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288 lines
8.9 KiB
288 lines
8.9 KiB
using UnityEngine; |
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using System.Collections; |
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using System; |
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public class GLDraw |
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{ |
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/* |
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* Clipping code: http://forum.unity3d.com/threads/17066-How-to-draw-a-GUI-2D-quot-line-quot?p=230386#post230386 |
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* Thick line drawing code: http://unifycommunity.com/wiki/index.php?title=VectorLine |
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*/ |
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protected static bool clippingEnabled; |
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protected static Rect clippingBounds; |
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public static Material lineMaterial = null; |
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/* @ Credit: "http://cs-people.bu.edu/jalon/cs480/Oct11Lab/clip.c" */ |
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protected static bool clip_test(float p, float q, ref float u1, ref float u2) |
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{ |
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float r; |
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bool retval = true; |
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if (p < 0.0) |
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{ |
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r = q / p; |
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if (r > u2) |
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retval = false; |
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else if (r > u1) |
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u1 = r; |
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} |
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else if (p > 0.0) |
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{ |
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r = q / p; |
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if (r < u1) |
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retval = false; |
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else if (r < u2) |
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u2 = r; |
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} |
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else if (q < 0.0) |
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retval = false; |
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return retval; |
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} |
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public static bool segment_rect_intersection(Rect bounds, ref Vector2 p1, ref Vector2 p2) |
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{ |
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float u1 = 0.0f, u2 = 1.0f, dx = p2.x - p1.x, dy; |
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if (clip_test(-dx, p1.x - bounds.xMin, ref u1, ref u2)) |
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{ |
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if (clip_test(dx, bounds.xMax - p1.x, ref u1, ref u2)) |
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{ |
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dy = p2.y - p1.y; |
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if (clip_test(-dy, p1.y - bounds.yMin, ref u1, ref u2)) |
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{ |
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if (clip_test(dy, bounds.yMax - p1.y, ref u1, ref u2)) |
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{ |
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if (u2 < 1.0) |
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{ |
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p2.x = p1.x + u2 * dx; |
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p2.y = p1.y + u2 * dy; |
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} |
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if (u1 > 0.0) |
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{ |
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p1.x += u1 * dx; |
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p1.y += u1 * dy; |
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} |
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return true; |
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} |
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} |
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} |
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} |
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return false; |
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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(0, 0, 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(0, 0, Screen.width, Screen.height); |
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clippingEnabled = false; |
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} |
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public static Vector2 BeginScrollView(Rect position, Vector2 scrollPos, Rect viewRect, Rect clipRect) |
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{ |
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clippingEnabled = true; |
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clippingBounds = clipRect; |
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return GUI.BeginScrollView(position, scrollPos, viewRect, GUIStyle.none, GUIStyle.none); |
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} |
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public static void EndScrollView() |
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{ |
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GUI.EndScrollView(); |
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clippingBounds = new Rect(0, 0, Screen.width, Screen.height); |
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clippingEnabled = false; |
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} |
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public static void CreateMaterial() |
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{ |
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if (lineMaterial != null) |
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return; |
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lineMaterial = Resources.Load("GLLineDraw", typeof(Material)) as Material; |
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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 (Event.current == null) |
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return; |
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if (Event.current.type != EventType.repaint) |
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return; |
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if (clippingEnabled) |
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if (!segment_rect_intersection(clippingBounds, ref start, ref end)) |
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return; |
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CreateMaterial(); |
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lineMaterial.SetPass(0); |
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Vector3 startPt; |
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Vector3 endPt; |
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if (width == 1) |
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{ |
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GL.Begin(GL.LINES); |
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GL.Color(color); |
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startPt = new Vector3(start.x, start.y, 0); |
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endPt = new Vector3(end.x, end.y, 0); |
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GL.Vertex(startPt); |
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GL.Vertex(endPt); |
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} |
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else |
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{ |
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GL.Begin(GL.QUADS); |
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GL.Color(color); |
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startPt = new Vector3(end.y, start.x, 0); |
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endPt = new Vector3(start.y, end.x, 0); |
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Vector3 perpendicular = (startPt - endPt).normalized * width; |
