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- using UnityEngine;
- using UnityEngine.UI;
- using System.Collections;
- using System.Collections.Generic;
- #if UNITY_EDITOR
- using UnityEditor;
- #endif
- #if CURVEDUI_TMP || TMP_PRESENT
- using TMPro;
- #endif
- [assembly: CurvedUI.OptionalDependency("TMPro.TextMeshProUGUI", "CURVEDUI_TMP")]
- namespace CurvedUI
- {
- //Added to every UI object by CurvedUISettings.
- //This is the script that subdivides and modifies the shape of the canvas object it is attached to.
- //
- //Requires Unity 5.3 or later
- public partial class CurvedUIVertexEffect : BaseMeshEffect
- {
- #region VARIABLES
- //public settings
- [Tooltip("Check to skip tesselation pass on this object. CurvedUI will not create additional vertices to make this object have a smoother curve. Checking this can solve some issues if you create your own procedural mesh for this object. Default false.")]
- public bool DoNotTesselate = false;
- //stored references
- Canvas myCanvas;
- CurvedUISettings mySettings;
- Graphic myGraphic;
- Text myText;
- #if CURVEDUI_TMP || TMP_PRESENT
- TextMeshProUGUI myTMP;
- CurvedUITMPSubmesh myTMPSubMesh;
- #endif
- //variables we operate on
- bool m_tesselationRequired = true;
- bool tesselationRequired {
- get { return m_tesselationRequired; }
- set { m_tesselationRequired = value;
- //Debug.Log(this.gameObject.name + " settting tess to " + value, this.gameObject);
- }
- }
- bool curvingRequired = true;
- bool TransformMisaligned = false;
- Matrix4x4 CanvasToWorld;
- Matrix4x4 CanvasToLocal;
- Matrix4x4 MyToWorld;
- Matrix4x4 MyToLocal;
- List<UIVertex> m_tesselatedVerts = new List<UIVertex>();
- List<UIVertex> m_curvedVerts = new List<UIVertex>();
- List<UIVertex> m_vertsInQuads = new List<UIVertex>();
- UIVertex m_ret;
- UIVertex[] m_quad = new UIVertex[4];
- float[] m_weights = new float[4];
- [SerializeField] [HideInInspector] Vector3 savedPos;
- [SerializeField] [HideInInspector] Vector3 savedUp;
- [SerializeField] [HideInInspector] Vector2 savedRectSize;
- [SerializeField] [HideInInspector] Color savedColor;
- [SerializeField] [HideInInspector] Vector2 savedTextUV0;
- [SerializeField] [HideInInspector] float savedFill;
- #endregion
- #region LIFECYCLE
- protected override void Awake()
- {
- base.Awake();
-
-
- myGraphic = GetComponent<Graphic>();
- myText = GetComponent<Text>();
- #if CURVEDUI_TMP || TMP_PRESENT
- myTMP = GetComponent<TextMeshProUGUI>();
- myTMPSubMesh = GetComponent<CurvedUITMPSubmesh>();
- #endif
- }
- protected override void OnEnable()
- {
- //find the settings object and its canvas.
- FindParentSettings();
- //If there is an update to the graphic, we cant reuse old vertices, so new tesselation will be required
- if (myGraphic)
- {
- myGraphic.RegisterDirtyMaterialCallback(TesselationRequiredCallback);
- myGraphic.SetVerticesDirty();
- }
- //add text events and callbacks
- if (myText)
- {
- myText.RegisterDirtyVerticesCallback(TesselationRequiredCallback);
- Font.textureRebuilt += FontTextureRebuiltCallback;
- }
- }
- /// <summary>
- /// Start is executed after OnEnable
- /// </summary>
- protected override void Start()
- {
- base.Start();
- //if we have an interactable component, make sure its inside the canvas and it's Z position is 0 in relation to the canvas.
- //Otherwise the interactions on it will not be accurate, or it may not work at all!
- //This is because, in order to save performance, CurvedUI creates a collider only for the space inside the Canvas rectangle.
