Repository: geniikw/DataRenderer2D Branch: master Commit: 4e520442f513 Files: 217 Total size: 469.9 KB Directory structure: gitextract_q2o_bmtb/ ├── .gitattributes ├── .gitignore ├── .vscode/ │ ├── extensions.json │ ├── launch.json │ └── settings.json ├── Assets/ │ ├── DataRenderer2D/ │ │ ├── Core/ │ │ │ ├── Interfaces.cs │ │ │ ├── Interfaces.cs.meta │ │ │ ├── MeshMath.cs │ │ │ ├── MeshMath.cs.meta │ │ │ ├── Quad.cs │ │ │ ├── Quad.cs.meta │ │ │ ├── Triangle.cs │ │ │ ├── Triangle.cs.meta │ │ │ ├── UIDataMesh.cs │ │ │ ├── UIDataMesh.cs.meta │ │ │ ├── Vertex.cs │ │ │ ├── Vertex.cs.meta │ │ │ ├── WorldDataMesh.cs │ │ │ └── WorldDataMesh.cs.meta │ │ ├── Core.meta │ │ ├── Example/ │ │ │ ├── Scripts/ │ │ │ │ ├── DragAddPoint.cs │ │ │ │ ├── DragAddPoint.cs.meta │ │ │ │ ├── DragExample.cs │ │ │ │ ├── DragExample.cs.meta │ │ │ │ ├── DragMove.cs │ │ │ │ ├── DragMove.cs.meta │ │ │ │ ├── MonobehaviourExtension.cs │ │ │ │ ├── MonobehaviourExtension.cs.meta │ │ │ │ ├── ScriptScenario.cs │ │ │ │ └── ScriptScenario.cs.meta │ │ │ ├── Scripts.meta │ │ │ ├── Stuff/ │ │ │ │ ├── BackGroundMaterial.mat │ │ │ │ ├── BackGroundMaterial.mat.meta │ │ │ │ ├── Text.controller │ │ │ │ ├── Text.controller.meta │ │ │ │ ├── UIPolygon (2).controller │ │ │ │ ├── UIPolygon (2).controller.meta │ │ │ │ ├── hexagon.anim │ │ │ │ ├── hexagon.anim.meta │ │ │ │ ├── hole.anim │ │ │ │ ├── hole.anim.meta │ │ │ │ ├── hole.controller │ │ │ │ ├── hole.controller.meta │ │ │ │ ├── line 1.controller │ │ │ │ ├── line 1.controller.meta │ │ │ │ ├── line.controller │ │ │ │ ├── line.controller.meta │ │ │ │ ├── lineanimation.anim │ │ │ │ ├── lineanimation.anim.meta │ │ │ │ ├── mainLine.anim │ │ │ │ ├── mainLine.anim.meta │ │ │ │ ├── textAnimator.anim │ │ │ │ └── textAnimator.anim.meta │ │ │ ├── Stuff.meta │ │ │ ├── Symbol.prefab │ │ │ ├── Symbol.prefab.meta │ │ │ ├── drag example.unity │ │ │ ├── drag example.unity.meta │ │ │ ├── line animation example.unity │ │ │ ├── line animation example.unity.meta │ │ │ ├── polygon example.unity │ │ │ └── polygon example.unity.meta │ │ ├── Example.meta │ │ ├── Hole/ │ │ │ ├── Editor/ │ │ │ │ ├── HoleEditor.cs │ │ │ │ ├── HoleEditor.cs.meta │ │ │ │ ├── MenuExtender.cs │ │ │ │ └── MenuExtender.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── HoleDrawer.cs │ │ │ ├── HoleDrawer.cs.meta │ │ │ ├── HoleInfo.cs │ │ │ ├── HoleInfo.cs.meta │ │ │ ├── UIHole.cs │ │ │ ├── UIHole.cs.meta │ │ │ ├── h.unity │ │ │ └── h.unity.meta │ │ ├── Hole.meta │ │ ├── Line/ │ │ │ ├── Editor/ │ │ │ │ ├── EditorSetting.asset │ │ │ │ ├── EditorSetting.asset.meta │ │ │ │ ├── EditorSetting.cs │ │ │ │ ├── EditorSetting.cs.meta │ │ │ │ ├── LineEditor.cs │ │ │ │ ├── LineEditor.cs.meta │ │ │ │ ├── LineInpectorHandler.cs │ │ │ │ ├── LineInpectorHandler.cs.meta │ │ │ │ ├── MenuExtender.cs │ │ │ │ ├── MenuExtender.cs.meta │ │ │ │ ├── PointHandler.cs │ │ │ │ ├── PointHandler.cs.meta │ │ │ │ ├── PointPropertyDrawer.cs │ │ │ │ ├── PointPropertyDrawer.cs.meta │ │ │ │ ├── SplinePropertyDrawer.cs │ │ │ │ ├── SplinePropertyDrawer.cs.meta │ │ │ │ ├── Test/ │ │ │ │ │ ├── BezierLengthTest.cs │ │ │ │ │ ├── BezierLengthTest.cs.meta │ │ │ │ │ ├── MeshDataTest.cs │ │ │ │ │ └── MeshDataTest.cs.meta │ │ │ │ ├── Test.meta │ │ │ │ ├── UILineEditor.cs │ │ │ │ └── UILineEditor.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Component/ │ │ │ │ │ ├── GizmoLine.cs │ │ │ │ │ ├── GizmoLine.cs.meta │ │ │ │ │ ├── UILine.cs │ │ │ │ │ ├── UILine.cs.meta │ │ │ │ │ ├── WorldLine.cs │ │ │ │ │ └── WorldLine.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Data/ │ │ │ │ │ ├── ISpline.cs │ │ │ │ │ ├── ISpline.cs.meta │ │ │ │ │ ├── Line.Editor.cs │ │ │ │ │ ├── Line.Editor.cs.meta │ │ │ │ │ ├── Line.Pair.cs │ │ │ │ │ ├── Line.Pair.cs.meta │ │ │ │ │ ├── Line.Triple.cs │ │ │ │ │ ├── Line.Triple.cs.meta │ │ │ │ │ ├── Line.cs │ │ │ │ │ ├── Line.cs.meta │ │ │ │ │ ├── LineOption.cs │ │ │ │ │ ├── LineOption.cs.meta │ │ │ │ │ ├── Point.cs │ │ │ │ │ └── Point.cs.meta │ │ │ │ ├── Data.meta │ │ │ │ ├── Process/ │ │ │ │ │ ├── MeshBuilder/ │ │ │ │ │ │ ├── InterfaceDraw.cs │ │ │ │ │ │ ├── InterfaceDraw.cs.meta │ │ │ │ │ │ ├── IntersectJointDrawer.cs │ │ │ │ │ │ ├── IntersectJointDrawer.cs.meta │ │ │ │ │ │ ├── LineBuilder.cs │ │ │ │ │ │ ├── LineBuilder.cs.meta │ │ │ │ │ │ ├── NormalBezierDrawer.cs │ │ │ │ │ │ ├── NormalBezierDrawer.cs.meta │ │ │ │ │ │ ├── NormalJointDrawer.cs │ │ │ │ │ │ ├── NormalJointDrawer.cs.meta │ │ │ │ │ │ ├── RoundCapDrawer.cs │ │ │ │ │ │ └── RoundCapDrawer.cs.meta │ │ │ │ │ ├── MeshBuilder.meta │ │ │ │ │ ├── Static/ │ │ │ │ │ │ ├── Curve.cs │ │ │ │ │ │ ├── Curve.cs.meta │ │ │ │ │ │ ├── CurveLength.cs │ │ │ │ │ │ └── CurveLength.cs.meta │ │ │ │ │ └── Static.meta │ │ │ │ └── Process.meta │ │ │ └── Scripts.meta │ │ ├── Line.meta │ │ ├── Polygon/ │ │ │ ├── Editor/ │ │ │ │ ├── MeneExtender.cs │ │ │ │ ├── MeneExtender.cs.meta │ │ │ │ ├── PolygonEditor.cs │ │ │ │ ├── PolygonEditor.cs.meta │ │ │ │ ├── PolygonPropertyDrawer.cs │ │ │ │ └── PolygonPropertyDrawer.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── CircleCalculator.cs │ │ │ │ ├── CircleCalculator.cs.meta │ │ │ │ ├── Component/ │ │ │ │ │ ├── UIPolygon.cs │ │ │ │ │ ├── UIPolygon.cs.meta │ │ │ │ │ ├── WorldPolygon.cs │ │ │ │ │ └── WorldPolygon.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Drawer/ │ │ │ │ │ ├── HolePolygon.cs │ │ │ │ │ ├── HolePolygon.cs.meta │ │ │ │ │ ├── ZigZagPolygon.cs │ │ │ │ │ └── ZigZagPolygon.cs.meta │ │ │ │ ├── Drawer.meta │ │ │ │ ├── PolygonData.cs │ │ │ │ ├── PolygonData.cs.meta │ │ │ │ ├── PolygonDrawManager.cs │ │ │ │ ├── PolygonDrawManager.cs.meta │ │ │ │ ├── PolygonFactory.cs │ │ │ │ └── PolygonFactory.cs.meta │ │ │ └── Scripts.meta │ │ ├── Polygon.meta │ │ ├── Readme.txt │ │ ├── Readme.txt.meta │ │ ├── Signal/ │ │ │ ├── Editor/ │ │ │ │ ├── MenuExtender.cs │ │ │ │ └── MenuExtender.cs.meta │ │ │ ├── Editor.meta │ │ │ ├── Scripts/ │ │ │ │ ├── Builder/ │ │ │ │ │ ├── SignalBuilder.cs │ │ │ │ │ └── SignalBuilder.cs.meta │ │ │ │ ├── Builder.meta │ │ │ │ ├── Component/ │ │ │ │ │ ├── UISignal.cs │ │ │ │ │ └── UISignal.cs.meta │ │ │ │ ├── Component.meta │ │ │ │ ├── Signal.cs │ │ │ │ └── Signal.cs.meta │ │ │ └── Scripts.meta │ │ └── Signal.meta │ └── DataRenderer2D.meta ├── LICENSE ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── MultiplayerManager.asset │ ├── NavMeshAreas.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── SceneTemplateSettings.json │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── VersionControlSettings.asset ├── README.md ├── UserSettings/ │ ├── EditorUserSettings.asset │ ├── Layouts/ │ │ └── default-6000.dwlt │ ├── Search.index │ └── Search.settings └── patchnode.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitattributes ================================================ # Auto detect text files and perform LF normalization * text=auto # Custom for Visual Studio *.cs diff=csharp *.sln merge=union *.csproj merge=union *.vbproj merge=union *.fsproj merge=union *.dbproj merge=union # Standard to msysgit *.doc diff=astextplain *.DOC diff=astextplain *.docx diff=astextplain *.DOCX diff=astextplain *.dot diff=astextplain *.DOT diff=astextplain *.pdf diff=astextplain *.PDF diff=astextplain *.rtf diff=astextplain *.RTF diff=astextplain ================================================ FILE: .gitignore ================================================ [Ll]ibrary/ [Tt]emp/ [Oo]bj/ build/ Logs/ Packages/ # Autogenerated VS/MD solution and project files /*.csproj /*.unityproj /*.sln /*.suo /*.user /*.userprefs /*.pidb /*.booproj #Unity3D Generated File On Crash Reports sysinfo.txt # ========================= # Operating System Files # ========================= # OSX # ========================= .DS_Store .AppleDouble .LSOverride # Icon must end with two \r Icon # Thumbnails ._* # Files that might appear on external disk .Spotlight-V100 .Trashes # Directories potentially created on remote AFP share .AppleDB .AppleDesktop Network Trash Folder Temporary Items .apdisk # Windows # ========================= # Windows image file caches Thumbs.db ehthumbs.db # Folder config file Desktop.ini # Recycle Bin used on file shares $RECYCLE.BIN/ # Windows Installer files *.cab *.msi *.msm *.msp Assets/AssetStoreTools.meta Assets/AssetStoreTools/Editor.meta Assets/AssetStoreTools/Editor/AssetStoreTools.dll Assets/AssetStoreTools/Editor/AssetStoreTools.dll.meta Assets/AssetStoreTools/Editor/AssetStoreToolsExtra.dll Assets/AssetStoreTools/Editor/AssetStoreToolsExtra.dll.meta 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"visualstudiotoolsforunity.vstuc" ] } ================================================ FILE: .vscode/launch.json ================================================ { "version": "0.2.0", "configurations": [ { "name": "Attach to Unity", "type": "vstuc", "request": "attach" } ] } ================================================ FILE: .vscode/settings.json ================================================ { "files.exclude": { "**/.DS_Store": true, "**/.git": true, "**/.vs": true, "**/.gitmodules": true, "**/.vsconfig": true, "**/*.booproj": true, "**/*.pidb": true, "**/*.suo": true, "**/*.user": true, "**/*.userprefs": true, "**/*.unityproj": true, "**/*.dll": true, "**/*.exe": true, "**/*.pdf": true, "**/*.mid": true, "**/*.midi": true, "**/*.wav": true, "**/*.gif": true, "**/*.ico": true, "**/*.jpg": true, "**/*.jpeg": true, "**/*.png": true, "**/*.psd": true, "**/*.tga": true, "**/*.tif": true, "**/*.tiff": true, "**/*.3ds": true, "**/*.3DS": true, "**/*.fbx": true, "**/*.FBX": true, "**/*.lxo": true, "**/*.LXO": true, "**/*.ma": true, "**/*.MA": true, "**/*.obj": true, "**/*.OBJ": true, "**/*.asset": true, "**/*.cubemap": true, "**/*.flare": true, "**/*.mat": true, "**/*.meta": true, "**/*.prefab": true, "**/*.unity": true, "build/": true, "Build/": true, "Library/": true, "library/": true, "obj/": true, "Obj/": true, "Logs/": true, "logs/": true, "ProjectSettings/": true, "UserSettings/": true, "temp/": true, "Temp/": true }, "dotnet.defaultSolution": "DataRenderer2D.sln" } ================================================ FILE: Assets/DataRenderer2D/Core/Interfaces.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; namespace geniikw.DataRenderer2D { public interface IUnitSize { Vector2 Size { get; } } public interface IMesh { IEnumerable Vertices { get; } IEnumerable Triangles { get; } } public interface IMeshDrawer { IEnumerable Draw(); } } ================================================ FILE: Assets/DataRenderer2D/Core/Interfaces.cs.meta ================================================ fileFormatVersion: 2 guid: 57b055556df452c488cab2e63adbca38 timeCreated: 1513724647 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/MeshMath.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { ///http://wiki.unity3d.com/index.php/3d_Math_functions public class Intersect { public static bool LineLineIntersection(out Vector3 intersection, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) { Vector3 lineVec3 = linePoint2 - linePoint1; Vector3 crossVec1and2 = Vector3.Cross(lineVec1, lineVec2); Vector3 crossVec3and2 = Vector3.Cross(lineVec3, lineVec2); float planarFactor = Vector3.Dot(lineVec3, crossVec1and2); //is coplanar, and not parrallel if (Mathf.Abs(planarFactor) < 0.0001f && crossVec1and2.sqrMagnitude > 0.0001f) { float s = Vector3.Dot(crossVec3and2, crossVec1and2) / crossVec1and2.sqrMagnitude; intersection = linePoint1 + (lineVec1 * s); return true; } else { intersection = Vector3.zero; return false; } } //Two non-parallel lines which may or may not touch each other have a point on each line which are closest //to each other. This function finds those two points. If the lines are not parallel, the function //outputs true, otherwise false. public static bool ClosestPointsOnTwoLines(out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) { if((linePoint1 - linePoint2).sqrMagnitude < Mathf.Epsilon) { closestPointLine1 = linePoint1; closestPointLine2 = linePoint2; return true; } closestPointLine1 = Vector3.zero; closestPointLine2 = Vector3.zero; float a = Vector3.Dot(lineVec1, lineVec1); float b = Vector3.Dot(lineVec1, lineVec2); float e = Vector3.Dot(lineVec2, lineVec2); float d = a * e - b * b; //lines are not parallel if (d != 0.0f) { Vector3 r = linePoint1 - linePoint2; float c = Vector3.Dot(lineVec1, r); float f = Vector3.Dot(lineVec2, r); float s = (b * f - c * e) / d; float t = (a * f - c * b) / d; closestPointLine1 = linePoint1 + lineVec1 * s; closestPointLine2 = linePoint2 + lineVec2 * t; return true; } else { return false; } } } } ================================================ FILE: Assets/DataRenderer2D/Core/MeshMath.cs.meta ================================================ fileFormatVersion: 2 guid: 50a47abd1c9a989489401a5f63cdfb24 timeCreated: 1515090004 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/Quad.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public struct Quad : IMesh { Vertex _p0; Vertex _p1; Vertex _p2; Vertex _p3; public Quad(Vertex p0, Vertex p1, Vertex p2, Vertex p3) { _p0 = p0; _p1 = p1; _p2 = p2; _p3 = p3; } public Quad(Vector2 size, Vector2 center, Color color) { _p0 = Vertex.New(center - new Vector2(-size.x, -size.y) / 2f, new Vector2(0, 0), color); _p1 = Vertex.New(center - new Vector2(size.x, -size.y) / 2f, new Vector2(0, 0), color); _p2 = Vertex.New(center - new Vector2(-size.x, size.y) / 2f, new Vector2(0, 0), color); _p3 = Vertex.New(center - new Vector2(size.x, size.y) / 2f, new Vector2(0, 0), color); } public IEnumerable Vertices { get { yield return _p0; yield return _p1; yield return _p2; yield return _p3; } } public IEnumerable Triangles { get { var list = new int[] { 0, 2, 1, 1, 2, 3 }; foreach (var number in list) yield return number; } } } } ================================================ FILE: Assets/DataRenderer2D/Core/Quad.cs.meta ================================================ fileFormatVersion: 2 guid: 31a9f36a71553724eafbdb93a0ba47cb timeCreated: 1514066885 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/Triangle.