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- using System;
- using System.Collections.Generic;
- using UnityEngine;
- using XUGL;
- namespace XCharts.Runtime
- {
- /// <summary>
- /// Grid component.
- /// ||Drawing grid in rectangular coordinate. Line chart, bar chart, and scatter chart can be drawn in grid.
- /// ||网格组件。
- /// 直角坐标系内绘图网格。可以在网格上绘制折线图,柱状图,散点图。
- /// </summary>
- [Serializable]
- [ComponentHandler(typeof(GridCoordHandler), true)]
- public class GridCoord : CoordSystem, IUpdateRuntimeData, ISerieContainer
- {
- [SerializeField] private bool m_Show = true;
- [SerializeField][Since("v3.8.0")] private int m_LayoutIndex = -1;
- [SerializeField] private float m_Left = 0.11f;
- [SerializeField] private float m_Right = 0.08f;
- [SerializeField] private float m_Top = 0.22f;
- [SerializeField] private float m_Bottom = 0.14f;
- [SerializeField] private Color32 m_BackgroundColor;
- [SerializeField] private bool m_ShowBorder = false;
- [SerializeField] private float m_BorderWidth = 0f;
- [SerializeField] private Color32 m_BorderColor;
- public GridCoordContext context = new GridCoordContext();
- /// <summary>
- /// Whether to show the grid in rectangular coordinate.
- /// ||是否显示直角坐标系网格。
- /// </summary>
- public bool show
- {
- get { return m_Show; }
- set { if (PropertyUtil.SetStruct(ref m_Show, value)) SetVerticesDirty(); }
- }
- /// <summary>
- /// The index of the grid layout component to which the grid belongs.
- /// The default is -1, which means that it does not belong to any grid layout component.
- /// When this value is set, the left, right, top, and bottom properties will be invalid.
- /// ||网格所属的网格布局组件的索引。默认为-1,表示不属于任何网格布局组件。当设置了该值时,left、right、top、bottom属性将失效。
- /// </summary>
- public int layoutIndex
- {
- get { return m_LayoutIndex; }
- set { if (PropertyUtil.SetStruct(ref m_LayoutIndex, value)) SetVerticesDirty(); }
- }
- /// <summary>
- /// Distance between grid component and the left side of the container.
- /// ||grid 组件离容器左侧的距离。
- /// </summary>
- public float left
- {
- get { return m_Left; }
- set { if (PropertyUtil.SetStruct(ref m_Left, value)) SetAllDirty(); }
- }
- /// <summary>
- /// Distance between grid component and the right side of the container.
- /// ||grid 组件离容器右侧的距离。
- /// </summary>
- public float right
- {
- get { return m_Right; }
- set { if (PropertyUtil.SetStruct(ref m_Right, value)) SetAllDirty(); }
- }
- /// <summary>
- /// Distance between grid component and the top side of the container.
- /// ||grid 组件离容器上侧的距离。
- /// </summary>
- public float top
- {
- get { return m_Top; }
- set { if (PropertyUtil.SetStruct(ref m_Top, value)) SetAllDirty(); }
- }
- /// <summary>
- /// Distance between grid component and the bottom side of the container.
- /// ||grid 组件离容器下侧的距离。
- /// </summary>
- public float bottom
- {
- get { return m_Bottom; }
- set { if (PropertyUtil.SetStruct(ref m_Bottom, value)) SetAllDirty(); }
- }
- /// <summary>
- /// Background color of grid, which is transparent by default.
- /// ||网格背景色,默认透明。
- /// </summary>
- public Color32 backgroundColor
- {
- get { return m_BackgroundColor; }
- set { if (PropertyUtil.SetColor(ref m_BackgroundColor, value)) SetVerticesDirty(); }
- }
- /// <summary>
- /// Whether to show the grid border.
- /// ||是否显示网格边框。
- /// </summary>
- public bool showBorder
- {
- get { return m_ShowBorder; }
- set { if (PropertyUtil.SetStruct(ref m_ShowBorder, value)) SetVerticesDirty(); }
- }
- /// <summary>
- /// Border width of grid.
- /// ||网格边框宽。
- /// </summary>
- public float borderWidth
- {
- get { return m_BorderWidth; }
- set { if (PropertyUtil.SetStruct(ref m_BorderWidth, value)) SetVerticesDirty(); }
- }
- /// <summary>
- /// The color of grid border.
- /// ||网格边框颜色。
- /// </summary>
- public Color32 borderColor
- {
- get { return m_BorderColor; }
- set { if (PropertyUtil.SetColor(ref m_BorderColor, value)) SetVerticesDirty(); }
- }
- public void UpdateRuntimeData(BaseChart chart)
- {
- var chartX = chart.chartX;
- var chartY = chart.chartY;
- var chartWidth = chart.chartWidth;
- var chartHeight = chart.chartHeight;
- if (layoutIndex >= 0)
- {
- var layout = chart.GetChartComponent<GridLayout>(layoutIndex);
- if (layout != null)
- {
- layout.UpdateRuntimeData(chart);
- layout.UpdateGridContext(index, ref chartX, ref chartY, ref chartWidth, ref chartHeight);
- }
- }
- var actualLeft = left <= 1 ? left * chartWidth : left;
- var actualBottom = bottom <= 1 ? bottom * chartHeight : bottom;
- var actualTop = top <= 1 ? top * chartHeight : top;
- var actualRight = right <= 1 ? right * chartWidth : right;
- context.x = chartX + actualLeft;
- context.y = chartY + actualBottom;
- context.width = chartWidth - actualLeft - actualRight;
- context.height = chartHeight - actualTop - actualBottom;
- context.position = new Vector3(context.x, context.y);
- context.center = new Vector3(context.x + context.width / 2, context.y + context.height / 2);
- }
- /// <summary>
- /// Whether the pointer is in the grid.
