You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

80 lines
4.3 KiB

using System;
using UnityEngine;
public class Drawing
{
//****************************************************************************************************
// static function DrawLine(rect : Rect) : void
// static function DrawLine(rect : Rect, color : Color) : void
// static function DrawLine(rect : Rect, width : float) : void
// static function DrawLine(rect : Rect, color : Color, width : float) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, color : Color) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, width : float) : void
// static function DrawLine(Vector2 pointA, Vector2 pointB, color : Color, width : float) : void
//
// Draws a GUI line on the screen.
//
// DrawLine makes up for the severe lack of 2D line rendering in the Unity runtime GUI system.
// This function works by drawing a 1x1 texture filled with a color, which is then scaled
// and rotated by altering the GUI matrix. The matrix is restored afterwards.
//****************************************************************************************************
public static Texture2D lineTex;
public static void DrawLine(Rect rect) { DrawLine(rect, GUI.contentColor, 1.0f); }
public static void DrawLine(Rect rect, Color color) { DrawLine(rect, color, 1.0f); }
public static void DrawLine(Rect rect, float width) { DrawLine(rect, GUI.contentColor, width); }
public static void DrawLine(Rect rect, Color color, float width) { DrawLine(new Vector2(rect.x, rect.y), new Vector2(rect.x + rect.width, rect.y + rect.height), color, width); }
public static void DrawLine(Vector2 pointA, Vector2 pointB) { DrawLine(pointA, pointB, GUI.contentColor, 1.0f); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color) { DrawLine(pointA, pointB, color, 1.0f); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, float width) { DrawLine(pointA, pointB, GUI.contentColor, width); }
public static void DrawLine(Vector2 pointA, Vector2 pointB, Color color, float width)
{
// Save the current GUI matrix, since we're going to make changes to it.
Matrix4x4 matrix = GUI.matrix;
// Generate a single pixel texture if it doesn't exist
if (!lineTex) { lineTex = new Texture2D(1, 1); }
// Store current GUI color, so we can switch it back later,
// and set the GUI color to the color parameter
Color savedColor = GUI.color;
GUI.color = color;
// Determine the angle of the line.
float angle = Vector3.Angle(pointB - pointA, Vector2.right);
// Vector3.Angle always returns a positive number.
// If pointB is above pointA, then angle needs to be negative.
if (pointA.y > pointB.y) { angle = -angle; }
// Use ScaleAroundPivot to adjust the size of the line.
// We could do this when we draw the texture, but by scaling it here we can use
// non-integer values for the width and length (such as sub 1 pixel widths).
// Note that the pivot point is at +.5 from pointA.y, this is so that the width of the line
// is centered on the origin at pointA.
GUIUtility.ScaleAroundPivot(new Vector2((pointB - pointA).magnitude, width), new Vector2(pointA.x, pointA.y + 0.5f));
// Set the rotation for the line.
// The angle was calculated with pointA as the origin.
GUIUtility.RotateAroundPivot(angle, pointA);
// Finally, draw the actual line.
// We're really only drawing a 1x1 texture from pointA.
// The matrix operations done with ScaleAroundPivot and RotateAroundPivot will make this
// render with the proper width, length, and angle.
GUI.DrawTexture(new Rect(pointA.x, pointA.y, 1, 1), lineTex);
// We're done. Restore the GUI matrix and GUI color to whatever they were before.
GUI.matrix = matrix;
GUI.color = savedColor;
}
public static void DrawPoint(Vector2 point, float size) { DrawPoint(point, GUI.contentColor, size); }
public static void DrawPoint(Vector2 point, Color color, float size)
{
var offset = new Vector2(size, 0);
DrawLine(point - offset, point + offset, color, size * 2);
}
}