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public struct Triangle : IMesh { Vertex _p0; Vertex _p1; Vertex _p2; public Triangle(Vertex p0, Vertex p1, Vertex p2) { _p0 = p0; _p1 = p1; _p2 = p2; } public IEnumerable Vertices { get { yield return _p0; yield return _p1; yield return _p2; } } public IEnumerable Triangles { get { var list = new int[] { 0, 2, 1 }; foreach (var number in list) yield return number; } } } } ================================================ FILE: Assets/DataRenderer2D/Core/Triangle.cs.meta ================================================ fileFormatVersion: 2 guid: 3c41f9c430a0b894980fb6c7b91edbe0 timeCreated: 1514067422 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/UIDataMesh.cs ================================================ using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { public abstract class UIDataMesh : Image, IMeshModifier { bool m_geometryUpdateFlag = false; IEnumerable _mesh; IEnumerable Mesh { get { return _mesh ?? (_mesh = DrawerFactory); } } protected abstract IEnumerable DrawerFactory { get; } protected override void Awake() { base.Awake(); } public void GeometyUpdateFlagUp() { m_geometryUpdateFlag = true; } public void LateUpdate() { if (m_geometryUpdateFlag) { UpdateGeometry(); m_geometryUpdateFlag = false; } } public void ModifyMesh(Mesh mesh) { using (var vh = new VertexHelper(mesh)) { ModifyMesh(vh); vh.FillMesh(mesh); } } public void ModifyMesh(VertexHelper verts) { verts.Clear(); Queue buffer = new Queue(); foreach (var m in Mesh) { foreach (var t in m.Triangles) { buffer.Enqueue(t); if (buffer.Count == 3) { var c = verts.currentVertCount; verts.AddTriangle(c + buffer.Dequeue(), c + buffer.Dequeue(), c + buffer.Dequeue()); } } foreach (var v in m.Vertices) verts.AddVert(v.position, v.color, v.uv); } } } } ================================================ FILE: Assets/DataRenderer2D/Core/UIDataMesh.cs.meta ================================================ fileFormatVersion: 2 guid: ce4c0c38d79a3674486b7c1ab771ebd0 timeCreated: 1512264772 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/Vertex.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public struct Vertex { public Vector3 position; public Vector2 uv; public Color color; public Vertex(Vector3 pos, Vector2 u, Color c) { position = pos; uv = u; color = c; } public static Vertex New(Vector3 pos, Vector2 uv, Color color) { return new Vertex(pos, uv, color); } public static Vertex New(float x, float y, float z, float u, float v, Color color) { return new Vertex(new Vector3(x,y,z), new Vector2(u,v), color); } } } ================================================ FILE: Assets/DataRenderer2D/Core/Vertex.cs.meta ================================================ fileFormatVersion: 2 guid: 1a500e117a559a641ac4a1a1018530a2 timeCreated: 1506909730 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core/WorldDataMesh.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D { [ExecuteInEditMode] [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public abstract class WorldDataMesh : MonoBehaviour { public bool updateInUpdate = true; IEnumerable _mesh; IEnumerable Mesh { get { return _mesh ?? (_mesh = MeshFactory); } } int bufferSize = 100; Vector3[] vBuffer; Vector2[] uvBuffer; Color[] colorBuffer; int[] tBuffer; bool m_geometryUpdateFlag = false; abstract protected IEnumerable MeshFactory { get; } MeshFilter m_mf; MeshFilter Mf { get { return m_mf ?? (m_mf = GetComponent()); } } protected virtual void Awake() { AllocateBuffer(bufferSize); } public void Reset() { var mf = GetComponent(); if (mf.sharedMesh == null) { MakeNewMesh(); } } private void Update() { m_geometryUpdateFlag = true; } public void LateUpdate() { if (m_geometryUpdateFlag) { UpdateGeometry(); m_geometryUpdateFlag = false; } } public void MakeNewMesh() { var mf = GetComponent(); var mesh = new Mesh(); mesh.name = name; mf.mesh = mesh; } public void UpdateGeometry() { var mf = GetComponent(); mf.sharedMesh.Clear(); var vc = 0; var tc = 0; foreach (var mesh in Mesh) { foreach (var t in mesh.Triangles) { if (tc > tBuffer.Length - 1) ExtendBuffer(); tBuffer[tc] = vc + t; tc++; } foreach (var v in mesh.Vertices) { if (vc > vBuffer.Length - 1) ExtendBuffer(); vBuffer[vc] = v.position; uvBuffer[vc] = v.uv; colorBuffer[vc] = v.color; vc++; } } while (vc < vBuffer.Length) { vBuffer[vc] = Vector3.zero; uvBuffer[vc] = Vector2.zero; colorBuffer[vc] = Color.white; vc++; } while (tc < vBuffer.Length) { tBuffer[tc] = 0; tc++; } mf.sharedMesh.vertices = vBuffer; mf.sharedMesh.uv = uvBuffer; mf.sharedMesh.triangles = tBuffer; mf.sharedMesh.colors = colorBuffer; mf.sharedMesh.RecalculateNormals(); mf.sharedMesh.RecalculateTangents(); mf.sharedMesh.RecalculateBounds(); } private void AllocateBuffer(int size) { vBuffer = new Vector3[size]; uvBuffer = new Vector2[size]; colorBuffer = new Color[size]; tBuffer = new int[size * 6]; } private void ExtendBuffer() { var tempV = vBuffer; var tempUV = uvBuffer; var tempC = colorBuffer; var tempT = tBuffer; //Debug.Log("Size double up : " + bufferSize); bufferSize *= 2; AllocateBuffer(bufferSize); Array.Copy(tempV, vBuffer, tempV.Length); Array.Copy(tempUV, uvBuffer, tempUV.Length); Array.Copy(tempC, colorBuffer, tempC.Length); Array.Copy(tempT, tBuffer, tempT.Length); } public void GeometyUpdateFlagUp() { m_geometryUpdateFlag = true; } } } ================================================ FILE: Assets/DataRenderer2D/Core/WorldDataMesh.cs.meta ================================================ fileFormatVersion: 2 guid: d28e296610fec0a478d8d51766aebf18 timeCreated: 1512265066 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Core.meta ================================================ fileFormatVersion: 2 guid: 62ce5cfc77f163e47840fc6d45e822c3 folderAsset: yes timeCreated: 1511797354 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Example/Scripts/DragAddPoint.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.UI; namespace geniikw.DataRenderer2D.Example { public class DragAddPoint : MonoBehaviour, IDragHandler,IPointerDownHandler { public bool modeToggle = false; public float addDistance = 3f; UILine m_line; Vector3 m_prevPos; public Text text; private void Start() { m_line = GetComponent(); } public void OnDrag(PointerEventData eventData) { if (modeToggle && Vector3.Distance(m_prevPos, eventData.position) > addDistance) { m_line.line.Push(); m_prevPos = eventData.position; } m_line.line.EditPoint(eventData.position); } public void OnPointerDown(PointerEventData eventData) { m_line.line.Push(); m_line.line.EditPoint(eventData.position); } public void Toggle() { modeToggle = !modeToggle; text.text = modeToggle ? "Drag!" : "Click!"; } } } ================================================ FILE: Assets/DataRenderer2D/Example/Scripts/DragAddPoint.cs.meta ================================================ fileFormatVersion: 2 guid: 501de143b53ccaf44966e0845aa92c84 timeCreated: 1537460929 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Example/Scripts/DragExample.cs ================================================ using geniikw.DataRenderer2D; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Example { public class DragExample : MonoBehaviour { public UILine line; public Gradient grad; public Gradient red; private bool isGrad = false; public void Clear() { line.line.Clear(); } public void ColorToggle() { if (isGrad) line.line.option.color = grad; else 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assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Example/Scripts/MonobehaviourExtension.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D.Example { public static class MonobehaviourExtension { public static Coroutine TweenMove(this MonoBehaviour owner, Vector3 end, float t) { return owner.StartCoroutine(MoveRoutine(owner.transform, end, t)); } public static Coroutine TweenScale(this MonoBehaviour owner, Vector3 end, float t) { return owner.StartCoroutine(ScalerRoutine(owner.transform, end, t)); } public static Coroutine TweenColor(this MonoBehaviour owner, Color end, float t) { var image = owner.GetComponent(); if (image == null) return null ; return owner.StartCoroutine(ImageColorTween(image, end, t)); } static IEnumerator ScalerRoutine(Transform owner, Vector3 end, float time) { float t 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userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Example/Scripts/ScriptScenario.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Example { public class ScriptScenario : MonoBehaviour { public List list = new List(); UILine m_line; // Use this for initialization public void Start() { StartCoroutine(StartRoutine()); } IEnumerator StartRoutine() { m_line = UILine.CreateLine(transform); m_line.transform.SetAsFirstSibling(); m_line.line.option.divideLength = 100; while(m_line.line.Count < list.Count) m_line.line.Push(); while (true) { float t = 0f; m_line.line.option.startRatio = 0; m_line.line.option.endRatio = 0; while (t < 1f) { t += Time.deltaTime; m_line.line.option.endRatio = t; yield return null; } t = 0f; while (t < 1f) { t += Time.deltaTime; m_line.line.option.startRatio = t; yield return null; 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================================================ FILE: Assets/DataRenderer2D/Example.meta ================================================ fileFormatVersion: 2 guid: 7115f75ea55ee10448fe4a2528e0160b folderAsset: yes timeCreated: 1522153619 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/Editor/HoleEditor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.UI; namespace geniikw.DataRenderer2D.Hole { [CustomEditor(typeof(UIHole), true)] public class HoleEditor : ImageEditor { SerializedProperty m_holeInfo; protected override void OnEnable() { base.OnEnable(); m_holeInfo = serializedObject.FindProperty("hole"); } public override void OnInspectorGUI() { EditorGUILayout.PropertyField(m_holeInfo,true); serializedObject.ApplyModifiedProperties(); base.OnInspectorGUI(); } } } ================================================ FILE: Assets/DataRenderer2D/Hole/Editor/HoleEditor.cs.meta ================================================ fileFormatVersion: 2 guid: dcc3fac7c3eb3144f86f8f974f0daa45 timeCreated: 1529516437 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/Editor/MenuExtender.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Hole.Editor { public static class MenuExtender { [MenuItem("GameObject/2D Object/DataRenderer/UIHole")] public static void CreateUILine() { var canvas = Object.FindFirstObjectByType(); if (canvas == null) { var canvasGo = new GameObject("Canvas"); canvas = canvasGo.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; } var linego = new GameObject("hole"); var uiline = linego.AddComponent(); uiline.hole.SizeX = 0.5f; uiline.hole.SizeY = 0.5f; uiline.hole.Color = Color.white; uiline.hole.Inner = 3; uiline.transform.SetParent(canvas.transform); uiline.GetComponent().anchoredPosition = Vector3.zero; Selection.activeObject = linego; } } } ================================================ FILE: Assets/DataRenderer2D/Hole/Editor/MenuExtender.cs.meta ================================================ fileFormatVersion: 2 guid: ee7b670e1f2e6ab42a2530fc6bf4d7cf timeCreated: 1529383118 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/Editor.meta ================================================ fileFormatVersion: 2 guid: 93222a15affe11c44ae58e45ea382d81 folderAsset: yes timeCreated: 1529383112 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/HoleDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D.Hole { public struct Pair { public T first; public T second; } public static class ListUtil { public static IEnumerable> Pairloop(this IEnumerable source) { T previous = default(T); using (var it = source.GetEnumerator()) { if (it.MoveNext()) previous = it.Current; var ff = previous; while (it.MoveNext()) { yield return new Pair { first = previous, second = it.Current }; previous = it.Current; } yield return new Pair { first = previous, second = ff }; } } public static Vertex FindNearst(this Vertex[] source, Vector3 target, Vector3 dir) { var dest = float.MaxValue; Vertex result = default(Vertex); foreach(var v in source) { var pos = v.position; var d = (pos - target).normalized; var f = Vector3.Dot(d, dir); var calc = Vector3.Distance(target, pos) * f; if (dest > calc) { dest = calc; result = v; } } return result; } } public class HoleDrawer : IMeshDrawer { IUnitSize m_unit; IHole m_hole; public HoleDrawer(IUnitSize unit, IHole hole) { m_unit = unit; m_hole = hole; } public IEnumerable Draw() { HoleInfo hole = m_hole.Hole; var color = hole.Color; Vector3 half = m_unit.Size / 2f; Vertex p0 = new Vertex(Vector3.zero-half, Vector2.zero, color); Vertex p1 = new Vertex(Vector3.right * m_unit.Size.x - half, Vector2.right, color); Vertex p2 = new Vertex(Vector3.up * m_unit.Size.y - half, Vector2.up, color); Vertex p3 = new Vertex(half, Vector2.one, color); var outer = new Vertex[] { p0, p1, p2, p3 }; var inner = new Vertex[hole.Inner]; var unit = Mathf.PI * 2f / hole.Inner; var angle = hole.Angle * Mathf.Deg2Rad; for (int i = 0; i < hole.Inner; i++) { var sin = Mathf.Sin(angle + unit * i) * Vector2.up / 2f * hole.SizeX; var cos = Mathf.Cos(angle + unit * i) * Vector2.right / 2f * hole.SizeY; var uv = Vector2.one / 2f + sin + cos + new Vector2( hole.OffsetX, hole.OffsetY); uv.x = Mathf.Clamp01(uv.x); uv.y = Mathf.Clamp01(uv.y); var y = (uv.y-0.5f) * m_unit.Size.y * Vector2.up; var x = (uv.x-0.5f)* m_unit.Size.x * Vector2.right; var pos = x + y; inner[i] = new Vertex(pos, uv, color); } foreach(var p in inner.Pairloop()) { var c = (p.first.position + p.second.position) / 2f; var normal = Vector3.Cross(p.first.position - p.second.position, Vector3.forward).normalized; var n = outer.FindNearst(c, normal); yield return new Triangle(p.first, n, p.second ); } foreach(var p in new Pair[] { new Pair{first= p1, second = p0 }, new Pair{first= p0, second = p2 }, new Pair{first= p3, second = p1 }, new Pair{first= p2, second = p3 }}){ var c = (p.first.position + p.second.position) / 2f; var normal = -Vector3.Cross(p.first.position - p.second.position, Vector3.forward).normalized; var n = inner.FindNearst(c,normal); yield return new Triangle(p.first, n, p.second); } //yield return new Quad(p0,p1,p2,p3); //yield return new Triangle(inner[0], inner[1], inner[2]); } } } ================================================ FILE: Assets/DataRenderer2D/Hole/HoleDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: c8d43b5f1163c7a4496fd71bfdf146de timeCreated: 1529383252 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/HoleInfo.