using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace TransportGame.Utils
{
public static class Texture2DExtensions
{
///
/// Draws a line between two vectors
///
/// Texture
/// Color
/// Position 1
/// Position 2
public static void DrawLine(this Texture2D @this, Color color, Vector2 p0, Vector2 p1)
{
DrawLine(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), Convert.ToInt32(p1.x), Convert.ToInt32(p1.y));
}
///
/// Draws a line between 2 points
///
/// The texture
/// X0
/// Y0
/// X1
/// Y1
/// Color
public static void DrawLine(this Texture2D @this, Color color, int x0, int y0, int x1, int y1)
{
int dy = (int)(y1 - y0);
int dx = (int)(x1 - x0);
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; }
else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; }
else { stepx = 1; }
dy <<= 1;
dx <<= 1;
float fraction = 0;
@this.SetPixelSafe(x0, y0, color);
if (dx > dy)
{
fraction = dy - (dx >> 1);
while (Mathf.Abs(x0 - x1) > 1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
@this.SetPixelSafe(x0, y0, color);
}
}
else
{
fraction = dx - (dy >> 1);
while (Mathf.Abs(y0 - y1) > 1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
@this.SetPixelSafe(x0, y0, color);
}
}
}
///
/// Draws a rhombus-like point
///
/// Texture
/// Position
/// Radius
/// Color
public static void DrawPoint(this Texture2D @this, Color color, Vector2 p0, int radius)
{
DrawPoint(@this, color, Convert.ToInt32(p0.x), Convert.ToInt32(p0.y), radius);
}
///
/// Draws a rhombus-like point
///
/// Texture
/// Position
/// Position
/// Radius
/// Color
public static void DrawPoint(this Texture2D @this, Color color, int x0, int y0, int radius)
{
for (int y = y0 - radius; y <= y0 + radius; ++y)
{
int pts = radius - Math.Abs(y - y0);
for (int x = x0 - pts; x <= x0 + pts; ++x)
@this.SetPixelSafe(x, y, color);
}
}
///
/// Fills a polygon
///
/// Texture
/// color
/// Points
public static void FillPolygon(this Texture2D @this, Color color, params Vector2[] points)
{
int minY = Int32.MaxValue, maxY = Int32.MinValue;
// Unused... int[] ptX = points.Select(p => Convert.ToInt32(p.x)).ToArray();
int[] ptY = points.Select(p => Convert.ToInt32(p.y)).ToArray();
// Find min and max row
for (int i = 0; i < points.Length; i++)
{
minY = Math.Min(minY, ptY[i]);
maxY = Math.Max(maxY, ptY[i]);
}
List intersPoints = new List();
// Go through each row
for (int y = minY; y <= maxY; ++y)
{
intersPoints.Clear();
// Find intersection points
int j = points.Length - 1;
for (int i = 0; i < points.Length; ++i)
{
// Treat special case where we have 2 points on the y axis
if (ptY[i] == y && ptY[j] == y)
{
intersPoints.Add(Convert.ToInt32(points[i].x));
intersPoints.Add(Convert.ToInt32(points[j].x));
}
// Intersection
else if ((ptY[i] >= y && ptY[j] <= y) ||
(ptY[i] <= y && ptY[j] >= y))
{
int x = Convert.ToInt32(points[i].x + (y - points[i].y) * (points[j].x - points[i].x) / (points[j].y - points[i].y));
intersPoints.Add(x);
}
j = i;
}
// Order pairs
var intersPointsSorted = intersPoints.OrderBy(x => x).Distinct().ToArray();
// Draw
for (int i = 0; i < intersPointsSorted.Length / 2; i++)
{
for (int x = intersPointsSorted[2 * i]; x <= intersPointsSorted[2 * i + 1]; x++)
@this.SetPixelSafe(x, y, color);
}
}
}
///
/// Fills texture with specified color
///
/// Texture
/// Color
public static void Fill(this Texture2D @this, Color color)
{
for (int x = 0; x < @this.width; ++x)
for (int y = 0; y < @this.height; ++y)
@this.SetPixelSafe(x, y, color);
}
///
/// Sets a pixel after checking if coordinates are inside image
///
/// Texture
/// X
/// Y
/// Color
public static void SetPixelSafe(this Texture2D @this, int x, int y, Color color)
{
if (x >= 0 && y >= 0 && x < @this.width && y < @this.height)
@this.SetPixel(x, y, color);
}
}
}