ToolSet.cs 4.9 KB

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  1. using UnityEngine;
  2. namespace FairyGUI.Utils
  3. {
  4. /// <summary>
  5. ///
  6. /// </summary>
  7. public static class ToolSet
  8. {
  9. public static Color ConvertFromHtmlColor(string str)
  10. {
  11. if (str.Length < 7 || str[0] != '#')
  12. return Color.black;
  13. if (str.Length == 9)
  14. {
  15. //optimize:avoid using Convert.ToByte and Substring
  16. //return new Color32(Convert.ToByte(str.Substring(3, 2), 16), Convert.ToByte(str.Substring(5, 2), 16),
  17. // Convert.ToByte(str.Substring(7, 2), 16), Convert.ToByte(str.Substring(1, 2), 16));
  18. return new Color32((byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
  19. (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
  20. (byte)(CharToHex(str[7]) * 16 + CharToHex(str[8])),
  21. (byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])));
  22. }
  23. else
  24. {
  25. //return new Color32(Convert.ToByte(str.Substring(1, 2), 16), Convert.ToByte(str.Substring(3, 2), 16),
  26. //Convert.ToByte(str.Substring(5, 2), 16), 255);
  27. return new Color32((byte)(CharToHex(str[1]) * 16 + CharToHex(str[2])),
  28. (byte)(CharToHex(str[3]) * 16 + CharToHex(str[4])),
  29. (byte)(CharToHex(str[5]) * 16 + CharToHex(str[6])),
  30. 255);
  31. }
  32. }
  33. public static Color ColorFromRGB(int value)
  34. {
  35. return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, 1);
  36. }
  37. public static Color ColorFromRGBA(uint value)
  38. {
  39. return new Color(((value >> 16) & 0xFF) / 255f, ((value >> 8) & 0xFF) / 255f, (value & 0xFF) / 255f, ((value >> 24) & 0xFF) / 255f);
  40. }
  41. public static int CharToHex(char c)
  42. {
  43. if (c >= '0' && c <= '9')
  44. return (int)c - 48;
  45. if (c >= 'A' && c <= 'F')
  46. return 10 + (int)c - 65;
  47. else if (c >= 'a' && c <= 'f')
  48. return 10 + (int)c - 97;
  49. else
  50. return 0;
  51. }
  52. public static Rect Intersection(ref Rect rect1, ref Rect rect2)
  53. {
  54. if (rect1.width == 0 || rect1.height == 0 || rect2.width == 0 || rect2.height == 0)
  55. return new Rect(0, 0, 0, 0);
  56. float left = rect1.xMin > rect2.xMin ? rect1.xMin : rect2.xMin;
  57. float right = rect1.xMax < rect2.xMax ? rect1.xMax : rect2.xMax;
  58. float top = rect1.yMin > rect2.yMin ? rect1.yMin : rect2.yMin;
  59. float bottom = rect1.yMax < rect2.yMax ? rect1.yMax : rect2.yMax;
  60. if (left > right || top > bottom)
  61. return new Rect(0, 0, 0, 0);
  62. else
  63. return Rect.MinMaxRect(left, top, right, bottom);
  64. }
  65. public static Rect Union(ref Rect rect1, ref Rect rect2)
  66. {
  67. if (rect2.width == 0 || rect2.height == 0)
  68. return rect1;
  69. if (rect1.width == 0 || rect1.height == 0)
  70. return rect2;
  71. float x = Mathf.Min(rect1.x, rect2.x);
  72. float y = Mathf.Min(rect1.y, rect2.y);
  73. return new Rect(x, y, Mathf.Max(rect1.xMax, rect2.xMax) - x, Mathf.Max(rect1.yMax, rect2.yMax) - y);
  74. }
  75. public static void SkewMatrix(ref Matrix4x4 matrix, float skewX, float skewY)
  76. {
  77. skewX = -skewX * Mathf.Deg2Rad;
  78. skewY = -skewY * Mathf.Deg2Rad;
  79. float sinX = Mathf.Sin(skewX);
  80. float cosX = Mathf.Cos(skewX);
  81. float sinY = Mathf.Sin(skewY);
  82. float cosY = Mathf.Cos(skewY);
  83. float m00 = matrix.m00 * cosY - matrix.m10 * sinX;
  84. float m10 = matrix.m00 * sinY + matrix.m10 * cosX;
  85. float m01 = matrix.m01 * cosY - matrix.m11 * sinX;
  86. float m11 = matrix.m01 * sinY + matrix.m11 * cosX;
  87. float m02 = matrix.m02 * cosY - matrix.m12 * sinX;
  88. float m12 = matrix.m02 * sinY + matrix.m12 * cosX;
  89. matrix.m00 = m00;
  90. matrix.m10 = m10;
  91. matrix.m01 = m01;
  92. matrix.m11 = m11;
  93. matrix.m02 = m02;
  94. matrix.m12 = m12;
  95. }
  96. public static void RotateUV(Vector2[] uv, ref Rect baseUVRect)
  97. {
  98. int vertCount = uv.Length;
  99. float xMin = Mathf.Min(baseUVRect.xMin, baseUVRect.xMax);
  100. float yMin = baseUVRect.yMin;
  101. float yMax = baseUVRect.yMax;
  102. if (yMin > yMax)
  103. {
  104. yMin = yMax;
  105. yMax = baseUVRect.yMin;
  106. }
  107. float tmp;
  108. for (int i = 0; i < vertCount; i++)
  109. {
  110. Vector2 m = uv[i];
  111. tmp = m.y;
  112. m.y = yMin + m.x - xMin;
  113. m.x = xMin + yMax - tmp;
  114. uv[i] = m;
  115. }
  116. }
  117. }
  118. }