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Hole { [Serializable] public struct HoleInfo { [SerializeField] [Range(3, 30)] private int inner; [SerializeField] [Range(-0.5f, 0.5f)] private float offsetY; [SerializeField] [Range(-0.5f, 0.5f)] private float offsetX; [SerializeField] [Range(0, 1)] private float sizeX; [SerializeField] [Range(0, 1)] private float sizeY; [SerializeField] private float angle; [SerializeField] private Color color; public Action editCallback; public int Inner { get { return inner; } set { if (editCallback != null) { editCallback(); } inner = value; } } public float Angle { get { return angle; } set { if (editCallback != null) { editCallback(); } angle = value; } } public Color Color { get { return color; } set { if (editCallback != null) { editCallback(); } color = value; } } public float OffsetY { get { return offsetY; } set { if (editCallback != null) { editCallback(); } offsetY = value; } } public float OffsetX { get { return offsetX; } set { if (editCallback != null) { editCallback(); } offsetX = value; } } public float SizeX { get { return sizeX; } set { if (editCallback != null) { editCallback(); } sizeX = value; } } public float SizeY { get { return sizeY; } set { if (editCallback != null) { editCallback(); } sizeY = value; } } } } ================================================ FILE: Assets/DataRenderer2D/Hole/HoleInfo.cs.meta ================================================ fileFormatVersion: 2 guid: a7bd61527dd448241914f1386fc534ff timeCreated: 1529381906 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Hole/UIHole.cs ================================================  using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Hole { public interface IHole { HoleInfo Hole { get; } } public class UIHole : UIDataMesh, IUnitSize, IHole { public HoleInfo hole; IMeshDrawer m_holeDrawer; protected 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================================================ FILE: Assets/DataRenderer2D/Line/Editor/EditorSetting.cs.meta ================================================ fileFormatVersion: 2 guid: 30943c56159c82343b070cad006f5ad8 timeCreated: 1508810779 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/LineEditor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.UI; namespace geniikw.DataRenderer2D.Editors { public class LineEditor : Editor { private PointHandler _pointHandler; //private LineInpectorHandler _inspector; private MonoBehaviour _owner; protected void OnEnable() { _owner = target as MonoBehaviour; _pointHandler = new PointHandler(_owner,serializedObject); //_inspector = new LineInpectorHandler(serializedObject); } protected void OnSceneGUI() { _pointHandler.OnSceneGUI(); } } [CustomEditor(typeof(WorldLine))] public class WorldLineEditor : LineEditor { public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("MakeNewMesh")) { ((WorldLine)target).MakeNewMesh(); } } } [CustomEditor(typeof(GizmoLine))] public class NoRenderLineEditor : LineEditor { } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/LineEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 88ec1c6b5b9a9774190bda6b9cb0e06e timeCreated: 1506785629 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/LineInpectorHandler.cs ================================================ //using System.Collections; //using System.Collections.Generic; //using UnityEngine; //using UnityEditor; //public class LineInpectorHandler { // readonly SerializedProperty _p0; // readonly SerializedProperty _p1; // readonly SerializedProperty _points; // readonly SerializedProperty _option; // readonly SerializedProperty _mat; // readonly SerializedProperty _useLinePoints; // public LineInpectorHandler(SerializedObject target) // { // _mat = target.FindProperty("m_Material"); // } // public void OnInspector() // { // EditorGUI.BeginChangeCheck(); // EditorGUILayout.PropertyField(_mat); // if (EditorGUI.EndChangeCheck()) // { // _mat.serializedObject.ApplyModifiedProperties(); // } // } //} ================================================ FILE: Assets/DataRenderer2D/Line/Editor/LineInpectorHandler.cs.meta ================================================ fileFormatVersion: 2 guid: 208935ff53b11dd4fbc618a478b1e83b timeCreated: 1508814955 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/MenuExtender.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Editors { public static class MenuExtender { //[ContextMenu()] [MenuItem("GameObject/2D Object/DataRenderer/UILine")] public static void CreateUILine() { var canvas = Object.FindFirstObjectByType(); if(canvas == null) { var canvasGo = new GameObject("Canvas"); canvas = canvasGo.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; } var linego = new GameObject("line"); var uiline =linego.AddComponent(); uiline.line.Initialize(); uiline.transform.SetParent(canvas.transform); uiline.GetComponent().anchoredPosition = Vector3.zero; Selection.activeObject = linego; } //[ContextMenu()] [MenuItem("GameObject/2D Object/DataRenderer/GizmoLine")] public static void CreateNoRenderLine() { var linego = new GameObject("line"); var gizmoLine = linego.AddComponent(); gizmoLine.line = Spline.Default; Selection.activeObject = linego; } [MenuItem("GameObject/2D Object/DataRenderer/WorldLine")] public static void CreateWorldLine() { var linego = new GameObject("line"); var worldLine = linego.AddComponent(); worldLine.GetComponent().material = new Material(Shader.Find("Diffuse")); worldLine.line.Initialize(); Selection.activeObject = linego; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/MenuExtender.cs.meta ================================================ fileFormatVersion: 2 guid: a5000318cfdea4b48829180af0b5d2ea timeCreated: 1507623973 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/PointHandler.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; using System.Linq; using System; namespace geniikw.DataRenderer2D.Editors { public class PointHandler { /// Line /// List points /// Vector3 position; /// Vector3 previousControlOffset; /// Vector3 nextControlOffset; /// Color color; /// float width; /// float angle; /// int nextDivieCount; /// Mode mode; /// float startRatio /// float endRatio readonly Component _owner; readonly SerializedProperty _mode; readonly SerializedProperty _line; readonly SerializedObject _target; public float m_sizeBuffer = 0f; public float m_distanceBuffer = 0f; readonly float AddButtonAngle = 20f; public IEnumerable Points { get { if(!(_line.FindPropertyRelative("mode").enumValueIndex == 0)) { yield return _line.FindPropertyRelative("pair").FindPropertyRelative("n0"); yield return _line.FindPropertyRelative("pair").FindPropertyRelative("n1"); } else { var points = _line.FindPropertyRelative("points"); for (int i = 0; i < points.arraySize; i++) { yield return points.GetArrayElementAtIndex(i); } } } } public SerializedProperty GetPoint(int index) { if(_line.FindPropertyRelative("mode").enumValueIndex == 1) { if (index == 0) return _line.FindPropertyRelative("pair").FindPropertyRelative("n0"); else return _line.FindPropertyRelative("pair").FindPropertyRelative("n1"); } return _line.FindPropertyRelative("points").GetArrayElementAtIndex(index); } public int Size { get { if (_line.FindPropertyRelative("mode").enumValueIndex== 1) return 2; return _line.FindPropertyRelative("points").arraySize; } } public PointHandler(Component owner, SerializedObject target) { _owner = owner; _target = target; _line = target.FindProperty("line"); var option = _line.FindPropertyRelative("option"); _mode = option.FindPropertyRelative("mode"); } public void OnSceneGUI() { if (Application.isPlaying) return; int index = 0; int size = Points.Count(); foreach(var node in Points) { var position = node.FindPropertyRelative("position"); if (_mode.enumValueIndex == 1 || index != size - 1) HandleNextControlPoint(index, node); if (_mode.enumValueIndex == 1 || index != 0) HandlePrevControlPoint(index, node); HandlePoint(index, position); index++; } if(_line.FindPropertyRelative("mode").enumValueIndex == 0) HandlesAddPointButton(); } private void HandleNextControlPoint(int idx, SerializedProperty node) { var pos = _owner.transform.TransformPoint(node.FindPropertyRelative("position").vector3Value); var nextCOffset = node.FindPropertyRelative("nextControlOffset"); var nextNode = GetPoint(idx + 1 == Size ? 0 : idx + 1); var nextPosition = _owner.transform.TransformPoint(nextNode.FindPropertyRelative("position").vector3Value); var angle = Size == 2 && _mode.enumValueIndex == 1 ? AddButtonAngle : 0f; var nextDirection = Quaternion.Euler(Vector3.back * angle) * (nextPosition - pos).normalized; var nextDistance = Vector3.Distance(pos, nextPosition); var buttonSize = Mathf.Min(2f, nextDistance / 10f); m_sizeBuffer = buttonSize; m_distanceBuffer = Mathf.Max(0.5f, m_sizeBuffer * 6f); var buttonDistance = nextDistance / 4f; var buffer = Handles.color; Handles.color = Color.red; if (nextCOffset.vector3Value.magnitude < 1f) { if (nextCOffset.vector3Value != Vector3.zero) { nextCOffset.vector3Value = Vector3.zero; _target.ApplyModifiedProperties(); } var buttonPosition = pos + nextDirection * buttonDistance; Handles.DrawDottedLine(pos, buttonPosition, 5f); if (Handles.Button(buttonPosition, _owner.transform.rotation, buttonSize, buttonSize, Handles.DotHandleCap)) { var mid = (pos + nextPosition) / 2f; nextCOffset.vector3Value = _owner.transform.InverseTransformVector( mid - pos); _target.ApplyModifiedProperties(); } } else { HandleOffset(idx, nextCOffset, pos); } Handles.color = buffer; } private void HandlePrevControlPoint(int n, SerializedProperty node) { var pos = _owner.transform.TransformPoint(node.FindPropertyRelative("position").vector3Value); var prevCOffset = node.FindPropertyRelative("previousControlOffset"); var prevNode = GetPoint(n - 1 < 0 ? Size - 1 : n - 1); var prevPosition = _owner.transform.TransformPoint(prevNode.FindPropertyRelative("position").vector3Value); var angle = Size == 2 && _mode.enumValueIndex == 1 ? AddButtonAngle : 0f; var prevDirection = Quaternion.Euler(Vector3.back * -angle) * (prevPosition - pos).normalized; var nextDistance = Vector3.Distance(pos, prevPosition); var buttonSize = Mathf.Min(2f, nextDistance / 10f); var buttonDistance = nextDistance / 4f; var buffer = Handles.color; Handles.color = Color.blue; if (prevCOffset.vector3Value.magnitude < 1f) { if (prevCOffset.vector3Value != Vector3.zero) { prevCOffset.vector3Value = Vector3.zero; _target.ApplyModifiedProperties(); } var buttonPosition = pos + prevDirection * buttonDistance; Handles.DrawDottedLine(pos, buttonPosition, 5f); if (Handles.Button(buttonPosition, _owner.transform.rotation, buttonSize, buttonSize, Handles.DotHandleCap)) { var mid = (pos + prevPosition) / 2f; prevCOffset.vector3Value = _owner.transform.InverseTransformVector(mid - pos); _target.ApplyModifiedProperties(); } } else { HandleOffset(n, prevCOffset, pos); } Handles.color = buffer; } private void HandleOffset(int n, SerializedProperty offset, Vector3 position) { Handles.DrawDottedLine(position, position + _owner.transform.TransformVector(offset.vector3Value), 5f); EditorGUI.BeginChangeCheck(); var pos = position + _owner.transform.TransformVector(offset.vector3Value); var changedPosition = Handles.DoPositionHandle(pos, _owner.transform.rotation); Handles.Label(pos, n + " CP"); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(_owner, "edit offset"); offset.vector3Value = _owner.transform.InverseTransformVector(changedPosition - position) ; offset.serializedObject.ApplyModifiedProperties(); } } private void HandlePoint(int n, SerializedProperty position) { EditorGUI.BeginChangeCheck(); var pos = _owner.transform.TransformPoint(position.vector3Value); var changedPosition = Handles.DoPositionHandle(pos, _owner.transform.rotation); Handles.Label(pos, n + " point"); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(_owner, "edit point"); position.vector3Value = _owner.transform.InverseTransformPoint(changedPosition); position.serializedObject.ApplyModifiedProperties(); } } private void HandlesAddPointButton() { ///add button Vector3 direction; var last = Size == 0 ? Vector3.zero : GetPoint(Size - 1).FindPropertyRelative("position").vector3Value; if (Size < 2) direction = Vector3.right; else { var last2 = GetPoint(Size - 2).FindPropertyRelative("position").vector3Value; direction = (last - last2).normalized; } var buffer = Handles.color; Handles.color = Color.green; if (Handles.Button(_owner.transform.TransformPoint(last + direction *m_distanceBuffer), _owner.transform.rotation, m_sizeBuffer, m_sizeBuffer, Handles.DotHandleCap)) { var index = Size; var width = index == 0 ? 