/// Credit jack.sydorenko, firagon /// Sourced from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/ /// Updated/Refactored from - http://forum.unity3d.com/threads/new-ui-and-line-drawing.253772/#post-2528050 using System.Collections.Generic; using UnityEngine.Sprites; namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/Primitives/UILineRendererList")] [RequireComponent(typeof(RectTransform))] public class UILineRendererList : UIPrimitiveBase { public enum BezierType { None, Quick, Basic, Improved, Catenary } public enum JoinType { Bevel, Miter } private const float MIN_MITER_JOIN = 15 * Mathf.Deg2Rad; // A bevel 'nice' join displaces the vertices of the line segment instead of simply rendering a // quad to connect the endpoints. This improves the look of textured and transparent lines, since // there is no overlapping. private const float MIN_BEVEL_NICE_JOIN = 30 * Mathf.Deg2Rad; private static Vector2 UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_TOP_CENTER_LEFT, UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_RIGHT, UV_BOTTOM_RIGHT; private static Vector2[] startUvs, middleUvs, endUvs, fullUvs; [SerializeField] [Tooltip("Points to draw lines between\n Can be improved using the Resolution Option")] internal List m_points; // [SerializeField, Tooltip("Segments to be drawn\n This is a list of arrays of points")] //internal List m_segments; [SerializeField] [Tooltip("Thickness of the line")] internal float lineThickness = 2; [SerializeField] [Tooltip("Use the relative bounds of the Rect Transform (0,0 -> 0,1) or screen space coordinates")] internal bool relativeSize; [SerializeField] [Tooltip("Do the points identify a single line or split pairs of lines")] internal bool lineList; [SerializeField] [Tooltip("Add end caps to each line\nMultiple caps when used with Line List")] internal bool lineCaps; [SerializeField] [Tooltip("Resolution of the Bezier curve, different to line Resolution")] internal int bezierSegmentsPerCurve = 10; [Tooltip("The type of Join used between lines, Square/Mitre or Curved/Bevel")] public JoinType LineJoins = JoinType.Bevel; [Tooltip( "Bezier method to apply to line, see docs for options\nCan't be used in conjunction with Resolution as Bezier already changes the resolution")] public BezierType BezierMode = BezierType.None; [HideInInspector] public bool drivenExternally; public float LineThickness { get => lineThickness; set { lineThickness = value; SetAllDirty(); } } public bool RelativeSize { get => relativeSize; set { relativeSize = value; SetAllDirty(); } } public bool LineList { get => lineList; set { lineList = value; SetAllDirty(); } } public bool LineCaps { get => lineCaps; set { lineCaps = value; SetAllDirty(); } } public int BezierSegmentsPerCurve { get => bezierSegmentsPerCurve; set => bezierSegmentsPerCurve = value; } /// /// Points to be drawn in the line. /// /// Don't add points to the list directly, use the add / remove functions public List Points { get => m_points; set { if (m_points == value) return; m_points = value; SetAllDirty(); } } public void AddPoint(Vector2 pointToAdd) { m_points.Add(pointToAdd); SetAllDirty(); } public void RemovePoint(Vector2 pointToRemove) { m_points.Remove(pointToRemove); SetAllDirty(); } public void ClearPoints() { m_points.Clear(); SetAllDirty(); } private void PopulateMesh(VertexHelper vh, List pointsToDraw) { //If Bezier is desired, pick the implementation if (BezierMode != BezierType.None && BezierMode != BezierType.Catenary && pointsToDraw.Count > 3) { var bezierPath = new BezierPath(); bezierPath.SetControlPoints(pointsToDraw); bezierPath.SegmentsPerCurve = bezierSegmentsPerCurve; List drawingPoints; switch (BezierMode) { case BezierType.Basic: drawingPoints = bezierPath.GetDrawingPoints0(); break; case BezierType.Improved: drawingPoints = bezierPath.GetDrawingPoints1(); break; default: drawingPoints = bezierPath.GetDrawingPoints2(); break; } pointsToDraw = drawingPoints; } if (BezierMode == BezierType.Catenary && pointsToDraw.Count == 2) { var cable = new CableCurve(pointsToDraw); cable.slack = Resolution; cable.steps = BezierSegmentsPerCurve; pointsToDraw.Clear(); pointsToDraw.AddRange(cable.Points()); } if (ImproveResolution != ResolutionMode.None) pointsToDraw = IncreaseResolution(pointsToDraw); // scale based on the size of the rect or use absolute, this is switchable var sizeX = !relativeSize ? 1 : rectTransform.rect.width; var sizeY = !relativeSize ? 1 : rectTransform.rect.height; var offsetX = -rectTransform.pivot.x * sizeX; var offsetY = -rectTransform.pivot.y * sizeY; // Generate the quads that make up the wide line var segments = new List(); if (lineList) for (var i = 1; i < pointsToDraw.Count; i += 2) { var start = pointsToDraw[i - 1]; var end = pointsToDraw[i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (lineCaps) segments.Add(CreateLineCap(start, end, SegmentType.Start)); //segments.Add(CreateLineSegment(start, end, SegmentType.Full)); segments.Add(CreateLineSegment(start, end, SegmentType.Middle)); if (lineCaps) segments.Add(CreateLineCap(start, end, SegmentType.End)); } else for (var i = 1; i < pointsToDraw.Count; i++) { var start = pointsToDraw[i - 1]; var end = pointsToDraw[i]; start = new Vector2(start.x * sizeX + offsetX, start.y * sizeY + offsetY); end = new Vector2(end.x * sizeX + offsetX, end.y * sizeY + offsetY); if (lineCaps && i == 1) segments.Add(CreateLineCap(start, end, SegmentType.Start)); segments.Add(CreateLineSegment(start, end, SegmentType.Middle)); //segments.Add(CreateLineSegment(start, end, SegmentType.Full)); if (lineCaps && i == pointsToDraw.Count - 1) segments.Add(CreateLineCap(start, end, SegmentType.End)); } // Add the line segments to the vertex helper, creating any joins as needed for (var i = 0; i < segments.Count; i++) { if (!lineList && i < segments.Count - 1) { var vec1 = segments[i][1].position - segments[i][2].position; var vec2 = segments[i + 1][2].position - segments[i + 1][1].position; var angle = Vector2.Angle(vec1, vec2) * Mathf.Deg2Rad; // Positive sign means the line is turning in a 'clockwise' direction var sign = Mathf.Sign(Vector3.Cross(vec1.normalized, vec2.normalized).z); // Calculate the miter point var miterDistance = lineThickness / (2 * Mathf.Tan(angle / 2)); var miterPointA = segments[i][2].position - vec1.normalized * miterDistance * sign; var miterPointB = segments[i][3].position + vec1.normalized * miterDistance * sign; var joinType = LineJoins; if (joinType == JoinType.Miter) { // Make sure we can make a miter join without too many artifacts. if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_MITER_JOIN) { segments[i][2].position = miterPointA; segments[i][3].position = miterPointB; segments[i + 1][0].position = miterPointB; segments[i + 1][1].position = miterPointA; } else { joinType = JoinType.Bevel; } } if (joinType == JoinType.Bevel) { if (miterDistance < vec1.magnitude / 2 && miterDistance < vec2.magnitude / 2 && angle > MIN_BEVEL_NICE_JOIN) { if (sign < 0) { segments[i][2].position = miterPointA; segments[i + 1][1].position = miterPointA; } else { segments[i][3].position = miterPointB; segments[i + 1][0].position = miterPointB; } } var join = new[] { segments[i][2], segments[i][3], segments[i + 1][0], segments[i + 1][1] }; vh.AddUIVertexQuad(join); } } vh.AddUIVertexQuad(segments[i]); } if (vh.currentVertCount > 64000) { Debug.LogError("Max Verticies size is 64000, current mesh verticies count is [" + vh.currentVertCount + "] - Cannot Draw"); vh.Clear(); } } protected override void OnPopulateMesh(VertexHelper vh) { if (m_points != null && m_points.Count > 0) { GeneratedUVs(); vh.Clear(); PopulateMesh(vh, m_points); } } private UIVertex[] CreateLineCap(Vector2 start, Vector2 end, SegmentType type) { if (type == SegmentType.Start) { var capStart = start - (end - start).normalized * lineThickness / 2; return CreateLineSegment(capStart, start, SegmentType.Start); } if (type == SegmentType.End) { var capEnd = end + (end - start).normalized * lineThickness / 2; return CreateLineSegment(end, capEnd, SegmentType.End); } Debug.LogError("Bad SegmentType passed in to CreateLineCap. Must be SegmentType.Start or SegmentType.End"); return null; } private UIVertex[] CreateLineSegment(Vector2 start, Vector2 end, SegmentType type) { var offset = new Vector2(start.y - end.y, end.x - start.x).normalized * lineThickness / 2; var v1 = start - offset; var v2 = start + offset; var v3 = end + offset; var v4 = end - offset; //Return the VDO with the correct uvs switch (type) { case SegmentType.Start: return SetVbo(new[] { v1, v2, v3, v4 }, startUvs); case SegmentType.End: return SetVbo(new[] { v1, v2, v3, v4 }, endUvs); case SegmentType.Full: return SetVbo(new[] { v1, v2, v3, v4 }, fullUvs); default: return SetVbo(new[] { v1, v2, v3, v4 }, middleUvs); } } protected override void GeneratedUVs() { if (activeSprite != null) { var outer = DataUtility.GetOuterUV(activeSprite); var inner = DataUtility.GetInnerUV(activeSprite); UV_TOP_LEFT = new Vector2(outer.x, outer.y); UV_BOTTOM_LEFT = new Vector2(outer.x, outer.w); UV_TOP_CENTER_LEFT = new Vector2(inner.x, inner.y); UV_TOP_CENTER_RIGHT = new Vector2(inner.z, inner.y); UV_BOTTOM_CENTER_LEFT = new Vector2(inner.x, inner.w); UV_BOTTOM_CENTER_RIGHT = new Vector2(inner.z, inner.w); UV_TOP_RIGHT = new Vector2(outer.z, outer.y); UV_BOTTOM_RIGHT = new Vector2(outer.z, outer.w); } else { UV_TOP_LEFT = Vector2.zero; UV_BOTTOM_LEFT = new Vector2(0, 1); UV_TOP_CENTER_LEFT = new Vector2(0.5f, 0); UV_TOP_CENTER_RIGHT = new Vector2(0.5f, 0); UV_BOTTOM_CENTER_LEFT = new Vector2(0.5f, 1); UV_BOTTOM_CENTER_RIGHT = new Vector2(0.5f, 1); UV_TOP_RIGHT = new Vector2(1, 0); UV_BOTTOM_RIGHT = Vector2.one; } startUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_CENTER_LEFT, UV_TOP_CENTER_LEFT }; middleUvs = new[] { UV_TOP_CENTER_LEFT, UV_BOTTOM_CENTER_LEFT, UV_BOTTOM_CENTER_RIGHT, UV_TOP_CENTER_RIGHT }; endUvs = new[] { UV_TOP_CENTER_RIGHT, UV_BOTTOM_CENTER_RIGHT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; fullUvs = new[] { UV_TOP_LEFT, UV_BOTTOM_LEFT, UV_BOTTOM_RIGHT, UV_TOP_RIGHT }; } protected override void ResolutionToNativeSize(float distance) { if (UseNativeSize) { m_Resolution = distance / (activeSprite.rect.width / pixelsPerUnit); lineThickness = activeSprite.rect.height / pixelsPerUnit; } } private enum SegmentType { Start, Middle, End, Full } } }