- if (myCanvas && GetComponent<Selectable>())
- {
- Vector3 myPosOnCanvas = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(this.transform.position);
- RectTransform canvasRect = (myCanvas.transform as RectTransform);
- if (myPosOnCanvas.x.Abs() > canvasRect.rect.width / 2.0f || myPosOnCanvas.y.Abs() > canvasRect.rect.height / 2.0f)
- {
- Debug.LogWarning("CurvedUI: " + GetComponent<Selectable>().GetType().Name + " \"" + this.gameObject.name + "\" is outside of the canvas. It will not be interactable. Move it inside the canvas rectangle (white border in scene view) for it to work.", this.gameObject);
- }
- if (myPosOnCanvas.z.Abs() > 0.1f)
- {
- Debug.LogWarning("CurvedUI: The Z position of \"" + this.gameObject.name + "\" " + GetComponent<Selectable>().GetType().Name + ", or one of its parents is not 0 in relation to the canvas. The interactions may not be accurate.", this.gameObject);
- }
- }
- }
- protected override void OnDisable()
- {
- //If there is an update to the graphic, we cant reuse old vertices, so new tesselation will be required
- if (myGraphic)
- myGraphic.UnregisterDirtyMaterialCallback(TesselationRequiredCallback);
- if (myText)
- {
- myText.UnregisterDirtyVerticesCallback(TesselationRequiredCallback);
- Font.textureRebuilt -= FontTextureRebuiltCallback;
- }
- }
- /// <summary>
- /// Subscribed to graphic componenet to find out when vertex information changes and we need to create new geometry based on that.
- /// </summary>
- void TesselationRequiredCallback()
- {
- tesselationRequired = true;
- }
- /// <summary>
- /// Called by Font class to let us know font atlas has ben rebuilt and we need to update our vertices.
- /// </summary>
- void FontTextureRebuiltCallback(Font fontie)
- {
- if (myText.font == fontie)
- tesselationRequired = true;
- }
- void LateUpdate()
- {
- #if CURVEDUI_TMP || TMP_PRESENT // CurvedUITMP handles updates for TextMeshPro objects.
- if (myTMP || myTMPSubMesh) return;
- #endif
- //Find if the change in transform requires us to retesselate the UI
- // do not perform the check it it will happen anyway
- if (!tesselationRequired)
- {
- if ((transform as RectTransform).rect.size != savedRectSize)
- {
- //the size of this RectTransform has changed, we have to tesselate again!
- tesselationRequired = true;
- }
- else if (myGraphic != null)//test for color changes if it has a graphic component
- {
- if (myGraphic.color != savedColor)
- {
- tesselationRequired = true;
- savedColor = myGraphic.color;
- }
- else if (myGraphic is Image)
- {
- if ((myGraphic as Image).fillAmount != savedFill)
- {
- tesselationRequired = true;
- savedFill = (myGraphic as Image).fillAmount;
- }
- }
- }
- }
- if (!tesselationRequired && !curvingRequired) // do not perform a check if we're already tesselating or curving. Tesselation includes curving.
- {
- //test if position in canvas's local space has been changed. We would need to recalculate vertices again
- Vector3 testedPos = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(this.transform.position);
- if (!testedPos.AlmostEqual(savedPos))
- {
- //we dont have to curve vertices if we only moved the object vertically in a cylinder.
- if (mySettings.Shape != CurvedUISettings.CurvedUIShape.CYLINDER || Mathf.Pow(testedPos.x - savedPos.x, 2) > 0.00001 || Mathf.Pow(testedPos.z - savedPos.z, 2) > 0.00001)
- {
- savedPos = testedPos;
- curvingRequired = true;
- //Debug.Log("crv req - tested pos: " + testedPos, this.gameObject);
- }
- }
- //test this object's rotation in relation to canvas.
- Vector3 testedUp = mySettings.transform.worldToLocalMatrix.MultiplyVector(this.transform.up).normalized;
- if (!savedUp.AlmostEqual(testedUp, 0.0001))
- {
- bool testedEqual = testedUp.AlmostEqual(Vector3.up.normalized);
- bool savedEqual = savedUp.AlmostEqual(Vector3.up.normalized);
- //special case - if we change the z angle from or to 0, we need to retesselate to properly display geometry in cyllinder
- if ((!testedEqual && savedEqual) || (testedEqual && !savedEqual))
- tesselationRequired = true;
- savedUp = testedUp;
- curvingRequired = true;
- //Debug.Log("crv req - tested up: " + testedUp);
- }
- }
- ////if we find we need to make a change in the mesh, set vertices dirty to trigger BaseMeshEffect firing.