1 : GetPoint(index - 1).FindPropertyRelative("width").floatValue; _line.FindPropertyRelative("points").InsertArrayElementAtIndex(index); var addedPoint = _line.FindPropertyRelative("points").GetArrayElementAtIndex(index); addedPoint.FindPropertyRelative("position").vector3Value = index == 0 ? Vector3.zero : last + direction * m_distanceBuffer; addedPoint.FindPropertyRelative("previousControlOffset").vector3Value = Vector3.zero; addedPoint.FindPropertyRelative("nextControlOffset").vector3Value = Vector3.zero; addedPoint.FindPropertyRelative("width").floatValue = width; _target.ApplyModifiedProperties(); } //delete button if (Size > 1) { Handles.color = Color.black; if (Handles.Button(_owner.transform.TransformPoint(last + direction * m_distanceBuffer * 2), _owner.transform.rotation, m_sizeBuffer, m_sizeBuffer, Handles.DotHandleCap)) { _line.FindPropertyRelative("points").DeleteArrayElementAtIndex(Size - 1); _target.ApplyModifiedProperties(); } } Handles.color = buffer; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/PointHandler.cs.meta ================================================ fileFormatVersion: 2 guid: a2ccbb4662219f44ca150e383f092b66 timeCreated: 1506911731 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/PointPropertyDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using System.Text.RegularExpressions; namespace geniikw.DataRenderer2D.Editors { [CustomPropertyDrawer(typeof(Point))] public class PointPropertyDrawer : PropertyDrawer { public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { var lineCount = 7.5f; if (EditorSetting.Get.onlyViewWidth) lineCount = 1f; return lineCount * EditorGUIUtility.singleLineHeight; } public override void OnGUI(Rect position, SerializedProperty sp, GUIContent label) { var labelPos = position; labelPos.x = 0f; EditorGUI.LabelField(labelPos, (Regex.Match(label.text, @"\d+").Value).ToString()); var pos = position; pos.height = EditorGUIUtility.singleLineHeight; if (!EditorSetting.Get.onlyViewWidth) { EditorGUI.PropertyField(pos, sp.Position()); pos.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(pos, sp.Width()); pos.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(pos, sp.NextOffset()); pos.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(pos, sp.PrevOffset()); pos.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(pos, sp.StartAngle()); pos.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(pos, sp.EndAngle()); pos.y += EditorGUIUtility.singleLineHeight; pos.height /= 2f; EditorGUI.DrawRect(pos, Color.black); } else { EditorGUI.PropertyField(pos, sp.Width()); } } } static class SerializedPropertyAccessor { public static SerializedProperty Position(this SerializedProperty sp) { return sp.FindPropertyRelative("position"); } public static SerializedProperty PrevOffset(this SerializedProperty sp) { return sp.FindPropertyRelative("previousControlOffset"); } public static SerializedProperty NextOffset(this SerializedProperty sp) { return sp.FindPropertyRelative("nextControlOffset"); } public static SerializedProperty Width(this SerializedProperty sp) { return sp.FindPropertyRelative("width"); } public static SerializedProperty StartAngle(this SerializedProperty sp) { return sp.FindPropertyRelative("forwardAngle"); } public static SerializedProperty EndAngle(this SerializedProperty sp) { return sp.FindPropertyRelative("backAngle"); } } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/PointPropertyDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: 3880ef2814249e643b996c76a474e945 timeCreated: 1507947783 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/SplinePropertyDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Editors { [CustomPropertyDrawer(typeof(Spline))] public class SplinePropertyDrawer : PropertyDrawer { float PointHeight { get { if (EditorSetting.Get.onlyViewWidth) return 1.2f; else return 7.7f; } } public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { var height = 1f; var mode = property.FindPropertyRelative("mode").enumValueIndex; if (mode == 0) height += (property.FindPropertyRelative("points").isExpanded? property.FindPropertyRelative("points").arraySize* PointHeight + 2f : 1f ); else if (mode == 1) height += (property.FindPropertyRelative("pair").isExpanded ? 2f * PointHeight + 2f: 1f); height += property.FindPropertyRelative("option").isExpanded ? 10f : 1f; ; return height * EditorGUIUtility.singleLineHeight; } public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { property.serializedObject.Update(); position.height = EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("mode")); position.y += EditorGUIUtility.singleLineHeight; var mode = property.FindPropertyRelative("mode").enumValueIndex; var height = 0f; if (mode == 0) { height = property.FindPropertyRelative("points").isExpanded ? (property.FindPropertyRelative("points").arraySize* PointHeight + 2f) : 1f; height *= EditorGUIUtility.singleLineHeight; position.height = height; EditorGUI.PropertyField(position, property.FindPropertyRelative("points"), true); position.y += height; } else if (mode == 1) { height = property.FindPropertyRelative("pair").isExpanded ? 2f* PointHeight+2f : 1f; height *= EditorGUIUtility.singleLineHeight; position.height = height; EditorGUI.PropertyField(position, property.FindPropertyRelative("pair"), true); position.y += height; } height = property.FindPropertyRelative("option").isExpanded ? 10f : 1f; height *= EditorGUIUtility.singleLineHeight; position.height = height; EditorGUI.PropertyField(position, property.FindPropertyRelative("option"),true); property.serializedObject.ApplyModifiedProperties(); //base.OnGUI(position, property, label); } } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/SplinePropertyDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: dc44df45daf42e64a8abe4242e06145e timeCreated: 1515363364 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/Test/BezierLengthTest.cs ================================================ #if TEST_ENABLE using UnityEngine; using UnityEditor; using UnityEngine.TestTools; using NUnit.Framework; using System.Collections; using System.Collections.Generic; using System.Linq; namespace geniikw.UIMeshLab.Test { public class BezierLengthTest { Spline testLine; [SetUp] public void Init() { testLine = new Spline(); testLine.points.Add(new Point(Vector3.zero, Vector3.zero, Vector3.zero)); testLine.points.Add(new Point(Vector3.one, Vector3.left, Vector3.right * 2)); testLine.points.Add(new Point(Vector3.one * 2, Vector3.zero, Vector3.down)); } [Test] public void QuadraticBezierLengthTest() { var slow = CurveLength.SumDirections(testLine.points[0], testLine.points[1]); var fast = CurveLength.Auto(testLine.points[0], testLine.points[1]); Debug.Log(slow); Debug.Log(fast); var accurate = slow / fast; Assert.True(accurate < 1.01f && accurate > 0.99f); } [Test] public void CubicBezierLengthTest() { var testCase = 100; var testAccuracy = 0.05f; var results = new List(); for (int i = 0; i < testCase; i++) { var A = new Vector3(0, 0, 0); var B = new Vector3(Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f)); var C = new Vector3(Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f)); var D = new Vector3(Random.Range(0f, 100f), Random.Range(0f, 100f), Random.Range(0f, 100f)); var slow = CurveLength.SumDirections(A, B, C, D); var fast = CurveLength.Auto(A, B, C, D); var accurate = slow / fast; results.Add(accurate); } Assert.True(results.Average() > 1f - testAccuracy && results.Average() < 1f + testAccuracy); Debug.Log("Avg accuracy : " + results.Average()); } } } #endif ================================================ FILE: Assets/DataRenderer2D/Line/Editor/Test/BezierLengthTest.cs.meta ================================================ fileFormatVersion: 2 guid: 0d982e4f55729554b8d41c6ec24bc78f timeCreated: 1507100806 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/Test/MeshDataTest.cs ================================================ #if TEST_ENABLE using UnityEngine; using UnityEditor; using UnityEngine.TestTools; using NUnit.Framework; using System.Collections; using System.Collections.Generic; using System.Linq; namespace geniikw.UIMeshLab.Test { public class MeshDataTest { [Test] public void AddTest() { var A = MeshData.Quad(Vertex.New(0, 0, 0, 0, 0, Color.white), Vertex.New(0, 1, 0, 0, 1, Color.white), Vertex.New(1, 1, 0, 1, 1, Color.white), Vertex.New(1, 0, 0, 1, 0, Color.white)); var A2 = A + A; Assert.AreEqual(12, A2.triangles.Count); Assert.AreEqual(8, A2.vertexes.Count); } } } #endif ================================================ FILE: Assets/DataRenderer2D/Line/Editor/Test/MeshDataTest.cs.meta ================================================ fileFormatVersion: 2 guid: a5764dbee5b83444183479836515be75 timeCreated: 1507401525 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/Test.meta ================================================ fileFormatVersion: 2 guid: 3bc0c909aa0678f45ad719016c5e43e6 folderAsset: yes timeCreated: 1507100818 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor/UILineEditor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor.UI; using UnityEditor; namespace geniikw.DataRenderer2D.Editors { [CustomEditor(typeof(UILine))] public class UILineEditor : ImageEditor { PointHandler _pointHandler; private MonoBehaviour _owner; private SerializedProperty _SplineData; protected override void OnEnable() { base.OnEnable(); _owner = target as MonoBehaviour; _SplineData = serializedObject.FindProperty("line"); _pointHandler = new PointHandler(_owner, serializedObject); } private void OnSceneGUI() { _pointHandler.OnSceneGUI(); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(_SplineData,true); base.OnInspectorGUI(); serializedObject.ApplyModifiedProperties(); } } } ================================================ FILE: Assets/DataRenderer2D/Line/Editor/UILineEditor.cs.meta ================================================ fileFormatVersion: 2 guid: a688cfc497760ad458c0c92f3ad6bbe7 timeCreated: 1515342506 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Editor.meta ================================================ fileFormatVersion: 2 guid: 6ee0dd6598a7a5547879a577507db4b0 folderAsset: yes timeCreated: 1506700826 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/GizmoLine.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { /// /// no render line. /// public class GizmoLine : MonoBehaviour { public Spline line; public Color color = Color.white; public bool isOnlyViewSelected = true; public bool debugColor = false; private void OnDrawGizmos() { if (isOnlyViewSelected) return; DrawLine(); } private void OnDrawGizmosSelected() { if (!isOnlyViewSelected) return; DrawLine(); } public Vector3 GetPosition(float r) { return transform.TransformPoint( line.GetPosition(r)); } public Vector3 GetDirection(float r) { return line.GetDirection(r); } private void DrawLine() { var colorStore = Gizmos.color; foreach (var pair in line.TargetPairList) { var dt = pair.GetDT(line.option.DivideLength); for (float t = pair.start; t < pair.end; t+=dt) { var p0 = transform.TransformPoint(Curve.Auto(pair.n0, pair.n1, t)); var p1 = transform.TransformPoint(Curve.Auto(pair.n0, pair.n1, t+dt)); if (debugColor) Gizmos.color = new Color(Random.Range(0f, 1f), Random.Range(0f, 1f), Random.Range(0f, 1f)); else Gizmos.color = color; Gizmos.DrawLine(p0,p1); } } Gizmos.color = colorStore; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/GizmoLine.cs.meta ================================================ fileFormatVersion: 2 guid: 671416d9c558e56428a918a932d3e442 timeCreated: 1507008461 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/UILine.cs ================================================ using geniikw.DataRenderer2D; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { /// /// draw mesh in canvas /// public partial class UILine : UIDataMesh , ISpline { public Spline line; /// /// hard copy. /// Spline ISpline.Line { get { return line; } } IEnumerable m_Drawer = null; protected override IEnumerable DrawerFactory { get { return m_Drawer ?? (m_Drawer = LineBuilder.Factory.Normal(this, transform).Draw()); } } protected override void Start() { base.Start(); line.owner = this; line.EditCallBack += GeometyUpdateFlagUp; } public static UILine CreateLine(Transform parent = null) { var go = new GameObject("UILine"); if (parent != null) go.transform.SetParent(parent); go.transform.localPosition = Vector3.zero; var line = go.AddComponent(); line.line = Spline.Default; line.Start(); return line; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/UILine.cs.meta ================================================ fileFormatVersion: 2 guid: 58bf958ce20785440b0449396397bfcc timeCreated: 1506701959 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/WorldLine.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public class WorldLine : WorldDataMesh , ISpline { public Spline line; Spline ISpline.Line { get { return line; } } public bool useUpdate = false; IMeshDrawer m_builder; protected override IEnumerable MeshFactory { get { return (m_builder ?? (m_builder = LineBuilder.Factory.Normal(this, transform))).Draw(); } } protected override void Awake() { base.Awake(); line.EditCallBack += GeometyUpdateFlagUp; line.owner = this; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component/WorldLine.cs.meta ================================================ fileFormatVersion: 2 guid: d2173be6ee493314f9d0941bc9dbf73e timeCreated: 1506705387 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Component.meta ================================================ fileFormatVersion: 2 guid: 1d4d9c7cd551dda41aeea4c0ae9b2bf4 folderAsset: yes timeCreated: 1506705366 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/ISpline.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public interface ISpline { Spline Line { get; } } public interface ISplineOption { LineOption Option { get; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/ISpline.cs.meta ================================================ fileFormatVersion: 2 guid: f91dd9d5a72a9124687b7082e93a5067 timeCreated: 1507664992 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Editor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D { public partial struct Spline { public void Initialize() { this = Default; } /// /// 중간에 p.position이 worldposition에서 localposition으로 바꿈. /// /// public void Push(Point p) { if (mode == LineMode.BezierMode) throw new Exception("can't add"); p.position = owner.transform.InverseTransformPoint(p.position); points.Add(p); if (EditCallBack != null) EditCallBack(); } public void Push() { Push(Point.Zero); } public void Push(Vector3 worldPosition, Vector3 nextOffset, Vector3 prevOffset, float width) { Push(new Point(worldPosition, nextOffset, prevOffset, width)); } public void EditPoint(int idx, Point p) { if(mode == LineMode.BezierMode &&( idx <0 || idx > 2)) { throw new Exception("can't edit"); } if (points.Count <= idx || idx < 0) { throw new Exception("can't edit" + points.Count + " " + idx); } p.position = owner.transform.InverseTransformPoint(p.position); if (mode == LineMode.BezierMode) { if (idx == 0) pair.n0 = p; else pair.n1 = p; } else { points[idx] = p; } if (EditCallBack != null) EditCallBack(); } /// /// edit last point. /// /// public void EditPoint(Vector3 worldPos) { EditPoint(points.Count - 1, new Point(worldPos, Vector3.zero, Vector3.zero)); } public void EditPoint(int idx, Vector3 worldPos, Vector3 nOffset, Vector3 pOffset, float width) { EditPoint(idx, new Point(worldPos, nOffset, pOffset, width)); } public void EditPoint(int idx, Vector3 worldPos, float width) { EditPoint(idx,worldPos, Vector3.zero, Vector3.zero, width); } /// /// remove last point /// /// public Point Pop() { if (mode == LineMode.BezierMode) throw new Exception("can't remove"); var last = points[points.Count - 1]; points.RemoveAt(points.Count - 1); if (EditCallBack != null) EditCallBack(); return last; } public int Count { get { if (mode == LineMode.BezierMode) return 2; return points.Count; } } public void Clear() { points.Clear(); if (EditCallBack != null) EditCallBack(); } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Editor.cs.meta ================================================ fileFormatVersion: 2 guid: efa9284c9306ff3468c60d6c21a8c563 timeCreated: 1521785563 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Pair.