Added squircle border feature and optimized vertices & tris
parent
e4de592be5
commit
bfe2509e77
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@ -1,16 +1,14 @@
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/// Credit Soprachev Andrei
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/// Credit Soprachev Andrei and Shikhar Srivastava
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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namespace UnityEngine.UI.Extensions
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{
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[AddComponentMenu("UI/Extensions/Primitives/Squircle")]
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public class UISquircle : UIPrimitiveBase
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public class UISquircle : MaskableGraphic
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{
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const float C = 1.0f;
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const float c = 1.0f;
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public enum Type
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{
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Classic,
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@ -19,14 +17,19 @@ namespace UnityEngine.UI.Extensions
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[Space]
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public Type squircleType = Type.Scaled;
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[Range(1, 40)]
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public float n = 4;
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[Range(0, 64)]
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public float segments = 4;
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[Min(0.1f)]
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public float delta = 1f;
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[Range(0.1f, 40f)]
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public float quality = 0.1f;
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[Min(0)]
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public float radius = 32;
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public Corners corners;
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[HideInInspector] public bool fillCenter = true;
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[HideInInspector] public float borderWidth = 9f;
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[HideInInspector] public Corners corners;
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private float a, b;
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private List<Vector2> vert = new List<Vector2>();
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@ -34,9 +37,9 @@ namespace UnityEngine.UI.Extensions
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private float SquircleFunc(float t, bool xByY)
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{
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if (xByY)
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return (float)System.Math.Pow(C - System.Math.Pow(t / a, n), 1f / n) * b;
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return (float)System.Math.Pow(c - System.Math.Pow(t / a, segments), 1f / segments) * b;
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return (float)System.Math.Pow(C - System.Math.Pow(t / b, n), 1f / n) * a;
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return (float)System.Math.Pow(c - System.Math.Pow(t / b, segments), 1f / segments) * a;
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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@ -44,28 +47,25 @@ namespace UnityEngine.UI.Extensions
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float dx = 0;
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float dy = 0;
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float width = rectTransform.rect.width / 2;
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float height = rectTransform.rect.height / 2;
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float quadrantWidth = rectTransform.rect.width / 2;
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float quadrantHeight = rectTransform.rect.height / 2;
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// Adjust vertices based on pivot offset
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Vector2 pivotOffset = new Vector2(rectTransform.pivot.x - 0.5f, rectTransform.pivot.y - 0.5f);
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float pivotOffsetX = pivotOffset.x * rectTransform.rect.width;
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float pivotOffsetXTimesTwo = pivotOffsetX * 2;
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float pivotOffsetY = pivotOffset.y * rectTransform.rect.height;
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float pivotOffsetYTimesTwo = pivotOffsetY * 2;
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Vector2 pivotOffset = new Vector2((rectTransform.pivot.x - 0.5f) * rectTransform.rect.width, (rectTransform.pivot.y - 0.5f) * rectTransform.rect.height);
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Vector2 pivotOffsetTimesTwo = pivotOffset * 2;
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Vector2 centerPoint = new Vector2(-pivotOffset.x, -pivotOffset.y);
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if (squircleType == Type.Classic)
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{
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a = width;
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b = height;
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a = quadrantWidth;
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b = quadrantHeight;
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}
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else
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{
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a = Mathf.Min(width, height, radius);
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a = Mathf.Min(quadrantWidth, quadrantHeight, radius);
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b = a;
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dx = width - a;
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dy = height - a;
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dx = quadrantWidth - a;
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dy = quadrantHeight - a;
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}
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float x = 0;
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@ -74,17 +74,17 @@ namespace UnityEngine.UI.Extensions
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//create curved vert 1st quadrant
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List<Vector2> _topRightCurvedVert = new List<Vector2>
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{
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new Vector2(-pivotOffsetX, height - pivotOffsetY)
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new Vector2(-pivotOffset.x, quadrantHeight - pivotOffset.y)
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};
