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- using System.Text;
- namespace UnityEngine.UI.MPUIKIT {
- public static class MPImageHelper {
- private static readonly Vector3[] SXy = new Vector3[4];
- private static readonly Vector3[] SUv = new Vector3[4];
- public static void GenerateSimpleSprite(VertexHelper vh, bool preserveAspect, Canvas canvas,
- RectTransform rectTransform, Sprite activeSprite, Color32 color, float falloffDistance) {
- vh.Clear();
- Vector4 v = GetDrawingDimensions(preserveAspect, activeSprite, canvas, rectTransform);
- Vector4 uv = (activeSprite != null)
- ? Sprites.DataUtility.GetOuterUV(activeSprite)
- : new Vector4(0, 0, 1, 1);
- Color32 color32 = color;
- vh.Clear();
- Vector3[] pos = {
- new Vector3(v.x, v.y),
- new Vector3(v.x, v.w),
- new Vector3(v.z, v.w),
- new Vector3(v.z, v.y),
- };
- Vector2[] uvs = {
- new Vector2(uv.x, uv.y),
- new Vector2(uv.x, uv.w),
- new Vector2(uv.z, uv.w),
- new Vector2(uv.z, uv.y),
- };
- Vector2[] uv1s =
- {
- new Vector2(0, 0),
- new Vector2(0, 1),
- new Vector2(1, 1),
- new Vector2(1, 0),
- };
- Vector2 size = new Vector2(v.z - v.x, v.w - v.y);
-
- vh.AddVert(pos[0], color32, uvs[0], uv1s[0], size, Vector2.zero, Vector3.zero, Vector4.zero);
- vh.AddVert(pos[1], color32, uvs[1], uv1s[1], size, Vector2.zero, Vector3.zero, Vector4.zero);
- vh.AddVert(pos[2], color32, uvs[2], uv1s[2], size, Vector2.zero, Vector3.zero, Vector4.zero);
- vh.AddVert(pos[3], color32, uvs[3], uv1s[3], size, Vector2.zero, Vector3.zero, Vector4.zero);
- vh.AddTriangle(0, 1, 2);
- vh.AddTriangle(2, 3, 0);
- }
- public static void GenerateFilledSprite(VertexHelper toFill, bool preserveAspect, Canvas canvas,
- RectTransform rectTransform, Sprite activeSprite, Color32 color, Image.FillMethod fillMethod,
- float fillAmount, int fillOrigin, bool fillClockwise, float falloffDistance) {
- toFill.Clear();
-
- if (fillAmount < 0.001f)
- return;
- Vector4 v = GetDrawingDimensions(preserveAspect, activeSprite, canvas, rectTransform);
- Vector2 size = new Vector2(v.z - v.x, v.w - v.y);
-
- Vector4 outer = activeSprite != null
- ? Sprites.DataUtility.GetOuterUV(activeSprite)
- : new Vector4(0, 0, 1, 1);
- UIVertex uiv = UIVertex.simpleVert;
- uiv.color = color;
- float tx0 = outer.x;
- float ty0 = outer.y;
- float tx1 = outer.z;
- float ty1 = outer.w;
- // Horizontal and vertical filled sprites are simple -- just end the Image prematurely
- if (fillMethod == Image.FillMethod.Horizontal || fillMethod == Image.FillMethod.Vertical) {
- if (fillMethod == Image.FillMethod.Horizontal) {
- float fill = (tx1 - tx0) * fillAmount;
- if (fillOrigin == 1) {
- v.x = v.z - (v.z - v.x) * fillAmount;
- tx0 = tx1 - fill;
- }
- else {
- v.z = v.x + (v.z - v.x) * fillAmount;
- tx1 = tx0 + fill;
- }
- }
- else if (fillMethod == Image.FillMethod.Vertical) {
- float fill = (ty1 - ty0) * fillAmount;
- if (fillOrigin == 1) {
- v.y = v.w - (v.w - v.y) * fillAmount;
- ty0 = ty1 - fill;
- }
- else {
- v.w = v.y + (v.w - v.y) * fillAmount;
- ty1 = ty0 + fill;
- }
- }
- }
- SXy[0] = new Vector2(v.x, v.y);
- SXy[1] = new Vector2(v.x, v.w);
- SXy[2] = new Vector2(v.z, v.w);
- SXy[3] = new Vector2(v.z, v.y);
- SUv[0] = new Vector2(tx0, ty0);
- SUv[1] = new Vector2(tx0, ty1);
- SUv[2] = new Vector2(tx1, ty1);
- SUv[3] = new Vector2(tx1, ty0);
- {
