using System; using System.Collections.Generic; using UnityEngine; public class SVGRadialGradientBrush { private SVGRadialGradientElement _radialGradElement; private float _cx, _cy, _r, _fx, _fy; private List _stopColorList; private List _stopOffsetList; private SVGSpreadMethod _spreadMethod; public SVGRadialGradientBrush(SVGRadialGradientElement radialGradElement) { _radialGradElement = radialGradElement; Initialize(); } public SVGRadialGradientBrush(SVGRadialGradientElement radialGradElement, SVGGraphicsPath graphicsPath) { _radialGradElement = radialGradElement; Initialize(); SetGradientVector(graphicsPath); } private void Initialize() { _cx = _radialGradElement.cx.value; _cy = _radialGradElement.cy.value; _r = _radialGradElement.r.value; _fx = _radialGradElement.fx.value; _fy = _radialGradElement.fy.value; _stopColorList = new List(); _stopOffsetList = new List(); _spreadMethod = _radialGradElement.spreadMethod; GetStopList(); FixF(); _vitriOffset = 0; PreColorProcess(_vitriOffset); } //Sap xep lai Offset va Stop-color List private void GetStopList() { List _stopList = _radialGradElement.stopList; int _length = _stopList.Count; if(_length == 0) return; _stopColorList.Add(_stopList[0].stopColor.color); _stopOffsetList.Add(0f); int i = 0; for(i = 0; i < _length; i++) { float t_offset = _stopList[i].offset; if((t_offset > _stopOffsetList[_stopOffsetList.Count - 1]) && (t_offset <= 100f)) { _stopColorList.Add(_stopList[i].stopColor.color); _stopOffsetList.Add(t_offset); } else if(t_offset == _stopOffsetList[_stopOffsetList.Count - 1]) _stopColorList[_stopOffsetList.Count - 1] = _stopList[i].stopColor.color; } if(_stopOffsetList[_stopOffsetList.Count - 1] != 100f) { _stopColorList.Add(_stopColorList[_stopOffsetList.Count - 1]); _stopOffsetList.Add(100f); } } //Sua lai vi tri cua diem x,y private void FixF() { // TODO: Measure performance of comparing squared values instead of taking square root. if((float)Math.Sqrt((_fx - _cx) * (_fx - _cx)) + ((_fy - _cy) * (_fy - _cy)) > _r) { float dx = _fx - _cx; float dy = _fy - _cy; if(dx == 0) _fy = (_fy > _cy) ? (_cy + _r) : (_cy - _r); else { float a, b; a = dy / dx; b = _fy - a * _fx; double ta, tb, tc; ta = 1 + a * a; tb = 2 * (a * (b - _cy) - _cx); tc = (_cx * _cx) + (b - _cy) * (b - _cy) - (_r * _r); float delta = (float)((tb * tb) - 4 * ta * tc); delta = (float)Math.Sqrt(delta); float x1 = (float)((-tb + delta) / (2 * ta)); float y1 = (float)(a * x1 + b); float x2 = (float)((-tb - delta) / (2 * ta)); float y2 = (float)(a * x2 + b); if((_cx < x1) && (x1 < _fx)) { _fx = x1 - 1; _fy = y1; } else { _fx = x2 + 1; _fy = y2; } } } } private float _deltaR, _deltaG, _deltaB; private int _vitriOffset = 0; private void PreColorProcess(int index) { float dp = _stopOffsetList[index + 1] - _stopOffsetList[index]; _deltaR = (_stopColorList[index + 1].r - _stopColorList[index].r) / dp; _deltaG = (_stopColorList[index + 1].g - _stopColorList[index].g) / dp; _deltaB = (_stopColorList[index + 1].b - _stopColorList[index].b) / dp; } //Tim giao diem giua duong thang(x,y)->(fx, fy)voi duong tron private Vector2 CrossPoint(float x, float y) { Vector2 _point = new Vector2(0f, 0f); float dx = _fx - x; float dy = _fy - y; if(dx == 0) { _point.x = _fx; _point.y = (_fy > y) ? (_fy - _r) : (_fy + _r); } else { float a, b; a = dy / dx; b = _fy - a * _fx; double ta, tb, tc; ta = 1 + a * a; tb = 2 * (a * (b - _cy) - _cx); tc = (_cx * _cx) + (b - _cy) * (b - _cy) - (_r * _r); float delta = (float)((tb * tb) - 4 * ta * tc); delta = (float)Math.Sqrt(delta); float x1 = (float)((-tb + delta) / (2 * ta)); float y1 = (float)(a * x1 + b); float x2 = (float)((-tb - delta) / (2 * ta)); float y2 = (float)(a * x2 + b); Vector2 vt1 = new