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while (x < y)
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{
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y = SquircleFunc(x, true);
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffset.x, dy + y - pivotOffset.y));
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x += delta;
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}
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if (float.IsNaN(_topRightCurvedVert.Last().y))
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if (float.IsNaN(_topRightCurvedVert[_topRightCurvedVert.Count - 1].y))
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{
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_topRightCurvedVert.RemoveAt(_topRightCurvedVert.Count - 1);
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}
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@ -92,15 +92,13 @@ namespace UnityEngine.UI.Extensions
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while (y > 0)
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{
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x = SquircleFunc(y, false);
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffsetX, dy + y - pivotOffsetY));
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_topRightCurvedVert.Add(new Vector2(dx + x - pivotOffset.x, dy + y - pivotOffset.y));
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y -= delta;
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}
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_topRightCurvedVert.Add(new Vector2(width - pivotOffsetX, -pivotOffsetY));
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for (int i = 1; i < _topRightCurvedVert.Count - 1; i++)
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{
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if (_topRightCurvedVert[i].x < _topRightCurvedVert[i].y)
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if (_topRightCurvedVert[i].x + pivotOffset.x < _topRightCurvedVert[i].y + pivotOffset.y)
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{
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if (_topRightCurvedVert[i - 1].y - _topRightCurvedVert[i].y < quality)
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{
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@ -118,19 +116,16 @@ namespace UnityEngine.UI.Extensions
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}
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}
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//create flat vert 1st quadrant
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List<Vector2> _topRightFlatVert = null;
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//Atleast one corner flat
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if (corners.topRight == false || corners.bottomRight == false || corners.bottomLeft == false || corners.topLeft == false)
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{
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_topRightFlatVert = new List<Vector2>
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{
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_topRightCurvedVert[0],
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new Vector2(width - pivotOffsetX, height - pivotOffsetY),
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new Vector2(width - pivotOffsetX, 0 - pivotOffsetY),
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new Vector2(0 - pivotOffsetX, 0 - pivotOffsetY)
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new Vector2(quadrantWidth - pivotOffset.x, quadrantHeight - pivotOffset.y),
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new Vector2(quadrantWidth - pivotOffset.x, - pivotOffset.y),
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};
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}
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@ -144,96 +139,160 @@ namespace UnityEngine.UI.Extensions
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vert.AddRange(_topRightFlatVert);
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}
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//The .Reverse().Select() operation can be optimized. The given line of code creates a new list of Vector2 by reversing _topRightCurvedVert and applying a transformation to each element. However, the operation involves iterating through each element of _topRightCurvedVert twice (once for reversing and once for selecting), which is inefficient.
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if (corners.bottomRight)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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//reversedVector.x = reversedVector.x + pivotOffsetXTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetTimesTwo.y;
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vert.Add(reversedVector);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetTimesTwo.y;
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vert.Add(reversedVector);
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}
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}
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//Reset the vertex pointer to center
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vert.Add(new Vector2(-pivotOffsetX, -pivotOffsetY));
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if (corners.bottomLeft)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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for (int i = 0; i < _topRightCurvedVert.Count; i++)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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reversedVector.x = -reversedVector.x - pivotOffsetTimesTwo.x;
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reversedVector.y = -reversedVector.y - pivotOffsetTimesTwo.y;
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vert.Add(reversedVector);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, -t.y - pivotOffsetYTimesTwo)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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for (int i = 0; i < _topRightFlatVert.Count; i++)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetYTimesTwo;
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reversedVector.y = -reversedVector.y - pivotOffsetTimesTwo.y;
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reversedVector.x = -reversedVector.x - pivotOffsetTimesTwo.x;
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vert.Add(reversedVector);
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}
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}
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//Reset the vertex pointer to center
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vert.Add(new Vector2(-pivotOffsetX, -pivotOffsetY));
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if (corners.topLeft)
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{
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//vert.AddRange(_topRightCurvedVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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for (int i = _topRightCurvedVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightCurvedVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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vert.Add(reversedVector);