- if (myGraphic && (tesselationRequired || curvingRequired)) myGraphic.SetVerticesDirty();
- }
- #endregion
- #region MESH EFFECT
- //This is called by canvas after UI object's mesh is generated, but before it is rendered.
- //Best place to modify the vertices of the object.
- public override void ModifyMesh(VertexHelper vh)
- {
- if (!ShouldModify()) return;
- //check for changes in text font material that would mean a retesselation in required to get fresh UV's
- CheckTextFontMaterial();
- //TESSELATING VERTICES--------------------------------------------------------//
- //tesselate (subdivide) the vertices of the UI object if we need more of them
- //to display nice curvature. Save them to a list, so we don't have to retesselate
- //if RectTransform's size has not changed.
- if (tesselationRequired || !Application.isPlaying)
- {
- //Prepare a list and get vertices from the vertex stream. These come as triangles.
- if (m_tesselatedVerts == null)
- m_tesselatedVerts = new List<UIVertex>();
- else
- m_tesselatedVerts.Clear();
- vh.GetUIVertexStream(m_tesselatedVerts);
- //subdivide them
- TesselateGeometry(m_tesselatedVerts);
- //save the transform properties we last tesselated for.
- savedRectSize = (transform as RectTransform).rect.size;
- //set flag
- tesselationRequired = false;
- curvingRequired = true;
- }
- //CURVING VERTICES ---------------------------------------------------------//
- if (curvingRequired)
- {
- //update transformation matrices we're going to use in curving the verts.
- CanvasToWorld = myCanvas.transform.localToWorldMatrix;
- CanvasToLocal = myCanvas.transform.worldToLocalMatrix;
- MyToWorld = transform.localToWorldMatrix;
- MyToLocal = transform.worldToLocalMatrix;
- //prepare list
- if (m_curvedVerts == null)
- m_curvedVerts = new List<UIVertex>();
- //Debug.Log("verts:" + m_curvedVerts.Count + " tess'd:" + m_tesselatedVerts.Count);
- if (m_curvedVerts.Count == m_tesselatedVerts.Count)
- {
- //Debug.Log("count equal");
- for (int i = 0; i < m_curvedVerts.Count; i++)
- m_curvedVerts[i] = CurveVertex(m_tesselatedVerts[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size);
- }
- else
- {
- m_curvedVerts.Clear();
- for (int i = 0; i < m_tesselatedVerts.Count; i++)
- m_curvedVerts.Add(CurveVertex(m_tesselatedVerts[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size));
- }
- //set flags
- curvingRequired = false;
- }
- //SAVE CURVED VERTICES TO THE VERTEX HELPER------------------------//
- //They can come as quads or as triangles.
- vh.Clear();
- if (m_curvedVerts.Count % 4 == 0)
- {
- for (int i = 0; i < m_curvedVerts.Count; i += 4)
- {
- for (int v = 0; v < 4; v++)//create a quad
- m_quad[v] = m_curvedVerts[i + v];
- vh.AddUIVertexQuad(m_quad); // add it to the list
- }
- }
- else vh.AddUIVertexTriangleStream(m_curvedVerts);
- }
- //This is called by canvas after UI object's mesh is generated, but before it is rendered.
- //Best place to modify the vertices of the object.
- public void ModifyTMPMesh(ref List<UIVertex> vertexList)
- {
- if (!ShouldModify()) return;
- //check for changes in text font material that would mean a retesselation in required to get fresh UV's
- CheckTextFontMaterial();
- //TESSELATING VERTICES--------------------------------------------------------//
- //not needed in TMP object, skip to curving
- tesselationRequired = false;
- curvingRequired = true;
- //CURVING VERTICES ---------------------------------------------------------//
- if (curvingRequired)
- {
- //update transformation matrices we're going to use in curving the verts.