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D { /// /// to draw bezier, define IEnumerable /// public partial struct Spline { IEnumerable AllPair { get { bool first = true; Point firstPoint = Point.Zero; Point lastPoint = Point.Zero; Point prev = Point.Zero; int count = 0; foreach(var p in this) { count++; if (first) { firstPoint = p; lastPoint = p; first = false; continue; } yield return new Point[] {lastPoint, p}; lastPoint = p; } if (option.mode == LineOption.Mode.Loop && count > 1) { yield return new Point[] { lastPoint, firstPoint }; } } } public IEnumerable TargetPairList { get { var l = AllLength; var ls = l * option.startRatio; var le = l * option.endRatio; var ps = 0f; var pe = 0f; var pl = 0f; if (ls >= le) yield break; foreach (var pair in AllPair) { pl = CurveLength.Auto(pair[0], pair[1]); pe = ps + pl; if (le < ps) yield break; if (ls < pe) yield return new LinePair(pair[0], pair[1], Mathf.Max(0f, (ls - ps) / pl), Mathf.Min(1f, (le - ps) / pl), ps / l, pe / l); ps = pe; } } } [Serializable] public struct LinePair { public Point n0; public Point n1; [NonSerialized] public float sRatio; [NonSerialized] public float eRatio; public float RatioLength { get { return eRatio - sRatio; } } [NonSerialized] public float start; [NonSerialized] public float end; public LinePair(Point n0, Point n1, float s, float e, float sr, float er) { this.n0 = n0; this.n1 = n1; start = s; end = e; sRatio = sr; eRatio = er; } public float Length { get { return CurveLength.Auto(n0, n1) * (end - start); } } public float GetDT(float divideLength) { return (divideLength / Length) * (end - start); } public Vector3 GetPoisition(float r) { return Curve.Auto(n0, n1, Mathf.Lerp(start, end, r)); } public Vector3 GetDirection(float r) { return Curve.AutoDirection(n0, n1, Mathf.Lerp(start, end, r)); } public float GetWidth(float t) { return Mathf.Lerp(n0.width, n1.width, Mathf.Lerp(start, end, t)); } public float GetAngle(float t) { return Mathf.Lerp(n0.forwardAngle, n1.backAngle, Mathf.Lerp(start, end, t)); } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Pair.cs.meta ================================================ fileFormatVersion: 2 guid: 306850e3d17932b4c94a663a76efb410 timeCreated: 1507505008 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Triple.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { /// /// to draw joint, Define IEnumerable /// public partial struct Spline { public IEnumerable TripleList { get { if (GetCount() < 2) yield break; var mode = option.mode; var sr = option.startRatio; var er = option.endRatio; var color = option.color; var l = AllLength; var ls = sr * l; var le = er * l; var c = 0f; var fB = Point.Zero; var ff = true; var sB = Point.Zero; var sf = true; var index = 0; foreach(var p in TripleEnumerator()) { if (ff) { ff = false; fB = p; continue; } if (sf) { if (mode == LineOption.Mode.Loop && sr == 0f && er == 1f) yield return new Triple(GetLastPoint(), GetFirstPoint(), p, color.Evaluate(0)); sf = false; sB = p; continue; } c += CurveLength.Auto(fB, sB); if (ls < c && c < le) { if (index == GetCount() - 1 && mode != LineOption.Mode.Loop) break; yield return new Triple(fB, sB, p,color.Evaluate(c/l)); } fB = sB; sB = p; index++; } } } public struct Triple { Point previous; Point target; Point next; Color color; public Triple(Point p, Point c, Point n, Color cl) { previous = p; target = c; next = n; color = cl; } public Vector3 ForwardDirection { get { var dir = Curve.AutoDirection(target, next, 0f); var angle = target.forwardAngle; dir = Quaternion.Euler(0, 0, angle) * dir; return dir; } } public Vector3 BackDirection { get { var dir = Curve.AutoDirection(previous, target, 1f); var angle = target.backAngle; dir = Quaternion.Euler(0, 0, angle) * dir; return dir; } } public Vector3 Position { get { return target.position; } } public float CurrentWidth { get { return target.width; } } public Color CurrentColor { get { return color; } } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.Triple.cs.meta ================================================ fileFormatVersion: 2 guid: c23a879443309d74d9fa0a4138a30195 timeCreated: 1507505347 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using System.Collections.ObjectModel; using UnityEngine; namespace geniikw.DataRenderer2D { /// /// data container of spline. /// define struct to use animator. /// and define ISpline to use like pointer. /// [Serializable] public partial struct Spline : IEnumerable { public enum LineMode { SplineMode, BezierMode } [SerializeField] LineMode mode; [SerializeField] LinePair pair; [SerializeField] public List points; public event Action EditCallBack; public MonoBehaviour owner; public LineOption option; public static Spline Default { get { return new Spline { points = new List() { Point.Zero, new Point(Vector3.right * 10, Vector3.zero, Vector3.zero) }, mode = LineMode.SplineMode, pair = new LinePair(Point.Zero, new Point(Vector3.right, Vector3.zero, Vector3.zero), 0, 1, 0, 1), option = LineOption.Default }; } } Point GetFirstPoint() { if (mode == LineMode.BezierMode) return pair.n0; if (points.Count < 1) throw new Exception("need more point"); return points[0]; } Point GetLastPoint() { if (mode == LineMode.BezierMode) return pair.n1; if (points.Count < 1) throw new Exception("need more point"); return points[points.Count - 1]; } int GetCount() { if (mode == LineMode.BezierMode) return 2; return points.Count; } public Vector3 GetPosition(float ratio) { ratio = Mathf.Clamp01(ratio); var cl = ratio * Length; foreach (var pair in TargetPairList) { if (cl > pair.Length) cl -= pair.Length; else return pair.GetPoisition(cl / pair.Length); } return option.mode == LineOption.Mode.Loop ? GetFirstPoint().position : GetLastPoint().position; } public Vector3 GetDirection(float ratio) { ratio = Mathf.Clamp01(ratio); var cl = ratio * Length; Vector3 dir = Vector3.zero; foreach (var pair in TargetPairList) { dir = pair.GetDirection(cl / pair.Length); if (cl > pair.Length) cl -= pair.Length; else break; } return dir; } public IEnumerator GetEnumerator() { if(mode== LineMode.BezierMode) { yield return pair.n0; yield return pair.n1; } else { foreach (var p in points) yield return p; } } public IEnumerable TripleEnumerator() { if (mode == LineMode.BezierMode) { yield return pair.n0; yield return pair.n1; } else { foreach (var p in points) yield return p; if (option.mode == LineOption.Mode.Loop) { yield return points[0]; } } } IEnumerator IEnumerable.GetEnumerator() { return GetEnumerator(); } public float AllLength { get { var length = 0f; foreach (var pair in AllPair) length += CurveLength.Auto(pair[0], pair[1]); return length; } } public float Length { get { var length = 0f; foreach (var pair in TargetPairList) length += pair.Length; return length; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Line.cs.meta ================================================ fileFormatVersion: 2 guid: db575d30e83da214d9283eef0106907d timeCreated: 1506701827 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/LineOption.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D { [Serializable] public struct LineOption { public enum Mode { Noraml = 0, Loop = 1, RoundEdge = 2 } public enum LineJointOption { round, intersect } [Range(0, 1)] public float startRatio; [Range(0, 1)] public float endRatio; public Mode mode; [Range(0.1f, 100f)] public float divideLength; [Range(5, 180)] public float divideAngle; public Gradient color;//class reference type; public LineJointOption jointOption; public float DivideAngle { get { return Mathf.Clamp(divideAngle, 5, 180); } } public float DivideLength { get { return Mathf.Clamp(divideLength, 0.1f, 100); } } public static LineOption Default { get { return new LineOption() { startRatio = 0f, endRatio = 1f, mode = Mode.Noraml, divideLength = 1f, divideAngle = 10f, color = new Gradient() }; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/LineOption.cs.meta ================================================ fileFormatVersion: 2 guid: f96cdaaec92bab445ba719256cdd2d12 timeCreated: 1508802911 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Point.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace geniikw.DataRenderer2D { /// /// define each point /// [Serializable] public struct Point { public Vector3 position; public Vector3 previousControlOffset; public Vector3 nextControlOffset; [Range(0,100)] public float width; [Range(-90, 90)] public float forwardAngle; [Range(-90, 90)] public float backAngle; //todo : move normalVector from LineOption to Point. //public float normal; public Point(Vector3 pos, Vector3 next, Vector3 prev, float width = 2,float angle = 0, float endAngle = 0) { position = pos; previousControlOffset = prev; nextControlOffset = next; this.forwardAngle = angle; this.width = width; this.backAngle = endAngle; } public Vector3 PreviousControlPoisition { get { return previousControlOffset + position; } } public Vector3 NextControlPosition { get { return nextControlOffset + position; } } public static Point Zero { get { return new Point(Vector3.zero, Vector3.zero, Vector3.zero); } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data/Point.cs.meta ================================================ fileFormatVersion: 2 guid: 5efe5373db670dd44826e925f45cd388 timeCreated: 1506701502 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Data.meta ================================================ fileFormatVersion: 2 guid: 45e17d57a0f5b8147b90fe0dffc4d98b folderAsset: yes timeCreated: 1506705358 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/InterfaceDraw.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public interface IJointBuilder { IEnumerable Build(Spline.Triple triple); } public interface IBezierBuilder { IEnumerable Build(Spline.LinePair pair); } public interface ICapBuilder { IEnumerable Build(Spline.LinePair pair, bool isEnd); } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/InterfaceDraw.cs.meta ================================================ fileFormatVersion: 2 guid: a2625741e986094458e44b5994c662f3 timeCreated: 1507229162 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/IntersectJointDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { public class IntersectJointDrawer : IJointBuilder { readonly ISpline _line; public IntersectJointDrawer(ISpline target) { _line = target; } public IEnumerable Build(Spline.Triple triple) { ///부채꼴에서 가운데점 var p0 = triple.Position; var bd = triple.BackDirection; var fd = triple.ForwardDirection; //부채꼴에서 양끝점. Vector3 p1; Vector3 p2; var nv = Vector3.back; if ((Vector3.Cross(bd, fd).normalized + nv).magnitude < nv.magnitude) { p1 = p0 + Vector3.Cross(nv, bd).normalized * triple.CurrentWidth; p2 = p0 + Vector3.Cross(nv, fd).normalized * triple.CurrentWidth; } else { p1 = p0 - Vector3.Cross(nv, fd).normalized * triple.CurrentWidth; p2 = p0 - Vector3.Cross(nv, bd).normalized * triple.CurrentWidth; } var v1 = Vector3.Cross(p1-p0, Vector3.back); var v2 = Vector3.Cross(p2-p0, Vector3.back); Vector3 cp; ClosestPointsOnTwoLines(out cp, out cp, p1, v1, p2, v2); var uv = new Vector2[] { new Vector2(0, 1), new Vector2(1, 1), Vector2.zero, new Vector2(1, 0) }; if (_line is Image && ((Image)_line).sprite != null) uv = ((Image)_line).sprite.uv; var center = (uv[0] + uv[1] + uv[2] + uv[3]) / 4f; var vertice = new Vertex[] { Vertex.New(p0, center, triple.CurrentColor), Vertex.New(p1, uv[1], triple.CurrentColor), Vertex.New(p2, uv[1], triple.CurrentColor), Vertex.New(cp, uv[3], triple.CurrentColor) }; yield return new Triangle(vertice[0], vertice[1], vertice[3]); yield return new Triangle(vertice[0], vertice[3], vertice[2]); } private bool ClosestPointsOnTwoLines(out Vector3 closestPointLine1, out Vector3 closestPointLine2, Vector3 linePoint1, Vector3 lineVec1, Vector3 linePoint2, Vector3 lineVec2) { closestPointLine1 = Vector3.zero; closestPointLine2 = Vector3.zero; float a = Vector3.Dot(lineVec1, lineVec1); float b = Vector3.Dot(lineVec1, lineVec2); float e = Vector3.Dot(lineVec2, lineVec2); float d = a * e - b * b; //lines are not parallel if (d != 0.0f) { Vector3 r = linePoint1 - linePoint2; float c = Vector3.Dot(lineVec1, r); float f = Vector3.Dot(lineVec2, r); float s = (b * f - c * e) / d; float t = (a * f - c * b) / d; closestPointLine1 = linePoint1 + lineVec1 * s; closestPointLine2 = linePoint2 + lineVec2 * t; return true; } else { return false; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/IntersectJointDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: 68ef68029efe4234fbb52f59a1b43226 timeCreated: 1515360830 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/LineBuilder.