mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
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141 lines
3.6 KiB
C#
141 lines
3.6 KiB
C#
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/// Credit Soprachev Andrei
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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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{
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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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Scaled
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}
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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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[Min(0.1f)]
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public float delta = 5f;
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public float quality = 0.1f;
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[Min(0)]
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public float radius = 1000;
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private float a, b;
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private List<Vector2> vert = new List<Vector2>();
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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 / b, n), 1f / n) * a;
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}
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protected override void OnPopulateMesh(VertexHelper vh)
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{
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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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if (squircleType == Type.Classic)
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{
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a = width;
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b = height;
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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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b = a;
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dx = width - a;
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dy = height - a;
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}
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float x = 0;
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float y = 1;
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vert.Clear();
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vert.Add(new Vector2(0, height));
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while (x < y)
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{
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y = SquircleFunc(x, true);
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vert.Add(new Vector2(dx + x, dy + y));
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x += delta;
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}
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if (float.IsNaN(vert.Last().y))
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{
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vert.RemoveAt(vert.Count - 1);
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}
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while (y > 0)
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{
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x = SquircleFunc(y, false);
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vert.Add(new Vector2(dx + x, dy + y));
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y -= delta;
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}
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vert.Add(new Vector2(width, 0));
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for (int i = 1; i < vert.Count - 1; i++)
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{
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if (vert[i].x < vert[i].y)
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{
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if (vert[i - 1].y - vert[i].y < quality)
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{
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vert.RemoveAt(i);
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i -= 1;
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}
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}
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else
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{
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if (vert[i].x - vert[i - 1].x < quality)
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{
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vert.RemoveAt(i);
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i -= 1;
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}
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}
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}
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vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(t.x, -t.y)));
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vert.AddRange(vert.AsEnumerable().Reverse().Select(t => new Vector2(-t.x, t.y)));
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vh.Clear();
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for (int i = 0; i < vert.Count - 1; 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(Vector2.zero, color, Vector2.zero);
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vh.AddTriangle(i * 3, i * 3 + 1, i * 3 + 2);
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(UISquircle))]
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public class UISquircleEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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UISquircle script = (UISquircle)target;
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GUILayout.Label("Vertex count: " + script.vert.Count().ToString());
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}
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}
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#endif
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}
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}
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