| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202 | using System.Collections.Generic;using System.Text.RegularExpressions;using UnityEngine;using UnityEngine.UI;namespace XUGL{    public class SVGPath    {        private static Regex s_PathRegex = new Regex(@"(([a-z]|[A-Z])(\d|\.|,|-)*)");        private static Regex s_PathValueRegex = new Regex(@"(^[a-z]|[A-Z])\s*(-?\d+\.*\d*)*[\s|,|-]*(\d+\.*\d*)*");        private static Regex s_PathValueRegex2 = new Regex(@"(-?\d+\.?\d*)");        public bool mirrorY = true;        public List<SVGPathSeg> segs = new List<SVGPathSeg>();        public void AddSegment(SVGPathSeg seg)        {            segs.Add(seg);        }        public static SVGPath Parse(string path)        {            if (string.IsNullOrEmpty(path))                return new SVGPath();            if (path.StartsWith("path://"))            {                path = path.Substring(7);            }            path = path.Replace(' ', ',');            var mc = s_PathRegex.Matches(path);            var svgPath = new SVGPath();            foreach (var m in mc)            {                var key = m.ToString();                if (key.Equals("Z") || key.Equals("z"))                {                    var seg = new SVGPathSeg(SVGPathSegType.Z);                    seg.raw = key;                    seg.relative = key.Equals("z");                    svgPath.AddSegment(seg);                }                else                {                    var type = s_PathValueRegex.Match(key).Groups[1].ToString().ToCharArray() [0];                    var mc3 = s_PathValueRegex2.Matches(key);                    SVGPathSeg seg = null;                    switch (type)                    {                        case 'M':                        case 'm':                            seg = new SVGPathSeg(SVGPathSegType.M);                            seg.relative = type == 'm';                            break;                        case 'L':                        case 'l':                            seg = new SVGPathSeg(SVGPathSegType.L);                            seg.relative = type == 'l';                            break;                        case 'H':                        case 'h':                            seg = new SVGPathSeg(SVGPathSegType.H);                            seg.relative = type == 'h';                            break;                        case 'V':                        case 'v':                            seg = new SVGPathSeg(SVGPathSegType.V);                            seg.relative = type == 'v';                            break;                        case 'C':                        case 'c':                            seg = new SVGPathSeg(SVGPathSegType.C);                            seg.relative = type == 'c';                            break;                        case 'S':                        case 's':                            seg = new SVGPathSeg(SVGPathSegType.S);                            seg.relative = type == 's';                            break;                        case 'Q':                        case 'q':                            seg = new SVGPathSeg(SVGPathSegType.Q);                            seg.relative = type == 'q';                            break;                        case 'T':                        case 't':                            seg = new SVGPathSeg(SVGPathSegType.T);                            seg.relative = type == 't';                            break;                        case 'A':                        case 'a':                            seg = new SVGPathSeg(SVGPathSegType.A);                            seg.relative = type == 'a';                            break;                    }                    if (seg != null)                    {                        seg.raw = key;                        foreach (var m3 in mc3)                        {                            // if (type == 'c' || type == 'C')                            //Debug.LogError("\tmc3:" + type + "," + m3.ToString());                            float p;                            if (float.TryParse(m3.ToString(), out p))                                seg.parameters.Add(p);                        }                        svgPath.AddSegment(seg);                    }                }            }            // Debug.LogError(path);            // foreach (var cmd in svgPath.commands)            // {            //     Debug.LogError(cmd.raw);            // }            return svgPath;        }        public void Draw(VertexHelper vh)        {            var sp = Vector2.zero;            var np = Vector2.zero;            var posList = new List<Vector3>();            var bezierList = new List<Vector3>();            var cp2 = Vector2.zero;            foreach (var seg in segs)            {                switch (seg.type)                {                    case SVGPathSegType.M:                        sp = np = seg.relative ? np + seg.p1 : seg.p1;                        if (posList.Count > 0)                        {                            DrawPosList(vh, posList);                        }                        posList.Add(np);                        break;                    case SVGPathSegType.L:                        np = seg.relative ? np + seg.p1 : seg.p1;                        posList.Add(np);                        break;                    case SVGPathSegType.H:                        np = seg.relative ? np + new Vector2(seg.value, 0) : new Vector2(seg.value, np.y);                        posList.Add(np);                        break;                    case SVGPathSegType.V:                        np = seg.relative ? np + new Vector2(0, seg.value) : new Vector2(np.x, seg.value);                        posList.Add(np);                        break;                    case SVGPathSegType.C:                        var cp1 = seg.relative ? np + seg.p1 : seg.p1;                        cp2 = seg.relative ? np + seg.p2 : seg.p2;                        var ep = seg.relative ? np + seg.p3 : seg.p3;                        var dist = (int) Vector2.Distance(np, ep) * 2;                        if (dist < 2) dist = 2;                        UGLHelper.GetBezierList2(ref bezierList, np, ep, dist, cp1, cp2);                        for (int n = 1; n < bezierList.Count; n++)                            posList.Add(bezierList[n]);                        np = ep;                        break;                    case SVGPathSegType.S:                        cp1 = np + (np - cp2).normalized * Vector2.Distance(np, cp2);                        var scp2 = seg.relative ? np + seg.p1 : seg.p1;                        ep = seg.relative ? np + seg.p2 : seg.p2;                        dist = (int) Vector2.Distance(np, ep) * 2;                        if (dist < 2) dist = 2;                        UGLHelper.GetBezierList2(ref bezierList, np, ep, dist, cp1, scp2);                        for (int n = 1; n < bezierList.Count; n++)                            posList.Add(bezierList[n]);                        break;                    case SVGPathSegType.Z:                        posList.Add(sp);                        DrawPosList(vh, posList);                        break;                    case SVGPathSegType.Q:                    case SVGPathSegType.T:                    case SVGPathSegType.A:                    default:                        Debug.LogError("unknow seg:" + seg.type);                        break;                }            }            if (posList.Count > 0)                DrawPosList(vh, posList);            //UGL.DrawCricle(vh, sp, 1, Color.black);        }        private void DrawPosList(VertexHelper vh, List<Vector3> posList)        {            if (mirrorY)            {                for (int i = posList.Count - 1; i >= 0; i--)                {                    var pos = posList[i];                    posList[i] = new Vector3(pos.x, -pos.y);                }            }            UGL.DrawLine(vh, posList, 1f, Color.red, false);            posList.Clear();        }    }}
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