Unity3d GLDraw

//[[Category:C Sharp]]

//Author: ChemiKhazi (Jeiel Aranal)

//Utility class for drawing lines and shapes into an EditorWindow using GL commands.

//<syntaxhighlight lang="csharp">using UnityEngine;

namespace com
{
    namespace subjectnerd
    {
        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;
            }
           
            protected 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 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;
               
                GL.Color(color);
                if (width == 1) {
                    GL.Begin(GL.LINES);
                    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);
                    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 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/2).x;
				Vector2 tangentB = end;
				tangentB.x += (distance/2).x;
				
				int drawSections = Mathf.FloorToInt((distance.magnitude / 20) * 3);
				
				Drawing.bezierLine(start, tangentA, end, tangentB, color, width, true, drawSections);
			}
			
			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;
		    }
        }
    }
}

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