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { /// /// converter (Line -> MeshData) /// /// public class LineBuilder : IMeshDrawer { readonly IBezierBuilder _bezierDrawer; readonly IJointBuilder _jointDrawer; readonly IJointBuilder _jointIntersectDrawer; readonly ICapBuilder _capDrawer; readonly ISpline _line; public LineBuilder(IBezierBuilder b, IJointBuilder j,IJointBuilder js, ICapBuilder c, ISpline line){ _bezierDrawer = b; _jointDrawer = j; _capDrawer = c; _line = line; _jointIntersectDrawer = js; } public IEnumerable Draw() { if (_line.Line.option.endRatio - _line.Line.option.startRatio <= 0) yield break; //todo : merge Pairlist with TripleList to one iteration. var ff = true; Spline.LinePair last = new Spline.LinePair(); foreach(var pair in _line.Line.TargetPairList) { if (ff) { ff = false; if (_line.Line.option.mode == LineOption.Mode.RoundEdge)// && pairList.Count() > 0) { foreach (var mesh in _capDrawer.Build(pair, false)) { yield return mesh; } } } foreach (var mesh in _bezierDrawer.Build(pair)) { yield return mesh; } last = pair; } foreach (var triple in _line.Line.TripleList) { var joint = _line.Line.option.jointOption == LineOption.LineJointOption.round ? _jointDrawer : _jointIntersectDrawer; foreach (var mesh in joint.Build(triple)) { yield return mesh; } } if(_line.Line.option.mode == LineOption.Mode.RoundEdge) { foreach (var mesh in _capDrawer.Build(last, true)) { yield return mesh; } } } public class Factory { public static IMeshDrawer Normal(ISpline line, Transform trans) { var builder = new LineBuilder ( new NormalBezierDrawer(line), new NormalJointDrawer(line), new IntersectJointDrawer(line), new RoundCapDrawer(line), line ); return builder; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/LineBuilder.cs.meta ================================================ fileFormatVersion: 2 guid: 2bd6cf4934407724f9d35dd32fbe5066 timeCreated: 1507229423 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalBezierDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { public class NormalBezierDrawer : IBezierBuilder { readonly ISpline _line; public NormalBezierDrawer(ISpline line) { _line = line; } public IEnumerable Build(Spline.LinePair pair) { var LineData = _line.Line;//hard copy. float dt = pair.GetDT(LineData.option.DivideLength); Vector3 prv1 = Vector3.zero; Vector3 prv2 = Vector3.zero; /// todo : too complicate need split code for test or something. for (float t = pair.start; t < pair.end; t += dt) { if(t + dt > pair.end) dt = pair.end - t; var ws = Mathf.Lerp(pair.n0.width, pair.n1.width, t); var we = Mathf.Lerp(pair.n0.width, pair.n1.width, t+dt); var ps = Curve.Auto(pair.n0, pair.n1, t); var pe = Curve.Auto(pair.n0, pair.n1, Mathf.Min(pair.end,t + dt)); var angle1 = Mathf.Lerp(pair.n0.forwardAngle, pair.n1.backAngle, t); var angle2 = Mathf.Lerp(pair.n0.forwardAngle, pair.n1.backAngle, t + dt); var cs = LineData.option.color.Evaluate(pair.sRatio + t * pair.RatioLength); var ce = LineData.option.color.Evaluate(pair.sRatio + (t+dt) * pair.RatioLength); var d = pe - ps; var wd = Vector3.Cross(d, Vector3.back).normalized; wd = Quaternion.Euler(0, 0, angle2) * wd; var startStartWidth = Vector3.Cross(pair.GetDirection(0f), Vector3.back).normalized ; var endEndWidth = Vector3.Cross(pair.GetDirection(1f), Vector3.back).normalized; startStartWidth = Quaternion.Euler(0, 0, angle1) * startStartWidth; endEndWidth = Quaternion.Euler(0, 0, angle2) * endEndWidth; var uv = new Vector2[] { new(0, 1), new(1, 1), new(0, 0), new(1, 0) }; if (_line is Image && ((Image)_line).sprite != null) uv = ((Image)_line).sprite.uv; var p0 = Vertex.New(t == pair.start ? ps + startStartWidth * ws : prv1, uv[0], cs); var p1 = Vertex.New(t == pair.start ? ps - startStartWidth * ws : prv2, uv[1], cs); var end = t + dt == pair.end; var p2 = Vertex.New(end ? pe + endEndWidth * we : pe + wd * we, uv[2], ce); var p3 = Vertex.New(end ? pe - endEndWidth * we : pe - wd * we, uv[3], ce); prv1 = pe + wd * we; prv2 = pe - wd * we; yield return new Quad(p0, p1, p2, p3); } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalBezierDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: 24a2d01dc61fdb64b80ab01678aaf227 timeCreated: 1507411428 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalJointDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { public class NormalJointDrawer : IJointBuilder { readonly ISpline _line; public NormalJointDrawer(ISpline target) { _line = target; } public IEnumerable Build(Spline.Triple triple) { ///부채꼴에서 가운데점 var p0 = triple.Position; var bd = triple.BackDirection; var fd = triple.ForwardDirection; //부채꼴에서 양끝점. Vector3 p1; Vector3 p2; var nv = Vector3.back; if ((Vector3.Cross(bd, fd).normalized + nv).magnitude < nv.magnitude) { p1 = p0 + Vector3.Cross(nv, bd).normalized * triple.CurrentWidth; p2 = p0 + Vector3.Cross(nv, fd).normalized * triple.CurrentWidth; } else { p1 = p0 - Vector3.Cross(nv, fd).normalized * triple.CurrentWidth; p2 = p0 - Vector3.Cross(nv, bd).normalized * triple.CurrentWidth; } var angle = Vector3.Angle(p1 - p0, p2 - p0); var dc = Mathf.Max(1, Mathf.Floor(angle / _line.Line.option.DivideAngle)); var da = angle / dc; var rot = Quaternion.Euler(-nv * da); var d = p1 - p0; var uv = new Vector2[] { new Vector2(0, 1), new Vector2(1, 1), Vector2.zero, new Vector2(1, 0) }; if (_line is Image && ((Image)_line).sprite != null) uv = ((Image)_line).sprite.uv; var center = (uv[0] + uv[1] + uv[2] + uv[3]) / 4f; for (float a = 0f; a < angle; a += da) { var v0 = Vertex.New(p0, center, triple.CurrentColor); var v1 = Vertex.New(p0 + d, uv[1], triple.CurrentColor); var v2 = Vertex.New(p0 + rot * d, uv[3], triple.CurrentColor); yield return new Triangle(v0, v1, v2); d = rot * d; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/NormalJointDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: c6b6383b7e11d73459f3f33d827fb5b7 timeCreated: 1507507135 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/RoundCapDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; namespace geniikw.DataRenderer2D { public class RoundCapDrawer : ICapBuilder { ISpline _line; public RoundCapDrawer(ISpline target) { _line = target; } public IEnumerable Build(Spline.LinePair pair, bool isEnd) { var normal = Vector3.back; var Line = _line.Line; // hardCopy. var divide = Line.option.DivideAngle; var t = isEnd ? 1f : 0f; var color = Line.option.color.Evaluate(isEnd ? Line.option.endRatio : Line.option.startRatio); var position = pair.GetPoisition(t); var radian = pair.GetWidth(t); var angle = pair.GetAngle(t); var direction = pair.GetDirection(isEnd ? 1f : 0f) *(isEnd?-1f:1f); direction = Quaternion.Euler(0, 0, angle) * direction; var wv = Vector3.Cross(direction, normal).normalized; wv *= radian; var dc = Mathf.Max(1, Mathf.Floor(180f / divide)); var da = 180f / dc; var uv = new Vector2[] { new(0, 1), new(1, 1), new(0, 0), new (1, 0) }; if (_line is Image && ((Image)_line).sprite != null) uv = ((Image)_line).sprite.uv; var center = (uv[0] + uv[1] + uv[2] + uv[3]) / 4f; for (float a = 0f; a < 180; a += da) { if(a + da > 180f) da = 180f - a; var rot = Quaternion.Euler(-normal * da); var v0 = Vertex.New(position, center, color); var v1 = Vertex.New(position + wv, (!isEnd ? a > 90 : a < 90) ? uv[1]:uv[0], color); var v2 = Vertex.New(position + rot * wv, (!isEnd ? a > 90 : a < 90) ? uv[3]:uv[2], color); //Debug.Log("v0 : "+v0.position+", v1 : "+v1.position+", v2 : "+v2.position); yield return new Triangle(v0, v1, v2); wv = rot * wv; } } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder/RoundCapDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: 51b8fb77b160c4644a4a796664bd3df9 timeCreated: 1507659613 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/MeshBuilder.meta ================================================ fileFormatVersion: 2 guid: 51226f1d5d6e0e84ca335db372786ce2 folderAsset: yes timeCreated: 1507411140 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/Curve.cs ================================================ using UnityEngine; namespace geniikw.DataRenderer2D { /// /// Mathmaical stuff. /// public static class Curve { public static Vector3 Auto(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1, float t) { t = Mathf.Clamp01(t); if (c0 == p0 && c1 == p1) return Vector3.Lerp(p0, p1, t); if (c0 == p0 || c1 == p1) return Quadratic(p0, c0 == p0 ? c1 : c0, p1, t); return Cubic(p0, c0, c1, p1, t); } public static Vector3 Auto(Point n0, Point n1, float t) { var p0 = n0.position; var c0 = n0.NextControlPosition; var c1 = n1.PreviousControlPoisition; var p1 = n1.position; return Auto(p0, c0, c1, p1, t); } public static Vector3 AutoDirection(Point n0, Point n1, float t) { var p0 = n0.position; var c0 = n0.NextControlPosition; var c1 = n1.PreviousControlPoisition; var p1 = n1.position; return AutoDirection(p0, c0, c1, p1, t); } public static Vector3 AutoDirection(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1, float t) { var dif0 = p0 - c0; var dif1 = p1 - c1; if (dif0 == Vector3.zero && dif1 == Vector3.zero) return (p1 - p0).normalized; if (dif0 == Vector3.zero || dif1 == Vector3.zero) return QuadraticDirection(p0, dif0 == Vector3.zero ? c1 : c0, p1, t); t = Mathf.Clamp01(t); return CubicDirection(p0, c0, c1, p1, t); } public static Vector3 CubicDirection(Point n0, Point n1, float t) { var p0 = n0.position; var c0 = n0.NextControlPosition; var c1 = n1.PreviousControlPoisition; var p1 = n1.position; return CubicDirection(p0, c0, c1, p1, t); } public static Vector3 CubicDirection(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { float mt = 1f - t; return (3f * mt * mt * (p1 - p0) + 6f * mt * t * (p2 - p1) + 3f * t * t * (p3 - p2)); } public static Vector3 Cubic(Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3, float t) { float mt = 1f - t; return p0 * mt * mt * mt + 3f * p1 * mt * mt * t + 3f * p2 * mt * t * t + p3 * t * t * t; } /* it doesn't use*/ public static Vector3 QuadraticDirection(Vector3 p0, Vector3 p1, Vector3 p2, float t) { float mt = 1f - t; return 2f * mt * (p1 - p0) + 2f * t * (p2 - p1); } public static Vector3 Quadratic(Vector3 p0, Vector3 c, Vector3 p1, float t) { float mt = 1f - t; return p0 * mt * mt + 2f * c * mt * t + p1 * t * t; } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/Curve.cs.meta ================================================ fileFormatVersion: 2 guid: 8ec75c6fbda9ab04e9e1e50ae8c9777d timeCreated: 1506908170 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/CurveLength.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D { public static class CurveLength { /// /// for test /// public static float SumDirections(Point n0, Point n1) { return SumDirections(n0.position, n0.NextControlPosition, n1.PreviousControlPoisition, n1.position); } /// /// for test /// public static float SumDirections(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1) { var length = 0f; var dt = 0.01f; for (float t = dt; t < 1f; t += dt) { var fst = Curve.Auto(p0,c0,c1,p1, t - dt); var sec = Curve.Auto(p0,c0,c1,p1, t); length += Vector3.Distance(fst, sec); } return length; } public static float Auto(Point n0, Point n1) { return Auto(n0.position, n0.NextControlPosition, n1.PreviousControlPoisition, n1.position); } public static float Auto(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1) { if (c0 == p0 && p1 == c1) return Vector3.Distance(p0, p1); if (c0 == p0 || c1 == p1) return Quadratic(p0, c0==p0 ? c1 : c0 , p1); return QuadraticApproximation(p0, c0, c1, p1); } /// /// ref : https://github.com/HTD/FastBezier/blob/master/Program.cs /// static float Quadratic(Vector3 p0, Vector3 cp, Vector3 p1) { if (p0 == p1) if (p0 == cp) return 0f; else return Vector3.Distance(p0, cp); if (p0 == cp || p1 == cp) return Vector3.Distance(p0, p1); Vector3 A0 = cp - p0; Vector3 A1 = p0 - 2.0f * cp + p1; if (A1 == Vector3.zero) return 2.0f * A0.magnitude; var c = 4f * Vector3.Dot(A1, A1); var b = 8f * Vector3.Dot(A0, A1); var a = 4f * Vector3.Dot(A0, A0); var q = 4f * a * c - b * b; var twoCpB = 2f * c + b; var sumCBA = c + b + a; var l0 = (0.25f / c) * (twoCpB * Mathf.Sqrt(sumCBA) - b * Mathf.Sqrt(a)); if (q == 0f) return l0; var l1 = (q / (8f * Mathf.Pow(c, 1.5f))) * (Mathf.Log(2.0f * Mathf.Sqrt(c * sumCBA) + twoCpB)- Mathf.Log(2.0f * Mathf.Sqrt(c * a) + b)); return l0 + l1; } static float QuadraticApproximation(Vector3 p0, Vector3 c0, Vector3 c1, Vector3 p1) { return Quadratic(p0, (3f * c1 - p1 + 3f * c0 - p0)/4f, p1); } } } ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static/CurveLength.cs.meta ================================================ fileFormatVersion: 2 guid: 09889cdc47060fd498444dd2aea4ef3b timeCreated: 1507106190 licenseType: Store MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process/Static.meta ================================================ fileFormatVersion: 2 guid: 451f6ed68a01b154d859f53c75d85952 folderAsset: yes timeCreated: 1507629603 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts/Process.meta ================================================ fileFormatVersion: 2 guid: c8839e2f9e6db024f85eab9573eca3db folderAsset: yes timeCreated: 1506908148 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line/Scripts.meta ================================================ fileFormatVersion: 2 guid: f5fb7b44cadd4b3428e97182356572ee folderAsset: yes timeCreated: 1506700821 licenseType: Store DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Line.meta ================================================ fileFormatVersion: 2 guid: 1ea0f86c85663484ead60cfff6c83cf1 folderAsset: yes timeCreated: 1522155297 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/MeneExtender.