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