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  • [UGUI]Image源码分析

    unity版本5.3.5

    一.属性

    1.overrideSprite

    脚本对精灵的访问均使用overrideSprite,如果m_OverrideSprite存在就使用m_OverrideSprite,否则使用m_Sprite,即优先级:m_OverrideSprite > m_Sprite

    public Sprite overrideSprite { get { return m_OverrideSprite == null ? sprite : m_OverrideSprite; } set { if (SetPropertyUtility.SetClass(ref m_OverrideSprite, value)) SetAllDirty(); } }

    2.preserveAspect

    true表示保持原图的宽高比

    二.方法

    对于DataUtility类,可以看这个:https://www.cnblogs.com/lyh916/p/10611132.html

    1.GenerateSimpleSprite

    如果图片类型是Simple,那么就会进入这个方法。

    GetDrawingDimensions:返回图片的绘制区域,例如下面的红框区域。值为(x,y,width,height),即起点和宽高

    然后将4个顶点加入到VertexHelper中,顶点顺序如下:

    2.xxx

    三.位置和UV分布

    参考UGUI的源码,可以写一个简单版本的Image,继承Image类,只保留Simple类型图片的绘制

    Image2.cs

     1 using UnityEngine;
     2 using UnityEngine.UI;
     3 using UnityEngine.Sprites;
     4 
     5 public class Image2 : Image {
     6 
     7     protected override void OnPopulateMesh(VertexHelper toFill)
     8     {
     9         if (overrideSprite == null)
    10         {
    11             base.OnPopulateMesh(toFill);
    12             return;
    13         }
    14 
    15         switch (type)
    16         {
    17             case Type.Simple:
    18                 GenerateSimpleSprite(toFill, preserveAspect);
    19                 break;
    20         }
    21     }
    22 
    23     void GenerateSimpleSprite(VertexHelper vh, bool lPreserveAspect)
    24     {
    25         Vector4 v = GetDrawingDimensions(lPreserveAspect);
    26         var uv = (overrideSprite != null) ? DataUtility.GetOuterUV(overrideSprite) : Vector4.zero;
    27 
    28         var color32 = color;
    29         vh.Clear();
    30         vh.AddVert(new Vector3(v.x, v.y), color32, new Vector2(uv.x, uv.y));
    31         vh.AddVert(new Vector3(v.x, v.w), color32, new Vector2(uv.x, uv.w));
    32         vh.AddVert(new Vector3(v.z, v.w), color32, new Vector2(uv.z, uv.w));
    33         vh.AddVert(new Vector3(v.z, v.y), color32, new Vector2(uv.z, uv.y));
    34 
    35         vh.AddTriangle(0, 1, 2);
    36         vh.AddTriangle(2, 3, 0);
    37     }
    38 
    39     private Vector4 GetDrawingDimensions(bool shouldPreserveAspect)
    40     {
    41         var padding = overrideSprite == null ? Vector4.zero : DataUtility.GetPadding(overrideSprite);
    42         var size = overrideSprite == null ? Vector2.zero : new Vector2(overrideSprite.rect.width, overrideSprite.rect.height);
    43 
    44         Rect r = GetPixelAdjustedRect();
    45         // Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
    46 
    47         int spriteW = Mathf.RoundToInt(size.x);
    48         int spriteH = Mathf.RoundToInt(size.y);
    49 
    50         var v = new Vector4(
    51                 padding.x / spriteW,
    52                 padding.y / spriteH,
    53                 (spriteW - padding.z) / spriteW,
    54                 (spriteH - padding.w) / spriteH);
    55 
    56         if (shouldPreserveAspect && size.sqrMagnitude > 0.0f)
    57         {
    58             var spriteRatio = size.x / size.y;
    59             var rectRatio = r.width / r.height;
    60 
    61             if (spriteRatio > rectRatio)
    62             {
    63                 var oldHeight = r.height;
    64                 r.height = r.width * (1.0f / spriteRatio);
    65                 r.y += (oldHeight - r.height) * rectTransform.pivot.y;
    66             }
    67             else
    68             {
    69                 var oldWidth = r.width;
    70                 r.width = r.height * spriteRatio;
    71                 r.x += (oldWidth - r.width) * rectTransform.pivot.x;
    72             }
    73         }
    74 
    75         v = new Vector4(
    76                 r.x + r.width * v.x,
    77                 r.y + r.height * v.y,
    78                 r.x + r.width * v.z,
    79                 r.y + r.height * v.w
    80                 );
    81 
    82         return v;
    83     }
    84 }

    1.位置分布

    当pivot为(0.5,0.5)时,位置分布如下。类推当pivot为(0,0)时,左下角为(0,0),右上角为(w,h)

    2.UV分布

    与pivot无关,uv的中心点对应图片的中心点,左下角为(uv.x, uv.y),右上角为(uv.z, uv.w)

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  • 原文地址:https://www.cnblogs.com/lyh916/p/10591044.html
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