com.unity.uiextensions.nosa.../Scripts/Layout/CardUI/Superellipse Creation/SuperellipsePoints.cs

91 lines
2.1 KiB
C#
Raw Normal View History

/// <summary>
/// Credit - ryanslikesocool
/// Sourced from - https://github.com/ryanslikesocool/Unity-Card-UI
/// </summary>
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.UI.Extensions
{
///The formula for a basic superellipse is
///Mathf.Pow(Mathf.Abs(x / a), n) + Mathf.Pow(Mathf.Abs(y / b), n) = 1
[ExecuteInEditMode]
public class SuperellipsePoints : MonoBehaviour
{
public float xLimits = 1f;
public float yLimits = 1f;
[Range(1f, 96f)]
public float superness = 4f;
private float lastXLim;
private float lastYLim;
private float lastSuper;
[Space]
[Range(1, 32)]
public int levelOfDetail = 4;
private int lastLoD;
[Space]
public Material material;
private List<Vector2> pointList = new List<Vector2>();
void Start()
{
RecalculateSuperellipse();
GetComponent<MeshRenderer>().material = material;
lastXLim = xLimits;
lastYLim = yLimits;
lastSuper = superness;
lastLoD = levelOfDetail;
}
void Update()
{
if (lastXLim != xLimits || lastYLim != yLimits || lastSuper != superness || lastLoD != levelOfDetail)
{
RecalculateSuperellipse();
}
lastXLim = xLimits;
lastYLim = yLimits;
lastSuper = superness;
lastLoD = levelOfDetail;
}
void RecalculateSuperellipse()
{
pointList.Clear();
float realLoD = levelOfDetail * 4;
for (float i = 0; i < xLimits; i += 1 / realLoD)
{
float y = Superellipse(xLimits, yLimits, i, superness);
Vector2 tempVecTwo = new Vector2(i, y);
pointList.Add(tempVecTwo);
}
pointList.Add(new Vector2(xLimits, 0));
pointList.Add(Vector2.zero);
GetComponent<MeshCreator>().CreateMesh(pointList);
}
float Superellipse(float a, float b, float x, float n)
{
float alpha = Mathf.Pow((x / a), n);
float beta = 1 - alpha;
float y = Mathf.Pow(beta, 1 / n) * b;
return y;
}
}
}