Aucune description
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.

SVGPath.cs 8.0KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202
  1. using System.Collections.Generic;
  2. using System.Text.RegularExpressions;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. namespace XUGL
  6. {
  7. public class SVGPath
  8. {
  9. private static Regex s_PathRegex = new Regex(@"(([a-z]|[A-Z])(\d|\.|,|-)*)");
  10. private static Regex s_PathValueRegex = new Regex(@"(^[a-z]|[A-Z])\s*(-?\d+\.*\d*)*[\s|,|-]*(\d+\.*\d*)*");
  11. private static Regex s_PathValueRegex2 = new Regex(@"(-?\d+\.?\d*)");
  12. public bool mirrorY = true;
  13. public List<SVGPathSeg> segs = new List<SVGPathSeg>();
  14. public void AddSegment(SVGPathSeg seg)
  15. {
  16. segs.Add(seg);
  17. }
  18. public static SVGPath Parse(string path)
  19. {
  20. if (string.IsNullOrEmpty(path))
  21. return new SVGPath();
  22. if (path.StartsWith("path://"))
  23. {
  24. path = path.Substring(7);
  25. }
  26. path = path.Replace(' ', ',');
  27. var mc = s_PathRegex.Matches(path);
  28. var svgPath = new SVGPath();
  29. foreach (var m in mc)
  30. {
  31. var key = m.ToString();
  32. if (key.Equals("Z") || key.Equals("z"))
  33. {
  34. var seg = new SVGPathSeg(SVGPathSegType.Z);
  35. seg.raw = key;
  36. seg.relative = key.Equals("z");
  37. svgPath.AddSegment(seg);
  38. }
  39. else
  40. {
  41. var type = s_PathValueRegex.Match(key).Groups[1].ToString().ToCharArray() [0];
  42. var mc3 = s_PathValueRegex2.Matches(key);
  43. SVGPathSeg seg = null;
  44. switch (type)
  45. {
  46. case 'M':
  47. case 'm':
  48. seg = new SVGPathSeg(SVGPathSegType.M);
  49. seg.relative = type == 'm';
  50. break;
  51. case 'L':
  52. case 'l':
  53. seg = new SVGPathSeg(SVGPathSegType.L);
  54. seg.relative = type == 'l';
  55. break;
  56. case 'H':
  57. case 'h':
  58. seg = new SVGPathSeg(SVGPathSegType.H);
  59. seg.relative = type == 'h';
  60. break;
  61. case 'V':
  62. case 'v':
  63. seg = new SVGPathSeg(SVGPathSegType.V);
  64. seg.relative = type == 'v';
  65. break;
  66. case 'C':
  67. case 'c':
  68. seg = new SVGPathSeg(SVGPathSegType.C);
  69. seg.relative = type == 'c';
  70. break;
  71. case 'S':
  72. case 's':
  73. seg = new SVGPathSeg(SVGPathSegType.S);
  74. seg.relative = type == 's';
  75. break;
  76. case 'Q':
  77. case 'q':
  78. seg = new SVGPathSeg(SVGPathSegType.Q);
  79. seg.relative = type == 'q';
  80. break;
  81. case 'T':
  82. case 't':
  83. seg = new SVGPathSeg(SVGPathSegType.T);
  84. seg.relative = type == 't';
  85. break;
  86. case 'A':
  87. case 'a':
  88. seg = new SVGPathSeg(SVGPathSegType.A);
  89. seg.relative = type == 'a';
  90. break;
  91. }
  92. if (seg != null)
  93. {
  94. seg.raw = key;
  95. foreach (var m3 in mc3)
  96. {
  97. // if (type == 'c' || type == 'C')
  98. //Debug.LogError("\tmc3:" + type + "," + m3.ToString());
  99. float p;
  100. if (float.TryParse(m3.ToString(), out p))
  101. seg.parameters.Add(p);
  102. }
  103. svgPath.AddSegment(seg);
  104. }
  105. }
  106. }
  107. // Debug.LogError(path);
  108. // foreach (var cmd in svgPath.commands)
  109. // {
  110. // Debug.LogError(cmd.raw);
  111. // }
  112. return svgPath;
  113. }
  114. public void Draw(VertexHelper vh)
  115. {
  116. var sp = Vector2.zero;
  117. var np = Vector2.zero;
  118. var posList = new List<Vector3>();
  119. var bezierList = new List<Vector3>();
  120. var cp2 = Vector2.zero;
  121. foreach (var seg in segs)
  122. {
  123. switch (seg.type)
  124. {
  125. case SVGPathSegType.M:
  126. sp = np = seg.relative ? np + seg.p1 : seg.p1;
  127. if (posList.Count > 0)
  128. {
  129. DrawPosList(vh, posList);
  130. }
  131. posList.Add(np);
  132. break;
  133. case SVGPathSegType.L:
  134. np = seg.relative ? np + seg.p1 : seg.p1;
  135. posList.Add(np);
  136. break;
  137. case SVGPathSegType.H:
  138. np = seg.relative ? np + new Vector2(seg.value, 0) : new Vector2(seg.value, np.y);
  139. posList.Add(np);
  140. break;
  141. case SVGPathSegType.V:
  142. np = seg.relative ? np + new Vector2(0, seg.value) : new Vector2(np.x, seg.value);
  143. posList.Add(np);
  144. break;
  145. case SVGPathSegType.C:
  146. var cp1 = seg.relative ? np + seg.p1 : seg.p1;
  147. cp2 = seg.relative ? np + seg.p2 : seg.p2;
  148. var ep = seg.relative ? np + seg.p3 : seg.p3;
  149. var dist = (int) Vector2.Distance(np, ep) * 2;
  150. if (dist < 2) dist = 2;
  151. UGLHelper.GetBezierList2(ref bezierList, np, ep, dist, cp1, cp2);
  152. for (int n = 1; n < bezierList.Count; n++)
  153. posList.Add(bezierList[n]);
  154. np = ep;
  155. break;
  156. case SVGPathSegType.S:
  157. cp1 = np + (np - cp2).normalized * Vector2.Distance(np, cp2);
  158. var scp2 = seg.relative ? np + seg.p1 : seg.p1;
  159. ep = seg.relative ? np + seg.p2 : seg.p2;
  160. dist = (int) Vector2.Distance(np, ep) * 2;
  161. if (dist < 2) dist = 2;
  162. UGLHelper.GetBezierList2(ref bezierList, np, ep, dist, cp1, scp2);
  163. for (int n = 1; n < bezierList.Count; n++)
  164. posList.Add(bezierList[n]);
  165. break;
  166. case SVGPathSegType.Z:
  167. posList.Add(sp);
  168. DrawPosList(vh, posList);
  169. break;
  170. case SVGPathSegType.Q:
  171. case SVGPathSegType.T:
  172. case SVGPathSegType.A:
  173. default:
  174. Debug.LogError("unknow seg:" + seg.type);
  175. break;
  176. }
  177. }
  178. if (posList.Count > 0)
  179. DrawPosList(vh, posList);
  180. //UGL.DrawCricle(vh, sp, 1, Color.black);
  181. }
  182. private void DrawPosList(VertexHelper vh, List<Vector3> posList)
  183. {
  184. if (mirrorY)
  185. {
  186. for (int i = posList.Count - 1; i >= 0; i--)
  187. {
  188. var pos = posList[i];
  189. posList[i] = new Vector3(pos.x, -pos.y);
  190. }
  191. }
  192. UGL.DrawLine(vh, posList, 1f, Color.red, false);
  193. posList.Clear();
  194. }
  195. }
  196. }