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Vector2 reversedVector2 = _topRightCurvedVert[i];
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reversedVector2.x = -reversedVector2.x - pivotOffsetTimesTwo.x;
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vert.Add(reversedVector2);
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}
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}
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else
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{
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//vert.AddRange(_topRightFlatVert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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for (int i = _topRightFlatVert.Count - 1; i >= 0; i--)
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{
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Vector2 reversedVector = _topRightFlatVert[i];
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reversedVector.x = -reversedVector.x - pivotOffsetXTimesTwo;
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reversedVector.x = -reversedVector.x - pivotOffsetTimesTwo.x;
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vert.Add(reversedVector);
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}
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}
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//vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x - pivotOffsetXTimesTwo, t.y)));
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int predefinedLength = vert.Count * 2;
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Vector2[] vertFinal = new Vector2[predefinedLength];
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for (int i = vert.Count - 1; i >= 0; i--)
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{
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int timesTwo = i * 2;
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vertFinal[timesTwo] = vert[i];
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vertFinal[timesTwo + 1] = getInsidePointForAGivenOuterPoint(vert[i], pivotOffset, centerPoint);
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}
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vh.Clear();
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int count = vert.Count - 1;
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for (int i = 0; i < count; i++)
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for (int i = predefinedLength - 3; i >= 0; i--)
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{
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vh.AddVert(vert[i], color, Vector2.zero);
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vh.AddVert(vert[i + 1], color, Vector2.zero);
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vh.AddVert(new Vector2(-pivotOffsetX, -pivotOffsetY), color, Vector2.zero);
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vh.AddVert(vertFinal[i + 2], color, Vector2.zero);
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vh.AddVert(vertFinal[i + 1], color, Vector2.zero);
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vh.AddVert(vertFinal[i], color, Vector2.zero);
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int timesThree = i * 3;
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vh.AddTriangle(timesThree, timesThree + 1, timesThree + 2);
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}
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}
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Vector2 getInsidePointForAGivenOuterPoint(Vector2 outerPoint, Vector2 pivotOffset, Vector2 centerPoint)
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{
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if (fillCenter == false)
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{
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Vector2 insidePoint;
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float insidePointX;
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float insidePointY;
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if (outerPoint.x > -pivotOffset.x)
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{
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if (outerPoint.y > -pivotOffset.y)
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{
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insidePointX = Mathf.Clamp(outerPoint.x - borderWidth, -pivotOffset.x, outerPoint.x);
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insidePointY = Mathf.Clamp(outerPoint.y - borderWidth, -pivotOffset.y, outerPoint.y);
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}
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else if (outerPoint.y < -pivotOffset.y)
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{
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insidePointX = Mathf.Clamp(outerPoint.x - borderWidth, -pivotOffset.x, outerPoint.x);
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insidePointY = Mathf.Clamp(outerPoint.y + borderWidth, outerPoint.y, -pivotOffset.y);
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}
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else
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{
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insidePointX = Mathf.Clamp(outerPoint.x - borderWidth, -pivotOffset.x, outerPoint.x);
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insidePointY = outerPoint.y;
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}
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insidePoint = new Vector2(insidePointX, insidePointY);
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}
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else if (outerPoint.x < -pivotOffset.x)
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{
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if (outerPoint.y > -pivotOffset.y)
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{
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insidePointX = Mathf.Clamp(outerPoint.x + borderWidth, outerPoint.x, -pivotOffset.x);
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insidePointY = Mathf.Clamp(outerPoint.y - borderWidth, -pivotOffset.y, outerPoint.y);
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}
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else if (outerPoint.y < -pivotOffset.y)
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{
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insidePointX = Mathf.Clamp(outerPoint.x + borderWidth, outerPoint.x, -pivotOffset.x);
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insidePointY = Mathf.Clamp(outerPoint.y + borderWidth, outerPoint.y, -pivotOffset.y);
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}
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else
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{
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insidePointX = Mathf.Clamp(outerPoint.x + borderWidth, outerPoint.x, -pivotOffset.x);
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insidePointY = outerPoint.y;
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}