- /// ||指针是否在网格内。
- /// </summary>
- /// <returns></returns>
- public bool IsPointerEnter()
- {
- return context.isPointerEnter;
- }
- /// <summary>
- /// Whether the given position is in the grid.
- /// ||给定的位置是否在网格内。
- /// </summary>
- /// <param name="pos"></param>
- /// <returns></returns>
- public bool Contains(Vector3 pos)
- {
- return Contains(pos.x, pos.y);
- }
- /// <summary>
- /// Whether the given position is in the grid.
- /// ||给定的位置是否在网格内。
- /// </summary>
- /// <param name="pos"></param>
- /// <param name="isYAxis"></param>
- /// <returns></returns>
- [Since("v3.7.0")]
- public bool Contains(Vector3 pos, bool isYAxis)
- {
- return isYAxis ? ContainsY(pos.y) : ContainsX(pos.x);
- }
- /// <summary>
- /// Whether the given position is in the grid.
- /// ||给定的位置是否在网格内。
- /// </summary>
- /// <param name="x"></param>
- /// <param name="y"></param>
- /// <returns></returns>
- public bool Contains(float x, float y)
- {
- return ContainsX(x) && ContainsY(y);
- }
- /// <summary>
- /// Whether the given x is in the grid.
- /// ||给定的x是否在网格内。
- /// </summary>
- /// <param name="x"></param>
- /// <returns></returns>
- [Since("v3.7.0")]
- public bool ContainsX(float x)
- {
- return x >= context.x - 0.01f && x <= context.x + context.width + 0.01f;
- }
- /// <summary>
- /// Whether the given y is in the grid.
- /// ||给定的y是否在网格内。
- /// </summary>
- /// <param name="y"></param>
- /// <returns></returns>
- [Since("v3.7.0")]
- public bool ContainsY(float y)
- {
- return y >= context.y - 0.01f && y <= context.y + context.height + 0.01f;
- }
- /// <summary>
- /// Clamp the position of pos to the grid.
- /// ||将位置限制在网格内。
- /// </summary>
- /// <param name="pos"></param>
- [Since("v3.7.0")]
- public void Clamp(ref Vector3 pos)
- {
- ClampX(ref pos);
- ClampY(ref pos);
- }
- /// <summary>
- /// Clamp the x position of pos to the grid.
- /// ||将位置的X限制在网格内。
- /// </summary>
- /// <param name="pos"></param>
- [Since("v3.7.0")]
- public void ClampX(ref Vector3 pos)
- {
- if (pos.x < context.x) pos.x = context.x;
- else if (pos.x > context.x + context.width) pos.x = context.x + context.width;
- }
- /// <summary>
- /// Clamp the y position of pos to the grid.
- /// ||将位置的Y限制在网格内。
- /// </summary>
- /// <param name="pos"></param>
- [Since("v3.7.0")]
- public void ClampY(ref Vector3 pos)
- {
- if (pos.y < context.y) pos.y = context.y;
- else if (pos.y > context.y + context.height) pos.y = context.y + context.height;
- }
- /// <summary>
- /// Determines whether a given line segment will not intersect the Grid boundary at all.
- /// ||判断给定的线段是否与Grid边界是否完全不会相交。
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="ep"></param>
- /// <returns></returns>
- [Since("v3.10.0")]
- public bool NotAnyIntersect(Vector3 sp, Vector3 ep)
- {
- if (sp.x < context.x && ep.x < context.x)
- return true;
- if (sp.x > context.x + context.width && ep.x > context.x + context.width)
- return true;
- if (sp.y < context.y && ep.y < context.y)
- return true;
- if (sp.y > context.y + context.height && ep.y > context.y + context.height)
- return true;
- return false;
- }
- /// <summary>
- /// 给定的线段和Grid边界的交点
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="ep"></param>
- /// <returns></returns>
- public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref Vector3 point)
- {
- if (Contains(sp) && Contains(ep))
- return false;
- if (sp.x < context.x && ep.x < context.x)
- return false;
- if (sp.x > context.x + context.width && ep.x > context.x + context.width)
- return false;
- if (sp.y < context.y && ep.y < context.y)
- return false;
- if (sp.y > context.y + context.height && ep.y > context.y + context.height)
- return false;
- var lb = new Vector3(context.x, context.y);
- var lt = new Vector3(context.x, context.y + context.height);
- var rt = new Vector3(context.x + context.width, context.y + context.height);
- var rb = new Vector3(context.x + context.width, context.y);
- if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
- return true;
- if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
- return true;
- if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
- return true;
- if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
- return true;
- return false;
- }
- /// <summary>
- /// 给定的线段和Grid边界的交点
- /// </summary>
- /// <param name="sp"></param>
- /// <param name="ep"></param>
- /// <returns></returns>
- public bool BoundaryPoint(Vector3 sp, Vector3 ep, ref List<Vector3> point)
- {
- if (Contains(sp) && Contains(ep))
- return false;
- var lb = new Vector3(context.x, context.y);
- var lt = new Vector3(context.x, context.y + context.height);
- var rt = new Vector3(context.x + context.width, context.y + context.height);
- var rb = new Vector3(context.x + context.width, context.y);
- var flag = false;
- if (UGLHelper.GetIntersection(sp, ep, lb, lt, ref point))
- flag = true;
- if (UGLHelper.GetIntersection(sp, ep, lt, rt, ref point))
- flag = true;
- if (UGLHelper.GetIntersection(sp, ep, lb, rb, ref point))
- flag = true;
- if (UGLHelper.GetIntersection(sp, ep, rb, rt, ref point))
- flag = true;
- return flag;
- }
- }
- }
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