- if (fillAmount < 1f && fillMethod != Image.FillMethod.Horizontal &&
- fillMethod != Image.FillMethod.Vertical) {
- if (fillMethod == Image.FillMethod.Radial90) {
- if (RadialCut(SXy, SUv, fillAmount, fillClockwise, fillOrigin))
- AddQuad(toFill, SXy, color, SUv, size);
- }
- else if (fillMethod == Image.FillMethod.Radial180) {
- for (int side = 0; side < 2; ++side) {
- float fx0, fx1, fy0, fy1;
- int even = fillOrigin > 1 ? 1 : 0;
- if (fillOrigin == 0 || fillOrigin == 2) {
- fy0 = 0f;
- fy1 = 1f;
- if (side == even) {
- fx0 = 0f;
- fx1 = 0.5f;
- }
- else {
- fx0 = 0.5f;
- fx1 = 1f;
- }
- }
- else {
- fx0 = 0f;
- fx1 = 1f;
- if (side == even) {
- fy0 = 0.5f;
- fy1 = 1f;
- }
- else {
- fy0 = 0f;
- fy1 = 0.5f;
- }
- }
- SXy[0].x = Mathf.Lerp(v.x, v.z, fx0);
- SXy[1].x = SXy[0].x;
- SXy[2].x = Mathf.Lerp(v.x, v.z, fx1);
- SXy[3].x = SXy[2].x;
- SXy[0].y = Mathf.Lerp(v.y, v.w, fy0);
- SXy[1].y = Mathf.Lerp(v.y, v.w, fy1);
- SXy[2].y = SXy[1].y;
- SXy[3].y = SXy[0].y;
- SUv[0].x = Mathf.Lerp(tx0, tx1, fx0);
- SUv[1].x = SUv[0].x;
- SUv[2].x = Mathf.Lerp(tx0, tx1, fx1);
- SUv[3].x = SUv[2].x;
- SUv[0].y = Mathf.Lerp(ty0, ty1, fy0);
- SUv[1].y = Mathf.Lerp(ty0, ty1, fy1);
- SUv[2].y = SUv[1].y;
- SUv[3].y = SUv[0].y;
- float val = fillClockwise ? fillAmount * 2f - side : fillAmount * 2f - (1 - side);
- if (RadialCut(SXy, SUv, Mathf.Clamp01(val), fillClockwise,
- ((side + fillOrigin + 3) % 4))) {
- AddQuad(toFill, SXy, color, SUv, size);
- }
- }
- }
- else if (fillMethod == Image.FillMethod.Radial360) {
- for (int corner = 0; corner < 4; ++corner) {
- float fx0, fx1, fy0, fy1;
- if (corner < 2) {
- fx0 = 0f;
- fx1 = 0.5f;
- }
- else {
- fx0 = 0.5f;
- fx1 = 1f;
- }
- if (corner == 0 || corner == 3) {
- fy0 = 0f;
- fy1 = 0.5f;
- }
- else {
- fy0 = 0.5f;
- fy1 = 1f;
- }
- SXy[0].x = Mathf.Lerp(v.x, v.z, fx0);
- SXy[1].x = SXy[0].x;
- SXy[2].x = Mathf.Lerp(v.x, v.z, fx1);
- SXy[3].x = SXy[2].x;
- SXy[0].y = Mathf.Lerp(v.y, v.w, fy0);
- SXy[1].y = Mathf.Lerp(v.y, v.w, fy1);
- SXy[2].y = SXy[1].y;
- SXy[3].y = SXy[0].y;
- SUv[0].x = Mathf.Lerp(tx0, tx1, fx0);
- SUv[1].x = SUv[0].x;
- SUv[2].x = Mathf.Lerp(tx0, tx1, fx1);
- SUv[3].x = SUv[2].x;
- SUv[0].y = Mathf.Lerp(ty0, ty1, fy0);
- SUv[1].y = Mathf.Lerp(ty0, ty1, fy1);
- SUv[2].y = SUv[1].y;
- SUv[3].y = SUv[0].y;
- float val = fillClockwise
- ? fillAmount * 4f - ((corner + fillOrigin) % 4)
- : fillAmount * 4f - (3 - ((corner + fillOrigin) % 4));
- if (RadialCut(SXy, SUv, Mathf.Clamp01(val), fillClockwise, ((corner + 2) % 4)))
- AddQuad(toFill, SXy, color, SUv, size);
- }
- }
- }
- else {
- AddQuad(toFill, SXy, color, SUv, size);
- }
- }
- }
- private static void AddQuad(VertexHelper vertexHelper, Vector3[] quadPositions, Color32 color,
- Vector3[] quadUVs, Vector2 size) {
- int startIndex = vertexHelper.currentVertCount;
- StringBuilder sr = new StringBuilder();
- for (int i = 0; i < 4; ++i) {
- vertexHelper.AddVert(quadPositions[i], color, quadUVs[i], quadUVs[i], size, Vector2.zero,
- Vector3.zero, Vector4.zero);
- sr.AppendLine($"Pos: {quadPositions[i]}, uv: {quadUVs[i]}");
- }
-
- vertexHelper.AddTriangle(startIndex, startIndex + 1, startIndex + 2);
- vertexHelper.AddTriangle(startIndex + 2, startIndex + 3, startIndex);
- }
- private static Vector4 GetDrawingDimensions(bool shouldPreserveAspect, Sprite activeSprite, Canvas canvas,
