服务器之家:专注于服务器技术及软件下载分享
分类导航

PHP教程|ASP.NET教程|Java教程|ASP教程|编程技术|正则表达式|C/C++|IOS|C#|Swift|Android|VB|R语言|JavaScript|易语言|vb.net|

服务器之家 - 编程语言 - C# - UGUI绘制多点连续的平滑曲线

UGUI绘制多点连续的平滑曲线

2022-03-07 13:12叫我上上 C#

这篇文章主要为大家详细介绍了UGUI绘制多点连续的平滑曲线,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本文实例为大家分享了UGUI绘制平滑曲线的具体代码,供大家参考,具体内容如下

绘制

实现自定义的MaskableGraphic挂载在UGUI的UI节点上

?
1
2
3
4
5
6
7
8
9
10
11
12
public class UGUIObjectRender : MaskableGraphic
{
  /**
  * points 为需要穿过的点
  * segments 为曲线细分度
  * linewidth 为曲线粗细
  */
  protected override void OnPopulateMesh(VertexHelper vh)
  {
    vh.DrawBeziers(points,segments,linewidth);
  }
}

需要时用的工具类在后面

二次贝塞尔工具类

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
using UnityEngine;
 
namespace ViVi.UIExtensions
{
/**
 * Created by vivi on 16/5/11.
 */
  public class BezierUtils {
    public float P0x;
    public float P1x;
    public float P2x;
    public float P3x;
 
 
 
    public float P0y;
    public float P1y;
    public float P2y;
    public float P3y;
 
 
    public BezierUtils(float p0x,float p0y,float p1x,float p1y,float p2x,float p2y,float p3x,float p3y) {
      P0x = p0x;
      P0y = p0y;
      P1x = p1x;
      P1y = p1y;
      P2x = p2x;
      P2y = p2y;
      P3x = p3x;
      P3y = p3y;
    }
 
 
    public BezierUtils(Vector2 p0,Vector2 p1,Vector2 p2,Vector2 p3) {
      P0x = p0.x;
      P0y = p0.y;
      P1x = p1.x;
      P1y = p1.y;
      P2x = p2.x;
      P2y = p2.y;
      P3x = p3.x;
      P3y = p3.y;
    }
 
 
    public float beze_x(float t){
      float it = 1-t;
      return it*it*it*P0x + 3*it*it*t*P1x + 3*it*t*t*P2x + t*t*t*P3x;
    }
    public float beze_y(float t){
      float it = 1-t;
      return it*it*it*P0y + 3*it*it*t*P1y + 3*it*t*t*P2y + t*t*t*P3y;
    }
 
    //-------------------------------------------------------------------------------------
 
    public float beze_speed_x(float t)
    {
      float it = 1-t;
      return -3*P0x*it*it + 3*P1x*it*it - 6*P1x*it*t + 6*P2x*it*t - 3*P2x*t*t + 3*P3x*t*t;
 
    }
 
    public float beze_speed_y(float t)
    {
      float it = 1-t;
      return -3*P0y*it*it + 3*P1y*it*it - 6*P1y*it*t + 6*P2y*it*t - 3*P2y*t*t + 3*P3y*t*t;
    }
 
    private float beze_speed(float t)
    {
      float sx = beze_speed_x(t);
      float sy = beze_speed_y(t);
      return (float) Mathf.Sqrt(Mathf.Pow(sx,2)+Mathf.Pow(sy,2));
    }
    //-------------------------------------------------------------------------------------
    private float beze_length(float t)
    {
      float LATESTCOUNT = 10000;
      int steps = (int) Mathf.Ceil(LATESTCOUNT * t);
      if (steps == 0)
        return 0;
      if (steps % 2 != 0)
        steps++;
      float halfSteps = steps * .5f;
      float nSum = 0;
      float n1Sum = 0;
      float disStep = t / steps;
 