- CanvasToWorld = myCanvas.transform.localToWorldMatrix;
- CanvasToLocal = myCanvas.transform.worldToLocalMatrix;
- MyToWorld = transform.localToWorldMatrix;
- MyToLocal = transform.worldToLocalMatrix;
- //Debug.Log("verts:" + m_curvedVerts.Count + " tess'd:" + m_tesselatedVerts.Count);
- for (int i = 0; i < vertexList.Count; i++)
- vertexList[i] = CurveVertex(vertexList[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size);
- //set flags
- curvingRequired = false;
- }
- }
- #endregion
- #region HELPERS
- bool ShouldModify()
- {
- if (!this.IsActive()) return false;
- if (mySettings == null) FindParentSettings();
- if (mySettings == null || !mySettings.enabled || mySettings.Angle == 1) return false;
- return true;
- }
- void CheckTextFontMaterial()
- {
- //we check for a sudden change in text's fontMaterialTexture. This is a very hacky way, but the only one working reliably for now.
- if (myText)
- {
- if (myText.cachedTextGenerator.verts.Count > 0 && (myText.cachedTextGenerator.verts[0].uv0.x != savedTextUV0.x && myText.cachedTextGenerator.verts[0].uv0.y != savedTextUV0.y))
- {
- //Debug.Log("tess req - texture");
- savedTextUV0 = myText.cachedTextGenerator.verts[0].uv0;
- tesselationRequired = true;
- }
- }
- }
- public CurvedUISettings FindParentSettings(bool forceNew = false)
- {
- if (mySettings == null || forceNew)
- {
- mySettings = GetComponentInParent<CurvedUISettings>();
- if (mySettings == null) return null;
- else
- {
- myCanvas = mySettings.GetComponent<Canvas>();
- }
- }
- return mySettings;
- }
- #endregion
- #region CURVING
- /// <summary>
- /// Map position of a vertex to a section of a circle. calculated in canvas's local space
- /// </summary>
- UIVertex CurveVertex(UIVertex input, float cylinder_angle, float radius, Vector2 canvasSize)
- {
- Vector3 pos = input.position;
- //calculated in canvas local space version:
- pos = CanvasToLocal.MultiplyPoint3x4(MyToWorld.MultiplyPoint3x4(pos));
- // pos = mySettings.VertexPositionToCurvedCanvas(pos);
- if (mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER && mySettings.Angle != 0)
- {
- float theta = (pos.x / canvasSize.x) * cylinder_angle * Mathf.Deg2Rad;
- radius += pos.z; // change the radius depending on how far the element is moved in z direction from canvas plane
- pos.x = Mathf.Sin(theta) * radius;
- pos.z += Mathf.Cos(theta) * radius - radius;
- }
- else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL && mySettings.Angle != 0)
- {
- float theta = (pos.y / canvasSize.y) * cylinder_angle * Mathf.Deg2Rad;
- radius += pos.z; // change the radius depending on how far the element is moved in z direction from canvas plane
- pos.y = Mathf.Sin(theta) * radius;
- pos.z += Mathf.Cos(theta) * radius - radius;
- }
- else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.RING)
- {
- float angleOffset = 0;
- float r = pos.y.Remap(canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? 1 : -1), -canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? 1 : -1), mySettings.RingExternalDiameter * (1 - mySettings.RingFill) * 0.5f, mySettings.RingExternalDiameter * 0.5f);
- float theta = (pos.x / canvasSize.x).Remap(-0.5f, 0.5f, Mathf.PI / 2.0f, cylinder_angle * Mathf.Deg2Rad + Mathf.PI / 2.0f) - angleOffset;
- pos.x = r * Mathf.Cos(theta);
- pos.y = r * Mathf.Sin(theta);
- }
- else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.SPHERE && mySettings.Angle != 0)
- {
- float vangle = mySettings.VerticalAngle;
- float savedZ = -pos.z;
- if (mySettings.PreserveAspect)
- {
