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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- public class SVGRadialGradientBrush {
- private SVGRadialGradientElement _radialGradElement;
- private float _cx, _cy, _r, _fx, _fy;
- private List<Color> _stopColorList;
- private List<float> _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<Color>();
- _stopOffsetList = new List<float>();
- _spreadMethod = _radialGradElement.spreadMethod;
- GetStopList();
- FixF();
- _vitriOffset = 0;
- PreColorProcess(_vitriOffset);
- }
- //Sap xep lai Offset va Stop-color List
- private void GetStopList() {
- List<SVGStopElement> _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;
- }
- }
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