      for (int i = 0; i < halfSteps; i++ ) {
        n1Sum += beze_speed((2 * i + 1) * disStep);
        nSum += beze_speed(2 * i * disStep);
      }
      return (beze_speed(0) + beze_speed(1) + 2 * n1Sum + 4 * nSum) * disStep / 3;
    }
    //-------------------------------------------------------------------------------------
    private float beze_even(float t)
    {
      float len = t * beze_length(1);
      float uc = 0;
      do {
        float ulen = beze_length(t);
        float uspeed = beze_speed(t);
        uc = t - (ulen - len) / uspeed;
        if (Mathf.Abs(uc - t) < 0.0001)
          break;
 
        t = uc;
      }while(true);
 
      return uc;
    }
    private float totallength = -1;
    public float getTotalLength(){
      if(totallength<0)
        totallength = beze_length(1);
      return totallength;
    }
 
    public Vector2 getPosition(float t){
      return new Vector2(beze_x(t),beze_y(t));
    }
 
  }
 
}

UGUI 绘图工具类

?
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
 
namespace ViVi.UIExtensions
{
  public static class PolygonHelper
  {
    public static void AddUIVertexTriangles(this VertexHelper vh,UIVertex[] verts)
    {
      for (int i = 0; i < verts.Length; i += 3)
      {
        int currentVertCount = vh.currentVertCount;
 
        for (int index = i; index < i+3; index++)
        {
          vh.AddVert(verts[index].position, verts[index].color, verts[index].uv0, verts[index].uv1, verts[index].normal, verts[index].tangent);
        }
 
        vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
      }
    }
 
 
    public static void AddUIVertexTriangle(this VertexHelper vh,UIVertex[] verts)
    {
      int currentVertCount = vh.currentVertCount;
      for (int index = 0; index < 3; ++index)
        vh.AddVert(verts[index].position, verts[index].color, verts[index].uv0, verts[index].uv1, verts[index].normal, verts[index].tangent);
      vh.AddTriangle(currentVertCount, currentVertCount + 1, currentVertCount + 2);
    }
 
 
    private static void vertex(this List<UIVertex> vertices,float x, float y , Color color)
    {
      UIVertex v = UIVertex.simpleVert;
      v.color = color;
      v.position = new Vector2(x,y);
      v.uv0 = Vector2.zero;
    }
 
 
 
    //画圆形
 
    public static void circle (this VertexHelper vh, Vector2 pos, float radius,Color color,bool filled = false) {
      circle(vh,pos.x, pos.y, radius, Mathf.Max(1, (int)(6 * Mathf.Pow(radius,1/3f))),color,filled);
    }
 
    public static void circle (this VertexHelper vh, float x, float y, float radius,Color color,bool filled = false) {
      circle(vh,x, y, radius, Mathf.Max(1, (int)(6 * Mathf.Pow(radius,1/3f))),color,filled);
    }
 
    public static void circle (this VertexHelper vh, float x, float y, float radius, int segments ,Color color,bool filled = false) {
      if (segments > 0){
 
        float angle = 2 * Mathf.PI / segments;
        float cos = Mathf.Cos(angle);
        float sin = Mathf.Sin(angle);
        float cx = radius, cy = 0;
 
        List<UIVertex> vs = new List<UIVertex>();
 
        segments--;
        for (int i = 0; i < segments; i++) {
          vs.vertex(x, y, color);
          vs.vertex(x + cx, y + cy, color);
          float temp = cx;
          cx = cos * cx - sin * cy;
          cy = sin * temp + cos * cy;
          vs.vertex(x + cx, y + cy, color);
        }
        vs.vertex(x, y, color);
 
        vs.vertex(x + cx, y + cy, color);
 
        cx = radius;
        cy = 0;
        vs.vertex(x + cx, y + cy, color);
 
        vh.AddUIVertexTriangles(vs.ToArray());
      }
    }
 
 
    public static void DrawBeziers(this VertexHelper vh,List<Vector2> points,float segment,float width)
    {
 