- vangle = cylinder_angle * (canvasSize.y / canvasSize.x);
- }
- else
- {
- radius = canvasSize.x / 2.0f;
- if (vangle == 0) return input;
- }
- //convert planar coordinates to spherical coordinates
- float theta = (pos.x / canvasSize.x).Remap(-0.5f, 0.5f, (180 - cylinder_angle) / 2.0f - 90, 180 - (180 - cylinder_angle) / 2.0f - 90);
- theta *= Mathf.Deg2Rad;
- float gamma = (pos.y / canvasSize.y).Remap(-0.5f, 0.5f, (180 - vangle) / 2.0f, 180 - (180 - vangle) / 2.0f);
- gamma *= Mathf.Deg2Rad;
- pos.z = Mathf.Sin(gamma) * Mathf.Cos(theta) * (radius + savedZ);
- pos.y = -(radius + savedZ) * Mathf.Cos(gamma);
- pos.x = Mathf.Sin(gamma) * Mathf.Sin(theta) * (radius + savedZ);
- if (mySettings.PreserveAspect)
- pos.z -= radius;
- }
- //4. write output
- input.position = MyToLocal.MultiplyPoint3x4(CanvasToWorld.MultiplyPoint3x4(pos));
- return input;
- }
- #endregion
- #region TESSELATION
- void TesselateGeometry(List<UIVertex> verts)
- {
- Vector2 tessellatedSize = mySettings.GetTesslationSize();
- //find if we are aligned with canvas main axis
- TransformMisaligned = !(savedUp.AlmostEqual(Vector3.up.normalized));
- // Convert the list from triangles to quads to be used by the tesselation
- TrisToQuads(verts);
- //do not tesselate text verts. Text usually is small and has plenty of verts already.
- #if CURVEDUI_TMP || TMP_PRESENT
- if (myText == null && myTMP == null && !DoNotTesselate)
- {
- #else
- if (myText == null && !DoNotTesselate)
- {
- #endif
- // Tesselate quads and apply transformation
- int startingVertexCount = verts.Count;
- for (int i = 0; i < startingVertexCount; i += 4)
- ModifyQuad(verts, i, tessellatedSize);
- // Remove old quads
- verts.RemoveRange(0, startingVertexCount);
- }
- }
- void ModifyQuad(List<UIVertex> verts, int vertexIndex, Vector2 requiredSize)
- {
- // Read the existing quad vertices
- for (int i = 0; i < 4; i++)
- m_quad[i] = verts[vertexIndex + i];
- // horizotal and vertical directions of a quad. We're going to tesselate parallel to these.
- Vector3 horizontalDir = m_quad[2].position - m_quad[1].position;
- Vector3 verticalDir = m_quad[1].position - m_quad[0].position;
- //To make sure filled image is properly tesselated, were going to find the bigger side of the quad.
- if (myGraphic != null && (myGraphic is Image) && (myGraphic as Image).type == Image.Type.Filled)
- {
- horizontalDir = (horizontalDir).x > (m_quad[3].position - m_quad[0].position).x ? horizontalDir : m_quad[3].position - m_quad[0].position;
- verticalDir = (verticalDir).y > (m_quad[2].position - m_quad[3].position).y ? verticalDir : m_quad[2].position - m_quad[3].position;
- }
- // Find how many quads we need to create
- int horizontalQuads = 1;
- int verticalQuads = 1;
- // Tesselate vertically only if the recttransform (or parent) is rotated
- // This cuts down the time needed to tesselate by 90% in some cases.
- if (TransformMisaligned || mySettings.Shape == CurvedUISettings.CurvedUIShape.SPHERE || mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL)
- verticalQuads = Mathf.CeilToInt(verticalDir.magnitude * (1.0f / Mathf.Max(0.0001f, requiredSize.y)));
- if (TransformMisaligned || mySettings.Shape != CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL)
- {
- horizontalQuads = Mathf.CeilToInt(horizontalDir.magnitude * (1.0f / Mathf.Max(0.0001f, requiredSize.x)));
- }
- //Debug.Log(this.transform.root.name + "'s panel: hori size:" + horizontalDir.magnitude + " req:" + requiredSize.x + " divs:"+horizontalQuads);
- bool oneVert = false;
- bool oneHori = false;
- // Create the quads!