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Vector3 v1 = new Vector3(start.x, start.y, 0); |
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Vector3 v2 = new Vector3(end.x, end.y, 0); |
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GL.Vertex(v1 - perpendicular); |
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GL.Vertex(v1 + perpendicular); |
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GL.Vertex(v2 + perpendicular); |
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GL.Vertex(v2 - perpendicular); |
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} |
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GL.End(); |
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} |
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public static void DrawRect(Rect rect, Color color) |
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{ |
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if (Event.current == null) |
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return; |
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if (Event.current.type != EventType.repaint) |
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return; |
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CreateMaterial(); |
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// set the current material |
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lineMaterial.SetPass( 0 ); |
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GL.Begin( GL.QUADS ); |
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GL.Color( color ); |
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GL.Vertex3( rect.xMin, rect.yMin, 0 ); |
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GL.Vertex3( rect.xMax, rect.yMin, 0 ); |
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GL.Vertex3( rect.xMax, rect.yMax, 0 ); |
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GL.Vertex3( rect.xMin, rect.yMax, 0 ); |
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GL.End(); |
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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 p1 = new Vector2(box.xMin, box.yMin); |
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Vector2 p2 = new Vector2(box.xMax, box.yMin); |
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Vector2 p3 = new Vector2(box.xMax, box.yMax); |
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Vector2 p4 = new Vector2(box.xMin, box.yMax); |
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DrawLine(p1, p2, color, width); |
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DrawLine(p2, p3, color, width); |
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DrawLine(p3, p4, color, width); |
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DrawLine(p4, p1, 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 p1, p2, p3, p4, p5, p6, p7, p8; |
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p1 = new Vector2(box.xMin + radius, box.yMin); |
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p2 = new Vector2(box.xMax - radius, box.yMin); |
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p3 = new Vector2(box.xMax, box.yMin + radius); |
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p4 = new Vector2(box.xMax, box.yMax - radius); |
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p5 = new Vector2(box.xMax - radius, box.yMax); |
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p6 = new Vector2(box.xMin + radius, box.yMax); |
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p7 = new Vector2(box.xMin, box.yMax - radius); |
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p8 = new Vector2(box.xMin, box.yMin + radius); |
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DrawLine(p1, p2, color, width); |
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DrawLine(p3, p4, color, width); |
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DrawLine(p5, p6, color, width); |
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DrawLine(p7, p8, color, width); |
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Vector2 t1, t2; |
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float halfRadius = radius / 2; |
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t1 = new Vector2(p8.x, p8.y + halfRadius); |
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t2 = new Vector2(p1.x - halfRadius, p1.y); |
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DrawBezier(p8, t1, p1, t2, color, width); |
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t1 = new Vector2(p2.x + halfRadius, p2.y); |
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t2 = new Vector2(p3.x, p3.y - halfRadius); |
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DrawBezier(p2, t1, p3, t2, color, width); |
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t1 = new Vector2(p4.x, p4.y + halfRadius); |
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t2 = new Vector2(p5.x + halfRadius, p5.y); |
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DrawBezier(p4, t1, p5, t2, color, width); |
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t1 = new Vector2(p6.x - halfRadius, p6.y); |
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t2 = new Vector2(p7.x, p7.y + halfRadius); |
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DrawBezier(p6, t1, p7, t2, 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 distance = start - end; |
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Vector2 tangentA = start; |
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tangentA.x -= distance.x * 0.5f; |
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Vector2 tangentB = end; |
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tangentB.x += distance.x * 0.5f; |
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int segments = Mathf.FloorToInt((distance.magnitude / 20) * 3); |
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DrawBezier(start, tangentA, end, tangentB, color, width, segments); |
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Vector2 pA = CubeBezier(start, tangentA, end, tangentB, 0.6f); |
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Vector2 pB = CubeBezier(start, tangentA, end, tangentB, 0.7f); |
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float arrowHeadSize = 5; |
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Vector2 arrowPosA = pB; |
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Vector2 arrowPosB = arrowPosA; |
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Vector2 arrowPosC = arrowPosA; |
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Vector2 dir = (pB - pA).normalized; |
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arrowPosB.x += dir.y * arrowHeadSize; |
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arrowPosB.y -= dir.x * arrowHeadSize; |
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arrowPosB -= dir * arrowHeadSize; |
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arrowPosC.x -= dir.y * arrowHeadSize; |
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arrowPosC.y += dir.x * arrowHeadSize; |
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arrowPosC -= dir * arrowHeadSize; |
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DrawLine(arrowPosA, arrowPosB, color, 1.025f); |
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DrawLine(arrowPosA, arrowPosC, color, 1.025f); |
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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 / 20) * 3; // Three segments per distance of 20 |
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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 startVector = CubeBezier(start, startTangent, end, endTangent, 0); |
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for (int i = 1; i <= segments; i++) |
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{ |
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Vector2 endVector = CubeBezier(start, startTangent, end, endTangent, i / (float)segments); |
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DrawLine(startVector, endVector, color, width); |
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startVector = endVector; |
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} |
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} |
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private static Vector2 CubeBezier(Vector2 s, Vector2 st, Vector2 e, Vector2 et, float t) |
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{ |
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float rt = 1 - t; |
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float rtt = rt * t; |
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return rt * rt * rt * s + 3 * rt * rtt * st + 3 * rtt * t * et + t * t * t * e; |
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} |
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} |