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insidePoint = new Vector2(insidePointX, insidePointY);
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}
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else
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{
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if (outerPoint.y > -pivotOffset.y)
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{
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insidePointX = outerPoint.x;
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insidePointY = Mathf.Clamp(outerPoint.y - borderWidth, -pivotOffset.y, outerPoint.y);
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}
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else if (outerPoint.y < -pivotOffset.y)
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{
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insidePointX = outerPoint.x;
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insidePointY = Mathf.Clamp(outerPoint.y + borderWidth, outerPoint.y, -pivotOffset.y);
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}
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else
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{
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insidePointX = outerPoint.x;
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insidePointY = outerPoint.y;
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}
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insidePoint = new Vector2(insidePointX, insidePointY);
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}
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return insidePoint;
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}
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else
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{
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return centerPoint;
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}
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}
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[System.Serializable]
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public class Corners
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{
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@ -247,12 +306,62 @@ namespace UnityEngine.UI.Extensions
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[CustomEditor(typeof(UISquircle))]
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public class UISquircleEditor : Editor
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{
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SerializedProperty _fillCenter;
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SerializedProperty _borderWidth;
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private void OnEnable()
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{
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// This links the _phase SerializedProperty to the according actual field
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_fillCenter = serializedObject.FindProperty("fillCenter");
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_borderWidth = serializedObject.FindProperty("borderWidth");
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}
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public override void OnInspectorGUI()
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{
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// Draw the default inspector
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DrawDefaultInspector();
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UISquircle script = (UISquircle)target;
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EditorGUILayout.Space();
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SerializedProperty cornersProp = serializedObject.FindProperty("corners");
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(" ", GUILayout.Width(60)); // Placeholder for top-left corner
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EditorGUILayout.LabelField("Left", GUILayout.Width(60));
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EditorGUILayout.LabelField("Right", GUILayout.Width(60));
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Top", GUILayout.Width(67.5f));
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cornersProp.FindPropertyRelative("topLeft").boolValue = EditorGUILayout.Toggle(cornersProp.FindPropertyRelative("topLeft").boolValue, GUILayout.Width(60));
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cornersProp.FindPropertyRelative("topRight").boolValue = EditorGUILayout.Toggle(cornersProp.FindPropertyRelative("topRight").boolValue, GUILayout.Width(60));
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Bottom", GUILayout.Width(67.5f));
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cornersProp.FindPropertyRelative("bottomLeft").boolValue = EditorGUILayout.Toggle(cornersProp.FindPropertyRelative("bottomLeft").boolValue, GUILayout.Width(60));
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cornersProp.FindPropertyRelative("bottomRight").boolValue = EditorGUILayout.Toggle(cornersProp.FindPropertyRelative("bottomRight").boolValue, GUILayout.Width(60));
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EditorGUILayout.EndHorizontal();
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// Cast the target object
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UISquircle squircle = (UISquircle)target;
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// Get the RectTransform component
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RectTransform rectTransform = squircle.GetComponent<RectTransform>();
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// Get the width of the RectTransform
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float maxWidth = rectTransform.rect.width;
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// Draw the fillCenter property field
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_fillCenter.boolValue = EditorGUILayout.Toggle("Fill Center", squircle.fillCenter);
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// If fillCenter is false, draw the borderWidth property field
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if (!_fillCenter.boolValue)
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{
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// Draw the borderWidth property field with a range from 0.1f to maxWidth
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_borderWidth.floatValue = EditorGUILayout.Slider("Border Width", squircle.borderWidth, 0.1f, maxWidth / 2f);
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}
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serializedObject.ApplyModifiedProperties();
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GUILayout.Space(10f);
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GUILayout.Label("Vertex count: " + script.vert.Count().ToString());
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GUILayout.Label("Vertex count: " + squircle.vert.Count.ToString());
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}
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}
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#endif
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