Vector2(x1 - _fx, y1 - _fy); Vector2 vt2 = new Vector2(x - _fx, y - _fy); if(((vt1.x * vt2.x) >= 0) && ((vt1.y * vt2.y) >= 0)) { _point.x = x1; _point.y = y1; } else { _point.x = x2; _point.y = y2; } } return _point; } //Tinh % tai vi tri x,y private float Percent(float x, float y) { Vector2 _cP = CrossPoint(x, y); //float d1 = (float)Math.Sqrt((_cP.x - x)*(_cP.x - x)+(_cP.y - y)*(_cP.y - y)); float d2 = (float)Math.Sqrt((_fx - x) * (_fx - x) + (_fy - y) * (_fy - y)); float dd = (float)Math.Sqrt((_cP.x - _fx) * (_cP.x - _fx) + (_cP.y - _fy) * (_cP.y - _fy)); //0 giua, 1 ngoai int vt = 0; if(d2 > dd) vt = 1; int _reflectTimes; float _remainder; switch(_spreadMethod) { case SVGSpreadMethod.Pad: if(vt == 1) return 100f; return (d2 / dd * 100f); case SVGSpreadMethod.Reflect: _reflectTimes = (int)(d2 / dd); _remainder = d2 - (dd * (float)_reflectTimes); int _od = (int)(_reflectTimes) % 2; return ((100f * _od) + (1 - 2 * _od) * (_remainder / dd * 100f)); case SVGSpreadMethod.Repeat: _reflectTimes = (int)(d2 / dd); _remainder = d2 - (dd * (float)_reflectTimes); return (_remainder / dd * 100f); } return 100f; } private void SetGradientVector(SVGGraphicsPath graphicsPath) { Rect bound = graphicsPath.GetBound(); if(_radialGradElement.cx.unitType == SVGLengthType.Percentage) _cx = bound.x + (bound.width * _cx / 100f); if(_radialGradElement.cy.unitType == SVGLengthType.Percentage) _cy = bound.y + (bound.height * _cy / 100f); if(_radialGradElement.r.unitType == SVGLengthType.Percentage) { Vector2 _p1 = new Vector2(bound.x, bound.y); Vector2 _p2 = new Vector2(bound.x + bound.width, bound.y + bound.height); _p1 = graphicsPath.matrixTransform.Transform(_p1); _p2 = graphicsPath.matrixTransform.Transform(_p2); float dd = (float)Math.Sqrt((_p2.x - _p1.x) * (_p2.x - _p1.x) + (_p2.y - _p1.y) * (_p2.y - _p1.y)); _r = (dd * _r / 100f); } if(_radialGradElement.fx.unitType == SVGLengthType.Percentage) _fx = bound.x + (bound.width * _fx / 100f); if(_radialGradElement.fy.unitType == SVGLengthType.Percentage) _fy = bound.y + (bound.height * _fy / 100f); if((float)Math.Sqrt((_cx - _fx) * (_cx - _fx) + (_cy - _fy) * (_cy - _fy)) > _r) { Vector2 _cP = CrossPoint(_cx, _cy); _fx = _cP.x; _fy = _cP.y; } if(_radialGradElement.gradientUnits == SVGGradientUnit.ObjectBoundingBox) { Vector2 _point = new Vector2(_cx, _cy); _point = graphicsPath.matrixTransform.Transform(_point); _cx = _point.x; _cy = _point.y; _point = new Vector2(_fx, _fy); _point = graphicsPath.matrixTransform.Transform(_point); _fx = _point.x; _fy = _point.y; } } public Color GetColor(float x, float y) { Color _color = Color.black; //if((_ox != x)&&(y == 200)) { // _ox = x; // _dem ++ ; // if(_dem < 300) { // _show = true; // } //} float _percent = Percent(x, y); //if(_show == true) { // UnityEngine.Debug.Log("x " + x + " y " + y + " percent " + _percent); //} if((_stopOffsetList[_vitriOffset] <= _percent) && (_percent <= _stopOffsetList[_vitriOffset + 1])) { _color.r = ((_percent - _stopOffsetList[_vitriOffset]) * _deltaR) + _stopColorList[_vitriOffset].r; _color.g = ((_percent - _stopOffsetList[_vitriOffset]) * _deltaG) + _stopColorList[_vitriOffset].g; _color.b = ((_percent - _stopOffsetList[_vitriOffset]) * _deltaB) + _stopColorList[_vitriOffset].b; } else { for(int i = 0; i < _stopOffsetList.Count - 1; i++) if((_stopOffsetList[i] <= _percent) && (_percent <= _stopOffsetList[i + 1])) { _vitriOffset = i; PreColorProcess(_vitriOffset); _color.r = ((_percent - _stopOffsetList[i]) * _deltaR) + _stopColorList[i].r; _color.g = ((_percent - _stopOffsetList[i]) * _deltaG) + _stopColorList[i].g; _color.b = ((_percent - _stopOffsetList[i]) * _deltaB) + _stopColorList[i].b; break; } } //_show = false; return _color; } }