- float yStart = 0.0f;
- for (int y = 0; y < verticalQuads || !oneVert; ++y)
- {
- oneVert = true;
- float yEnd = (y + 1.0f) / verticalQuads;
- float xStart = 0.0f;
- for (int x = 0; x < horizontalQuads || !oneHori; ++x)
- {
- oneHori = true;
- float xEnd = (x + 1.0f) / horizontalQuads;
- //Add new quads to list
- verts.Add(TesselateQuad(xStart, yStart));
- verts.Add(TesselateQuad(xStart, yEnd));
- verts.Add(TesselateQuad(xEnd, yEnd));
- verts.Add(TesselateQuad(xEnd, yStart));
- //begin the next quad where we ened this one
- xStart = xEnd;
- }
- //begin the next row where we ended this one
- yStart = yEnd;
- }
- }
- /// <summary>
- /// Converts a List of triangle mesh vertices to a list of quad mesh vertices
- /// </summary>
- void TrisToQuads(List<UIVertex> verts)
- {
- int vertsInTrisCount = verts.Count;
- m_vertsInQuads.Clear();
- for (int i = 0; i < vertsInTrisCount; i += 6)
- {
- // Get four corners from two triangles. Basic UI always comes in quads anyway.
- m_vertsInQuads.Add(verts[i + 0]);
- m_vertsInQuads.Add(verts[i + 1]);
- m_vertsInQuads.Add(verts[i + 2]);
- m_vertsInQuads.Add(verts[i + 4]);
- }
- //add quads to the list and remove the triangles
- verts.AddRange(m_vertsInQuads);
- verts.RemoveRange(0, vertsInTrisCount);
- }
- /// <summary>
- /// Subdivides a quad into 4 quads.
- /// </summary>
- /// <returns>The quad.</returns>
- /// <param name="quad">Quad.</param>
- /// <param name="x">The x coordinate.</param>
- /// <param name="y">The y coordinate.</param>
- private Vector2 _uv0;
- private Vector2 _uv1;
- private Vector3 _pos;
- UIVertex TesselateQuad(float x, float y)
- {
- //1. calculate weighting factors
- m_weights[0] = (1 - x) * (1 - y);
- m_weights[1] = (1 - x) * y;
- m_weights[2] = x * y;
- m_weights[3] = x * (1 - y);
- //2. interpolate all the vertex properties using weighting factors
- _uv0 = _uv1 = Vector2.zero;
- _pos = Vector3.zero;
- for (int i = 0; i < 4; i++)
- {
- _uv0 += (Vector2)(m_quad[i].uv0 * m_weights[i]);
- _uv1 += (Vector2)(m_quad[i].uv1 * m_weights[i]);
- _pos += m_quad[i].position * m_weights[i];
- //normal += quad[i].normal * weights[i]; // normals should be recalculated to take the curve into account. Skipped to save performance.
- //tan += quad[i].tangent * weights[i]; // tangents should be recalculated to take the curve into account. Skipped to save performance.
- }
- //4. return output
- m_ret.position = _pos;
- //ret.color = Color32.Lerp(Color32.Lerp(quad[3].color, quad[1].color, y), Color32.Lerp(quad[0].color, quad[2].color, y), x);
- m_ret.color = m_quad[0].color; //used instead to save performance. Color lerps are expensive.
- m_ret.uv0 = _uv0;
- m_ret.uv1 = _uv1;
- m_ret.normal = m_quad[0].normal;
- m_ret.tangent = m_quad[0].tangent;
- return m_ret;
- }
- #endregion
- #region PUBLIC
- /// <summary>
- /// Force Mesh to be rebuild during canvas' next update loop.
- /// </summary>
- public void SetDirty()
- {
- TesselationRequired = true;
- }
- /// <summary>
- /// Force vertices to be tesselated again from original vertices.
- /// Set by CurvedUIVertexEffect when updating object's visual property.
- /// </summary>
- public bool TesselationRequired
- {
- get { return tesselationRequired; }
- set { tesselationRequired = value; }
- }
- /// <summary>
- /// Force vertices to be repositioned on the curved canvas.
- /// set by CurvedUIVertexEffect when moving UI objects on canvas.
- /// </summary>
- public bool CurvingRequired
- {
- get { return curvingRequired; }
- set { curvingRequired = value; }
- }
- #endregion
- }// end of class
- } //end of namespace
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