      List<BezierUtils> beziers = CreateBeziers(points);
 
      if (beziers != null) {
        for (int i = 0; i < beziers.Count; i++) {
          BezierUtils bezier = beziers[i];
          DrawBezier(vh ,bezier,segment,width);
        }
      }
 
 
 
    }
 
 
    public static Vector2 nor (this Vector2 vec) {
      float len = vec.magnitude;
      if (len != 0) {
        vec.x /= len;
        vec.y /= len;
      }
      return vec;
    }
 
    public static Vector2 rotate90 (this Vector2 vec, int dir) {
      float x = vec.x;
      if (dir >= 0) {
        vec.x = -vec.y;
        vec.y = x;
      } else {
        vec.x = vec.y;
        vec.y = -x;
      }
      return vec;
    }
 
    public static Vector2 cpy (this Vector2 vec) {
      return new Vector2(vec.x,vec.y);
    }
 
 
    private static void DrawBezier(VertexHelper vh,BezierUtils bezier,float segment,float width)
    {
      List<Vector2> lpos = new List<Vector2>();
      List<Vector2> rpos = new List<Vector2>();
      for (int i = 0; i <= segment; i++)
      {
        Vector2 bezierPos = new Vector2(bezier.beze_x((float)i/(float)segment),bezier.beze_y((float)i/(float)segment));
        Vector2 bezierSpeed = new Vector2(bezier.beze_speed_x((float)i/(float)segment),bezier.beze_speed_y((float)i/(float)segment));
        Vector2 offseta = bezierSpeed.normalized.rotate90(1) * (0.5f * width);
        Vector2 offsetb = bezierSpeed.normalized.rotate90(-1) * (0.5f * width);
 
        lpos.Add(bezierPos.cpy() + offseta);
        rpos.Add(bezierPos.cpy() + offsetb);
      }
 
      for (int j = 0; j < segment; j++)
      {
        vh.AddUIVertexQuad(GetQuad(lpos[j], lpos[j+1], rpos[j+1], rpos[j]));
      }
    }
 
 
 
    private static UIVertex[] GetQuad (params Vector2[] vertPos) {
      UIVertex[] vs = new UIVertex[4];
      Vector2[] uv = new Vector2[4];
      uv[0] = new Vector2(0, 0);
      uv[1] = new Vector2(0, 1);
      uv[2] = new Vector2(1, 0);
      uv[3] = new Vector2(1, 1);
      for (int i = 0; i < 4; i++) {
        UIVertex v = UIVertex.simpleVert;
        v.color = Color.blue;
        v.position = vertPos[i];
        v.uv0 = uv[i];
        vs[i] = v;
      }
      return vs;
    }
 
    private static List<BezierUtils> CreateBeziers(List<Vector2> points)
    {
      float scale = 0.6f;
 
      List<BezierUtils> beziers = new List<BezierUtils>();
 
      int originCount = points.Count - 1;
 
 
      List<Vector2> midpoints = new List<Vector2>();
      for (int i = 0; i < originCount; i++) {
        midpoints.Add(new Vector2(
          Mathf.Lerp(points[i].x,points[i+1].x,0.5f),
          Mathf.Lerp(points[i].y,points[i+1].y,0.5f))
        );
      }
 
      List<Vector2> ctrlPoints = new List<Vector2>();
      float offsetx;
      float offsety;
 
      ctrlPoints.Add(new Vector2(
        points[0].x,
        points[0].y
      ));
      for (int i = 0; i < originCount - 1; i++) {
        Vector2 orginPoint = points[i + 1];
 
        offsetx = orginPoint.x - Mathf.Lerp(midpoints[i].x, midpoints[i + 1].x, 0.5f);
        offsety = orginPoint.y - Mathf.Lerp(midpoints[i].y, midpoints[i + 1].y, 0.5f);
 
