize;
arrowPosC -= dir * arrowHeadSize;
DrawLine(arrowPosA, arrowPosB, color, 1.025f);
DrawLine(arrowPosA, arrowPosC, color, 1.025f);
}
public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width)
{
int segments = Mathf.FloorToInt((start - end).magnitude / 20) * 3; // Three segments per distance of 20
DrawBezier(start, startTangent, end, endTangent, color, width, segments);
}
public static void DrawBezier(Vector2 start, Vector2 startTangent, Vector2 end, Vector2 endTangent, Color color, float width, int segments)
{
Vector2 startVector = CubeBezier(start, startTangent, end, endTangent, 0);
for (int i = 1; i <= segments; i++)
{
Vector2 endVector = CubeBezier(start, startTangent, end, endTangent, i / (float)segments);
DrawLine(startVector, endVector, color, width);
startVector = endVector;
}
}
private static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t)
{
float rt = 1 - t;
float rtt = rt * t;
return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e;
}
}