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Polygon.Editors { public static class MeneExtender { [MenuItem("GameObject/2D Object/DataRenderer/WorldPolygon")] public static void WorldPolygon() { var go = new GameObject("WorldPolygon"); go.transform.SetParent(Selection.activeTransform); var p = go.AddComponent(); go.GetComponent().material = new Material(Shader.Find("Diffuse")); p.data = Defulat(); } [MenuItem("GameObject/2D Object/DataRenderer/UIPolygon")] public static void UIPolygon() { var parent = Selection.activeTransform; if (parent == null || !CheckCanvas(parent)) { Debug.LogError("there is no canvas"); return; } var go = new GameObject("UIPolygon"); go.transform.SetParent(Selection.activeTransform); var p = go.AddComponent(); p.rectTransform.anchoredPosition = Vector3.zero; p.data = Defulat(); } public static bool CheckCanvas(Transform t) { if(t.parent != null) return CheckCanvas(t.parent); if (t.GetComponent() == null) return false; return true; } private static PolygonData Defulat() { return new PolygonData { curve = AnimationCurve.Linear(0, 1, 1, 1), outerColor = new Gradient(), endAngle = 1f, sinCft = 1f, cosCft = 1f, centerColor = Color.white, count = 3, innerRatio = 0f, startAngle = 0f, type = PolygonType.ZigZag }; } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/MeneExtender.cs.meta ================================================ fileFormatVersion: 2 guid: 3b894fd03811f2b4784897f6865aed88 timeCreated: 1515153615 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonEditor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.UI; namespace geniikw.DataRenderer2D.Polygon.Editors { [CustomEditor(typeof(UIPolygon))] public class PolygonEditor : ImageEditor { private SerializedProperty m_data; protected override void OnEnable() { base.OnEnable(); m_data = serializedObject.FindProperty("data"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); serializedObject.Update(); EditorGUILayout.PropertyField(m_data, true); serializedObject.ApplyModifiedProperties(); } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonEditor.cs.meta ================================================ fileFormatVersion: 2 guid: 88a928d10dbc8c249ac8071a23e86747 timeCreated: 1510068954 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonPropertyDrawer.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Polygon.Editors { [CustomPropertyDrawer(typeof(PolygonData))] public class PolygonPropertyDrawer : PropertyDrawer { public override float GetPropertyHeight(SerializedProperty property, GUIContent label) { var height = 5f; property.serializedObject.Update(); var type = (PolygonType)property.FindPropertyRelative("type").enumValueIndex; if (type >= PolygonType.Hole) height += 3f; if (type == PolygonType.HoleCurve) height += 1; if (type >= PolygonType.HoleCenterColor) height += 1; height *= EditorGUIUtility.singleLineHeight; return height; } public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) { property.serializedObject.Update(); position.height = EditorGUIUtility.singleLineHeight; var type = (PolygonType)property.FindPropertyRelative("type").enumValueIndex; EditorGUI.PropertyField(position, property.FindPropertyRelative("type")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("sinCft")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("cosCft")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("count")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("outerColor")); if (type >= PolygonType.Hole) { position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("startAngle")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("endAngle")); position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("innerRatio")); } if(type >= PolygonType.HoleCenterColor) { position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("centerColor")); } if (type == PolygonType.HoleCurve) { position.y += EditorGUIUtility.singleLineHeight; EditorGUI.PropertyField(position, property.FindPropertyRelative("curve")); } property.serializedObject.ApplyModifiedProperties(); //base.OnGUI(position, property, label); } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor/PolygonPropertyDrawer.cs.meta ================================================ fileFormatVersion: 2 guid: d2d55f79c5a27be42b01dbda90887b8e timeCreated: 1515153603 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Editor.meta ================================================ fileFormatVersion: 2 guid: d6d1403d631736043ac0cb86dcf71f9f folderAsset: yes timeCreated: 1510068945 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/CircleCalculator.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public class CircleCalculator { readonly IPolygon _target; readonly IUnitSize _unit; public CircleCalculator(IPolygon target, IUnitSize size) { _target = target; _unit = size; } private Vector3 Calculate(float angle) { var factor = _target.Polygon.type == PolygonType.HoleCurve ? _target.Polygon.curve.Evaluate(angle / 360f) : 1f; angle *= Mathf.Deg2Rad; return _target.Polygon.cosCft * Mathf.Cos(angle) * Vector3.right * _unit.Size.x * 0.5f* factor + _target.Polygon.sinCft * Mathf.Sin(angle) * Vector3.up * _unit.Size.y * 0.5f* factor; } private Vector2 CalculateUV(float angle) { return new Vector2(Mathf.Cos(angle * Mathf.Deg2Rad) * 0.5f + 0.5f, Mathf.Sin(angle * Mathf.Deg2Rad) * 0.5f + 0.5f); } private Vector2 CalculateInnerUV(float angle) { return new Vector2( Mathf.Cos(angle * Mathf.Deg2Rad) * 0.5f * _target.Polygon.innerRatio + 0.5f, Mathf.Sin(angle * Mathf.Deg2Rad) * 0.5f * _target.Polygon.innerRatio + 0.5f); } public Vertex CalculateVertex(float angle) { return Vertex.New( Calculate(angle), CalculateUV(angle), _target.Polygon.outerColor.Evaluate(angle / 360f)); } public Vertex CalculateInnerVertex(float angle) { return Vertex.New( Calculate(angle) * _target.Polygon.innerRatio, CalculateInnerUV(angle), _target.Polygon.type >= PolygonType.HoleCenterColor? _target.Polygon.centerColor: _target.Polygon.outerColor.Evaluate(angle / 360f)); } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/CircleCalculator.cs.meta ================================================ fileFormatVersion: 2 guid: 3548610613b050940a2a1d959d274004 timeCreated: 1510423976 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/UIPolygon.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public class UIPolygon : UIDataMesh, IPolygon, IUnitSize { public PolygonData data; public PolygonData Polygon { get { return data; } } public Vector2 Size { get { return new Vector2(rectTransform.rect.width , rectTransform.rect.height); } } protected override IEnumerable DrawerFactory { get { return PolygonFactory.Create(this,this); } } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/UIPolygon.cs.meta ================================================ fileFormatVersion: 2 guid: a9d8ffd304d903143b0934836459c597 timeCreated: 1514255179 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/WorldPolygon.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public class WorldPolygon : WorldDataMesh, IPolygon, IUnitSize { public PolygonData data; public Vector2 Size { get { return Vector2.one ; } } public PolygonData Polygon { get { return data; } } protected override IEnumerable MeshFactory { get { return PolygonFactory.Create(this, this); } } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Component/WorldPolygon.cs.meta ================================================ fileFormatVersion: 2 guid: 26f623508a915d64da6d4f43268e3f6f timeCreated: 1514842106 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Component.meta ================================================ fileFormatVersion: 2 guid: a2da1ba0873816748b25126ecba7e11f folderAsset: yes timeCreated: 1514842056 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/HolePolygon.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using System.Linq; namespace geniikw.DataRenderer2D.Polygon { public class HolePolygon : IMeshDrawer { CircleCalculator _circle; IPolygon _target; public HolePolygon(CircleCalculator cc, IPolygon target) { _circle = cc; _target = target; } public IEnumerable Draw() { var count = _target.Polygon.count; var startAngle = _target.Polygon.startAngle * 360f; var startFlag = false; var endAngle = _target.Polygon.endAngle * 360f; var endFlag = false; if (endAngle < startAngle) yield break; for (float i = 0; i < count; i++) { var unitAngle = 360f / count; var a0 = unitAngle * i; var a1 = unitAngle * (i + 1); if (startAngle > a1) continue; var a = _circle.CalculateVertex(a0); var b = _circle.CalculateVertex(a1); var c = _circle.CalculateInnerVertex(a1); var d = _circle.CalculateInnerVertex(a0); var va = b.position - a.position; var ap = a.position; var bp = d.position; var uvV = b.uv - a.uv; var aUV = a.uv; var bUV = d.uv; if (!startFlag) { startFlag = true; a = _circle.CalculateVertex(startAngle); d = _circle.CalculateInnerVertex(startAngle); var vt = a.position; var useless = Vector3.zero; Intersect.ClosestPointsOnTwoLines(out a.position, out useless, Vector3.zero, vt, ap, va); Intersect.ClosestPointsOnTwoLines(out d.position, out useless, Vector3.zero, vt, bp, va); Vector3 aOut, bOut; Intersect.ClosestPointsOnTwoLines(out aOut, out useless, Vector3.one * 0.5f, a.uv - Vector2.one * 0.5f, aUV, uvV); Intersect.ClosestPointsOnTwoLines(out bOut, out useless, Vector3.one * 0.5f, a.uv - Vector2.one * 0.5f, bUV, uvV); a.uv = aOut; d.uv = bOut; } if (!endFlag && endAngle < a1) { endFlag = true; b = _circle.CalculateVertex(endAngle); c = _circle.CalculateInnerVertex(endAngle); var vt = b.position;//-Vector3.zero; var useless = Vector3.zero; Intersect.ClosestPointsOnTwoLines(out b.position, out useless, Vector3.zero, vt, ap, va); Intersect.ClosestPointsOnTwoLines(out c.position, out useless, Vector3.zero, vt, bp, va); Vector3 aOut, bOut; Intersect.ClosestPointsOnTwoLines(out aOut, out useless, Vector2.one * 0.5f, b.uv - Vector2.one * 0.5f, aUV, uvV); Intersect.ClosestPointsOnTwoLines(out bOut, out useless, Vector2.one * 0.5f, b.uv - Vector2.one * 0.5f, bUV, uvV); b.uv = aOut; c.uv = bOut; } yield return new Triangle(a, b, c); if (_target.Polygon.innerRatio == 0f || _target.Polygon.type == PolygonType.Hole || _target.Polygon.type == PolygonType.HoleCurve || _target.Polygon.type == PolygonType.HoleCenterColor) yield return new Triangle(a, c, d); if (endFlag) yield break; } } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/HolePolygon.cs.meta ================================================ fileFormatVersion: 2 guid: 50d0bf27255406246b435874f437615e timeCreated: 1515036724 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/ZigZagPolygon.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public class ZigZagPolygon : IMeshDrawer { CircleCalculator _circle; IPolygon _target; public ZigZagPolygon(CircleCalculator cc, IPolygon target) { _circle = cc; _target = target; } public IEnumerable Draw() { List buffer = new List(); for (int i = 0; i < _target.Polygon.count; i++) { var angle = 360f / _target.Polygon.count * i; buffer.Add(_circle.CalculateVertex(angle)); } int[] v = new int[3] { 0, 1, _target.Polygon.count - 1 }; int n = 0; while(n < _target.Polygon.count - 2) { if (n % 2 == 1) yield return new Triangle(buffer[v[0]], buffer[v[2]], buffer[v[1]]); else yield return new Triangle(buffer[v[0]], buffer[v[1]], buffer[v[2]]); v[n % 3] += (v[n % 3] == 0) ? 2 : (_target.Polygon.count - 2 - n) * (n % 2 == 1 ? 1 : -1); n++; } } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer/ZigZagPolygon.cs.meta ================================================ fileFormatVersion: 2 guid: 3f8f3660bcf9108428c87b43cccaa4c6 timeCreated: 1514507229 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/Drawer.meta ================================================ fileFormatVersion: 2 guid: fb29fc6d221907449b16c80d81acfd7e folderAsset: yes timeCreated: 1514499727 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonData.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public interface IPolygon { PolygonData Polygon{ get; } } [Serializable] public struct PolygonData { public PolygonType type; [Range(0, 1.414f)] public float sinCft;//coefficient [Range(0, 1.414f)] public float cosCft; [Range(0, 1)] public float startAngle; [Range(0, 1)] public float endAngle; public int count; [Range(0, 1)] public float innerRatio; public Color centerColor; public Gradient outerColor; public AnimationCurve curve; private Action m_onEditCollback; public Action OnEditCollback { get { return m_onEditCollback; } set { m_onEditCollback = value; } } } public enum PolygonType { ZigZag, Hole, HoleCurve, HoleHalf, HoleCenterColor, HoleHalfCenterColor, } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonData.cs.meta ================================================ fileFormatVersion: 2 guid: 084eeb3308c73da4b87ea4e19dc88057 timeCreated: 1510214863 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonDrawManager.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public class PolygonDrawerManager { IPolygon _target; IMeshDrawer _normal; IMeshDrawer _hole; public PolygonDrawerManager(IPolygon target , IMeshDrawer normal, IMeshDrawer hole) { _target = target; _normal = normal; _hole = hole; } public IEnumerable Draw() { var polyGon = _target.Polygon; if (polyGon.count < 3) yield break; //var cc = polyGon.startAngle == 0 && polyGon.endAngle == 1; if (polyGon.type == PolygonType.ZigZag) foreach (var m in _normal.Draw()) yield return m; else if (polyGon.type >= PolygonType.Hole) foreach (var m in _hole.Draw()) yield return m; yield break; } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonDrawManager.cs.meta ================================================ fileFormatVersion: 2 guid: 7b78a23fc939e8b4fbfe550d8e1eb02e timeCreated: 1514263756 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonFactory.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Polygon { public static class PolygonFactory { public static IEnumerable Create(IUnitSize unit, IPolygon target) { var circle = new CircleCalculator(target, unit); var normal = new ZigZagPolygon(circle, target); var hole = new HolePolygon(circle, target); var manager = new PolygonDrawerManager(target, normal, hole); return manager.Draw(); } } } ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts/PolygonFactory.cs.meta ================================================ fileFormatVersion: 2 guid: 86513b113009e89458949a14bdfbf724 timeCreated: 1514842183 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon/Scripts.meta ================================================ fileFormatVersion: 2 guid: aca437dcb698a6141a100fd7ff7f4e20 folderAsset: yes timeCreated: 1510130882 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Polygon.meta ================================================ fileFormatVersion: 2 guid: 0e2acb59b89d09649b96a3f553060aa6 labels: - Polygon folderAsset: yes timeCreated: 1510062596 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Readme.txt ================================================ creator Kim giwon (https://github.com/geniikw) ,(geniikw@gmail.com) This asset include these menu. ## line 1.GameObject/2D Object/DataRenderer/WorldLine 2.GameObject/2D Object/DataRenderer/UILine 3.GameObject/2D Object/DataRenderer/GizmoLine ## polygon 1.GameObject/2D Object/DataRenderer/WorldPolygon 2.GameObject/2D Object/DataRenderer/UIPolygon *Canvas must be in the upper transform of UIPolygon. ## sin 1. GameObject/2D Object/DataRenderer/UISignal ## hole 1. GameObject/2D Object/DataRenderer/UIHole * Components that start with 'UI' must be children of Canvas. ## reference https://github.com/HTD/FastBezier https://en.wikipedia.org/wiki/Bezier_curve ================================================ FILE: Assets/DataRenderer2D/Readme.txt.meta ================================================ fileFormatVersion: 2 guid: 94552a4af761a9c44b6a8b7061dfbb57 timeCreated: 1517440545 licenseType: Free TextScriptImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Editor/MenuExtender.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace geniikw.DataRenderer2D.Signal.Editors { public static class MenuExtender { //[ContextMenu()] [MenuItem("GameObject/2D Object/DataRenderer/UISignal")] public static void CreateUILine() { var canvas = Object.FindFirstObjectByType(); if (canvas == null) { var canvasGo = new GameObject("Canvas"); canvas = canvasGo.AddComponent(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; } var linego = new GameObject("UISignal"); var uiline = linego.AddComponent(); uiline.signal = SignalData.Default; uiline.transform.SetParent(canvas.transform); uiline.GetComponent().anchoredPosition = Vector3.zero; Selection.activeObject = linego; } } } ================================================ FILE: Assets/DataRenderer2D/Signal/Editor/MenuExtender.cs.meta ================================================ fileFormatVersion: 2 guid: 9bc1a596bc0a1d840a4116077f852ba2 timeCreated: 1522336032 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Editor.meta ================================================ fileFormatVersion: 2 guid: f347ee05062cb2a46b6cfe8b1a25b693 folderAsset: yes timeCreated: 1522333780 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Builder/SignalBuilder.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Signal { public interface ISignalData { SignalData Signal { get; } } public class SignalBuilder { ISignalData _data; IUnitSize _unit; public SignalBuilder(ISignalData data, IUnitSize unit) { _data = data; _unit = unit; } public void ApplySignal(ref float x0, ref float x1, SignalData.SignalOneSet data) { } public IEnumerable Draw() { var size = _unit.Size; var signal = _data.Signal; var divide = signal.divide; var color = signal.Color; var width = size.x / divide; var v0 = new Vertex(new Vector2(-size.x / 2f, -size.y / 2f), Vector2.zero, Color.white); var v1 = new Vertex(new Vector2(-size.x / 2f, size.y / 2f), Vector2.zero, Color.white); var v2 = new Vertex(new Vector2(-size.x / 2f + width, size.y / 2f), Vector2.zero, Color.white); var v3 = new Vertex(new Vector2(-size.x / 2f + width, -size.y / 2f), Vector2.zero, Color.white); for (var i = 0f; i < 1f; i += 1f / divide) { var ni = Mathf.Min(1f, i + 1f / divide); v0.position.x = -size.x / 2f + i * size.x; v1.position.x = -size.x / 2f + i * size.x; v2.position.x = -size.x / 2f + ni * size.x; v3.position.x = -size.x / 2f + ni * size.x; if (signal.up.use) { v1.position.y = size.y / 2f + signal.up.Output(i, signal.t); v2.position.y = size.y / 2f + signal.up.Output(ni, signal.t); } if (signal.down.use) { v0.position.y = -size.y / 2f + signal.down.Output(i, signal.t); v3.position.y = -size.y / 2f + signal.down.Output(ni, signal.t); } v0.color = color.Evaluate(i); v1.color = color.Evaluate(i); v2.color = color.Evaluate(ni); v3.color = color.Evaluate(ni); yield return new Quad(v0, v3, v1, v2); } yield return new Quad(); } } } ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Builder/SignalBuilder.cs.meta ================================================ fileFormatVersion: 2 guid: af3f7bc68728b9947b3b8c120a38a9f0 timeCreated: 1522250763 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Builder.meta ================================================ fileFormatVersion: 2 guid: f8f79f89146d89a44bffe9ade5e04b2b folderAsset: yes timeCreated: 1522146496 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Component/UISignal.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace geniikw.DataRenderer2D.Signal { [RequireComponent(typeof(RectTransform))] public class UISignal : UIDataMesh, IUnitSize, ISignalData { RectTransform m_rect = null; RectTransform Rect { get { if (m_rect == null) m_rect = GetComponent(); return m_rect; } } public SignalData signal; public float Speed = 1f; SignalBuilder m_meshBuilder = null; public void Update() { if(Application.isPlaying) signal.t += Time.deltaTime * Speed; UpdateGeometry(); } protected new void Reset() { signal = SignalData.Default; } protected override IEnumerable DrawerFactory { get { return (m_meshBuilder ?? (m_meshBuilder =new SignalBuilder(this, this))).Draw(); } } public Vector2 Size { get { return Rect.rect.size; } } public SignalData Signal { get { return signal; } } //example. public void AmpHandler(float amf) { signal.up.amplify = amf * 10; signal.down.amplify = amf * 10; } public void UpUseHandler(bool t) { signal.up.use = t; } public void DownUseHandler(bool t) { signal.down.use = t; } public void UpFrequencyHandler(float v) { signal.up.frequncy = v*20; } } #if UNITY_EDITOR [CustomEditor(typeof(UISignal))] public class UISinEditor : Editor { } #endif } ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Component/UISignal.cs.meta ================================================ fileFormatVersion: 2 guid: c798b9324ba603a4d830f5ba78368d4c timeCreated: 1520546039 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Component.meta ================================================ fileFormatVersion: 2 guid: 4132f369a6a5a404c91a1d2b781f8f5a folderAsset: yes timeCreated: 1522248563 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Signal.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace geniikw.DataRenderer2D.Signal { public enum ESignalType { Sin } [Serializable] public struct SignalData { [Serializable] public struct SignalOneSet { public bool use; public float amplify; public float frequncy; public float timeFactor; public AnimationCurve AmpCurve; public ESignalType type; public float Output(float x, float t) { return amplify * TypeSwitch((x + t* timeFactor) * frequncy); } private float TypeSwitch(float x) { switch (type) { case ESignalType.Sin: return Mathf.Sin(x / Mathf.PI * 2); default: return 0f; } } public static SignalOneSet Default { get { return new SignalOneSet() { use = true, AmpCurve = AnimationCurve.Linear(0, 0, 1, 1), amplify = 10, frequncy = 10, timeFactor = 1, type = ESignalType.Sin }; } } } public float t; public SignalOneSet up; public SignalOneSet down; public float divide; //public AnimationCurve ampRightCurve; //public AnimationCurve ampLeftCurve; [SerializeField] Gradient color; public Gradient Color { get { return color ?? (color = new Gradient()); } } //public bool right; //public bool left; public static SignalData Default { get { return new SignalData() { color = new Gradient(), up = SignalOneSet.Default, down = SignalOneSet.Default, divide = 5f, t = 0f }; } } } } ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts/Signal.cs.meta ================================================ fileFormatVersion: 2 guid: 2191f1c1fda324d4d9db66503ffe5824 timeCreated: 1522248602 licenseType: Free MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal/Scripts.meta ================================================ fileFormatVersion: 2 guid: cca7cf87b24082d4a83fe50f9a5d6b93 folderAsset: yes timeCreated: 1522245710 licenseType: Free DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D/Signal.meta ================================================ fileFormatVersion: 2 guid: 740c565b18f8db04b88b92643ddb1ce7 folderAsset: yes timeCreated: 1520546020 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/DataRenderer2D.meta ================================================ fileFormatVersion: 2 guid: 8bdc56e55096e9b4eb6482e0b5e41507 folderAsset: yes timeCreated: 1511796429 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2018 Kim giwon Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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m_RuntimeResources: {fileID: 0} m_BatchEmptyLifetime: 300 ================================================ FILE: ProjectSettings/VersionControlSettings.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!890905787 &1 VersionControlSettings: m_ObjectHideFlags: 0 m_Mode: Visible Meta Files m_TrackPackagesOutsideProject: 0 ================================================ FILE: README.md ================================================ # DataRenderer2D DataRenderer2D is a simple drawing tool. you can make mesh from data and control it using animator. all of PR, bug report, comment, suggestion are vary grateful. [PatchNote](https://github.com/geniikw/SplineMeshDrawer-PatchNote/blob/master/PatchNode.md) [AssetStore(free)](https://assetstore.unity.com/packages/tools/modeling/data-renderer-2d-102377) ## Script Edit If you want to control by script, you have to call GeometryUpdateFlagup() after adjust value. ```csharp public UILine line; public float time; IEnumerator Coroutine(){ var t = 0f; while(t < 1f) { t+=Time.deltaTime/time; line.line.option.endRatio = t; line.UpdateGeometryFlagUp(); yield return null; } } ``` ## Bezier line - Each node has control point and width. - set line drawing rate using start rate and end rate. ![bezier](https://github.com/geniikw/SplineMeshDrawer-PatchNote/raw/master/bezier.gif)
Explain(Korean) 이게 사실 메인입니다. 아래 것(?)들은 그냥 사은품정도로 생각하면 됩니다. 원래 이 에셋의 이름은 Spline mesh Drawer였습니다. 이 이름일 때가 훨씬 잘팔렸구요(...). 아래 다각형과 잡것들은 다른 에셋으로 하려다가 그냥 합쳐서 팔자 해서 DataRenderer2D로 바꾸고 합쳐버렸습니다. 그리고 판매량은 반토막 이름의 중요성을 깨닫는 순간입니다.
2D로 구성된 선을 생각하는 데로 그리는것이 목적입니다. 시작비율과 끝나는 비율, 각점에서 넓이 등을 커스터마이징 할 수 있습니다. 각 요소들을 Animator에서 조절하여 시각적으로 선을 그리는 효과를 보여주는게 목적이였습니다. 유니티에서 Animator로 움직이기 위해선 struct를 사용해야 합니다. 그래서 여러 문제들이 생겼는데 덕분에 코드가 개판(...). 뭐, 여러가지 경험을 하면 좋은거죠.
제일 놀랐던건 사용자분들중 여기에 텍스쳐를 입혀서 사용한 분입니다. sprite로 텍스쳐를 입히기위해 짱구를 굴려봤는데 아무리해도 uv잡는게 힘들어서 그냥 0~1로 만들었기 때문에 아틀라스로 표현하긴 불가능합니다. 그래도 여기에 텍스쳐를 입히고 광원을 줘서 나무를 그리고 있는 프로젝트를 봤는데 정말 멋지더군요.
## Polygon - various method to draw polygon. - count, scale, inner ratio. ![polygon](https://github.com/geniikw/SplineMeshDrawer-PatchNote/raw/master/polygon.gif)
Explain(Korean)

기본적인 다각형을 그리는 녀석입니다. 지그재그로 다각형을 그리는 알고리즘엔 제법 짱구를 굴려서 만들었습니다.
사실 Hole형식으로 한점에 저렇게 빡빡하게(?) 매쉬가 모이는 경우 어떤 디메리트가 있을 것 같아서 지그재그로 그린건데 지그재그의 경우 그라데이션을 적용하면 좀 이상하게 나오는 걸 확인해서 그냥 옵션으로 빼버리자 해서 이렇게 됬습니다. 뭐 어떤 방식이던 장단이 있겠죠.
다각형을 그릴때 시계방향으로 나오거나 사라지는 효과를 만들고 싶었습니다.(이유는 없습니다. 그저 만들고 싶었을 뿐). 처음에는 원을 기준으로 그렸는데 그리는 도중 다각형이 찌부러지는(...) 것을 확인했습니다. 지금은 잘 나오는데 다음 점으로 방향벡터를 구해서 영점에서 시작 각도와 끝나는 각도로의 방향벡터와 겹치는 점을 기준으로 그리고 있습니다. 이걸 쓰고 있는 저도 무슨말을 하는지 잘 모르겠으니 그냥 넘가셔도 됩니다. 아무튼 자연스럽게 없어지게 만드는건 성공했는데 이걸 뭐 어따 써야될지는 잘 모르겠습니다. 이건 떨어진 면접에서 나온 이야기인데, 곧 각 변에 대하여 길이나 색상을 커스텀할 수 있게 하도록 옵션하나를 추가할 것 같습니다. 말이 좀 이상해서 이해하기 힘든데 예를들어 게임에서 보면 5각형으로 스텟을 보여주는 방식에 쓸 수 있도록 만들 예정입니다. 뭐, SKT에서 뱅만 KDA가 높아서 오각형을 뚫고 나오잖아요? 그런거 말하는 겁니다.

## Sinwave ![sin](https://github.com/geniikw/SplineMeshDrawer-PatchNote/raw/master/sin.gif)
Explain(Korean)

네이버 유니티카페에서 질문을 받고 만든 것입니다. 간단한 모델이라 만드는데 1시간쯤 걸린 것 같습니다. 사실 그리 사용할 데가 애매한 녀석입니다. 물을 표현한다거나 할 때 쓸 수 있으나. 텍스쳐 같은건 꿈도 못꾸고... 만들면서 신호처리 때 배웠던 톱니파나 지그재그 등등 각동 시그널을 표현하도록 만들려고 했는데 수직으로 올라가는 패턴의 경우 매쉬를 다르게 해줘야 된다는 것 깨달은 동시에 포기했습니다. 어설프게 결국 sin파밖에 없는 애매한 녀석이 되었습니다.

## Hole ![hole](https://github.com/geniikw/SplineMeshDrawer-PatchNote/raw/master/hole2.gif)
Explain(Korean)

그냥 만들고 싶어져서 만든 형식입니다. 사실 폴리곤에 반전형식으로 넣을까 했는데 따로 분리했습니다. 그냥보면 뻥뚫린 원입니다. 와이어프레임이 어떻게 되어 있나 볼 수 있는 gif입니다.

보시면 안에있는 다각형의 각 꼭지점과 외부의 정사각형에 대하여 폴리곤을 그리고 있습니다. 대충 다음과 같은 식으로 폴리곤을 만듦니다.

1. 외부 4변에서 다각형의 가장 가까운 점으로 세모를 그린다.
2. 내부 각변에서 가장 가깝게 바라보고 있는 외부 4점중 하나와 세모를 그린다.

2의 경우 정확하게 가운데에서 그릴경우 내부변에서 어디로 세모를 그릴지 몰라서 버그가 발생하는데 언젠간 고치겠습니다.

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================================================ { "name": "Assets", "roots": ["Assets"], "includes": [], "excludes": ["Assets/Temp/", "Assets/External/"], "options": { "types": true, "properties": true, "extended": false, "dependencies": true }, "baseScore": 999 } ================================================ FILE: UserSettings/Search.settings ================================================ trackSelection = true refreshSearchWindowsInPlayMode = false pickerAdvancedUI = false fetchPreview = true defaultFlags = 0 keepOpen = false queryFolder = "Assets" onBoardingDoNotAskAgain = true showPackageIndexes = false showStatusBar = false scopes = { } providers = { find = { active = true priority = 25 defaultAction = null } log = { active = false priority = 210 defaultAction = null } asset = { active = true priority = 25 defaultAction = null } performance = { active = false priority = 100 defaultAction = null } store = { active = false priority = 100 defaultAction = null } packages = { active = false priority = 90 defaultAction = null } adb = { active = false priority = 2500 defaultAction = null } scene = { active = true priority = 50 defaultAction = null } profilermarkers = { active = false priority = 100 defaultAction = null } presets_provider = { active = false priority = -10 defaultAction = null } } objectSelectors = { } recentSearches = [ ] searchItemFavorites = [ ] savedSearchesSortOrder = 0 showSavedSearchPanel = false hideTabs = false expandedQueries = [ ] queryBuilder = true ignoredProperties = "id;name;classname;imagecontentshash" helperWidgetCurrentArea = "all" disabledIndexers = "" minIndexVariations = 2 findProviderIndexHelper = true ================================================ FILE: patchnode.md ================================================ # Patch note