        ctrlPoints.Add(new Vector2(
          midpoints[i].x + offsetx,
          midpoints[i].y + offsety
        ));
        ctrlPoints.Add(new Vector2(
          midpoints[i+1].x + offsetx,
          midpoints[i+1].y + offsety
        ));
 
 
        ctrlPoints[i * 2 + 1] = Vector2.Lerp(orginPoint, ctrlPoints[i * 2 + 1], scale);
        ctrlPoints[i * 2 + 2] = Vector2.Lerp(orginPoint, ctrlPoints[i * 2 + 2], scale);
      }
 
 
      ctrlPoints.Add(new Vector2(
        points[points.Count - 1].x,
        points[points.Count - 1].y
      ));
 
 
      for (int i = 0; i < originCount; i++) {
        BezierUtils bezier = getBezier(points[i], ctrlPoints[i * 2], ctrlPoints[i * 2 + 1],points[i + 1]);
        beziers.Add(bezier);
      }
      return beziers;
    }
 
 
    public static BezierUtils getBezier(Vector2 p0,Vector2 p1 ,Vector2 p2,Vector2 p3){
      return new BezierUtils( p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
    }
 
  }
}

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/vikingsc2007_1/article/details/76572916

延伸 · 阅读

精彩推荐
  • C#WPF 自定义雷达图开发实例教程

    WPF 自定义雷达图开发实例教程

    这篇文章主要介绍了WPF 自定义雷达图开发实例教程,本文介绍的非常详细,具有参考借鉴价值,需要的朋友可以参考下...

    WinterFish13112021-12-06
  • C#C#通过KD树进行距离最近点的查找

    C#通过KD树进行距离最近点的查找

    这篇文章主要为大家详细介绍了C#通过KD树进行距离最近点的查找,具有一定的参考价值,感兴趣的小伙伴们可以参考一下...

    帆帆帆6112022-01-22
  • C#深入解析C#中的交错数组与隐式类型的数组

    深入解析C#中的交错数组与隐式类型的数组

    这篇文章主要介绍了深入解析C#中的交错数组与隐式类型的数组,隐式类型的数组通常与匿名类型以及对象初始值设定项和集合初始值设定项一起使用,需要的...

    C#教程网6172021-11-09
  • C#C#设计模式之Visitor访问者模式解决长隆欢乐世界问题实例

    C#设计模式之Visitor访问者模式解决长隆欢乐世界问题实例

    这篇文章主要介绍了C#设计模式之Visitor访问者模式解决长隆欢乐世界问题,简单描述了访问者模式的定义并结合具体实例形式分析了C#使用访问者模式解决长...

    GhostRider9502022-01-21
  • C#C#实现XML文件读取

    C#实现XML文件读取

    这篇文章主要为大家详细介绍了C#实现XML文件读取的相关代码,具有一定的参考价值,感兴趣的小伙伴们可以参考一下...

    Just_for_Myself6702022-02-22
  • C#C#裁剪,缩放,清晰度,水印处理操作示例

    C#裁剪,缩放,清晰度,水印处理操作示例

    这篇文章主要为大家详细介绍了C#裁剪,缩放,清晰度,水印处理操作示例,具有一定的参考价值,感兴趣的小伙伴们可以参考一下...

    吴 剑8332021-12-08
  • C#Unity3D实现虚拟按钮控制人物移动效果

    Unity3D实现虚拟按钮控制人物移动效果

    这篇文章主要为大家详细介绍了Unity3D实现虚拟按钮控制人物移动效果,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一...

    shenqingyu060520232410972022-03-11
  • C#C# 实现对PPT文档加密、解密及重置密码的操作方法

    C# 实现对PPT文档加密、解密及重置密码的操作方法

    这篇文章主要介绍了C# 实现对PPT文档加密、解密及重置密码的操作方法,非常不错,具有参考借鉴价值,需要的朋友可以参考下...

    E-iceblue5012022-02-12