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136 lines
4.9 KiB
136 lines
4.9 KiB
using UnityEngine; |
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namespace FairyGUI.Utils |
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{ |
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/// <summary> |
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/// |
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/// </summary> |
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public static class ToolSet |
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{ |
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public static Color ConvertFromHtmlColor(string str) |
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{ |
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if (str.Length < 7 || str[0] != '#') |
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return Color.black; |
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if (str.Length == 9) |
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{ |
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//optimize:avoid using Convert.ToByte and Substring |
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//return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16), |
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// Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16)); |
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return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), |
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(byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), |
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(byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])), |
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(byte)(CharToHex(str[1]) * 16 + CharToHex(str[2]))); |
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} |
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else |
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{ |
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//return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16), |
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//Convert.ToByte(str.Substring(5, 2), 16), 255); |
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return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])), |
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(byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])), |
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(byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])), |
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255); |
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} |
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} |
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public static Color ColorFromRGB(int value) |
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{ |
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return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1); |
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} |
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public static Color ColorFromRGBA(uint value) |
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{ |
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return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f); |
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} |
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public static int CharToHex(char c) |
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{ |
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if (c >= '0' && c <= '9') |
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return (int)c - 48; |
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if (c >= 'A' && c <= 'F') |
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return 10 + (int)c - 65; |
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else if (c >= 'a' && c <= 'f') |
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return 10 + (int)c - 97; |
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else |
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return 0; |
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} |
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public static Rect Intersection(ref Rect rect1, ref Rect rect2) |
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{ |
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if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0) |
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return new Rect(0, 0, 0, 0); |
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float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin; |
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float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax; |
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float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin; |
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float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax; |
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if (left > right || top > bottom) |
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return new Rect(0, 0, 0, 0); |
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else |
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return Rect.MinMaxRect(left, top, right, bottom); |
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} |
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public static Rect Union(ref Rect rect1, ref Rect rect2) |
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{ |
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if (rect2.width == 0 || rect2.height == 0) |
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return rect1; |
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if (rect1.width == 0 || rect1.height == 0) |
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return rect2; |
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float x = Mathf.Min(rect1.x, rect2.x); |
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float y = Mathf.Min(rect1.y, rect2.y); |
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return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y); |
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} |
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public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY) |
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{ |
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skewX = -skewX * Mathf.Deg2Rad; |
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skewY = -skewY * Mathf.Deg2Rad; |
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float sinX = Mathf.Sin(skewX); |
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float cosX = Mathf.Cos(skewX); |
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float sinY = Mathf.Sin(skewY); |
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float cosY = Mathf.Cos(skewY); |
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float m00 = matrix.m00 * cosY - matrix.m10 * sinX; |
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float m10 = matrix.m00 * sinY + matrix.m10 * cosX; |
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float m01 = matrix.m01 * cosY - matrix.m11 * sinX; |
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float m11 = matrix.m01 * sinY + matrix.m11 * cosX; |
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float m02 = matrix.m02 * cosY - matrix.m12 * sinX; |
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float m12 = matrix.m02 * sinY + matrix.m12 * cosX; |
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matrix.m00 = m00; |
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matrix.m10 = m10; |
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matrix.m01 = m01; |
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matrix.m11 = m11; |
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matrix.m02 = m02; |
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matrix.m12 = m12; |
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} |
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public static void RotateUV(Vector2[] uv, ref Rect baseUVRect) |
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{ |
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int vertCount = uv.Length; |
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float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax); |
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float yMin = baseUVRect.yMin; |
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float yMax = baseUVRect.yMax; |
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if (yMin > yMax) |
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{ |
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yMin = yMax; |
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yMax = baseUVRect.yMin; |
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} |
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float tmp; |
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for (int i = 0; i < vertCount; i++) |
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{ |
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Vector2 m = uv[i]; |
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tmp = m.y; |
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m.y = yMin + m.x - xMin; |
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m.x = xMin + yMax - tmp; |
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uv[i] = m; |
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} |
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} |
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} |
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}
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