- RectTransform rectTransform) {
- var padding = activeSprite == null ? Vector4.zero : Sprites.DataUtility.GetPadding(activeSprite);
- var size = activeSprite == null
- ? new Vector2(rectTransform.rect.width, rectTransform.rect.height)
- : new Vector2(activeSprite.rect.width, activeSprite.rect.height);
- if (size.x <= 0) size.x = 1;
- if (size.y <= 0) size.y = 1;
- Rect r = GetPixelAdjustedRect(canvas, rectTransform);
- //Debug.Log(string.Format("r:{2}, size:{0}, padding:{1}", size, padding, r));
- int spriteW = Mathf.RoundToInt(size.x);
- int spriteH = Mathf.RoundToInt(size.y);
- Vector4 v = new Vector4(
- padding.x / spriteW,
- padding.y / spriteH,
- (spriteW - padding.z) / spriteW,
- (spriteH - padding.w) / spriteH);
- if (shouldPreserveAspect && size.sqrMagnitude > 0.0f) {
- PreserveSpriteAspectRatio(ref r, rectTransform, size);
- }
- v = new Vector4(
- r.x + r.width * v.x,
- r.y + r.height * v.y,
- r.x + r.width * v.z,
- r.y + r.height * v.w
- );
- return v;
- }
- public static void PreserveSpriteAspectRatio(ref Rect rect, RectTransform rectTransform, Vector2 spriteSize) {
- float spriteRatio = spriteSize.x / spriteSize.y;
- float rectRatio = rect.width / rect.height;
- if (spriteRatio > rectRatio) {
- float oldHeight = rect.height;
- rect.height = rect.width * (1.0f / spriteRatio);
- rect.y += (oldHeight - rect.height) * rectTransform.pivot.y;
- }
- else {
- float oldWidth = rect.width;
- rect.width = rect.height * spriteRatio;
- rect.x += (oldWidth - rect.width) * rectTransform.pivot.x;
- }
- }
- private static Rect GetPixelAdjustedRect(Canvas canvas, RectTransform rectTransform) {
- if (!canvas || canvas.renderMode == RenderMode.WorldSpace || canvas.scaleFactor == 0.0f ||
- !canvas.pixelPerfect) {
- return rectTransform.rect;
- }
- return RectTransformUtility.PixelAdjustRect(rectTransform, canvas);
- }
- private static bool RadialCut(Vector3[] xy, Vector3[] uv, float fill, bool invert, int corner) {
- // Nothing to fill
- if (fill < 0.001f) return false;
- // Even corners invert the fill direction
- if ((corner & 1) == 1) invert = !invert;
- // Nothing to adjust
- if (!invert && fill > 0.999f) return true;
- // Convert 0-1 value into 0 to 90 degrees angle in radians
- float angle = Mathf.Clamp01(fill);
- if (invert) angle = 1f - angle;
- angle *= 90f * Mathf.Deg2Rad;
- // Calculate the effective X and Y factors
- float cos = Mathf.Cos(angle);
- float sin = Mathf.Sin(angle);
- RadialCut(xy, cos, sin, invert, corner);
- RadialCut(uv, cos, sin, invert, corner);
- return true;
- }
- private static void RadialCut(Vector3[] xy, float cos, float sin, bool invert, int corner) {
- int i0 = corner;
- int i1 = ((corner + 1) % 4);
- int i2 = ((corner + 2) % 4);
- int i3 = ((corner + 3) % 4);
- if ((corner & 1) == 1) {
- if (sin > cos) {
- cos /= sin;
- sin = 1f;
- if (invert) {
- xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
- xy[i2].x = xy[i1].x;
- }
- }
- else if (cos > sin) {
- sin /= cos;
- cos = 1f;
- if (!invert) {
- xy[i2].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
- xy[i3].y = xy[i2].y;
- }
- }
- else {
- cos = 1f;
- sin = 1f;
- }
- if (!invert) xy[i3].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
- else xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
- }
- else {
- if (cos > sin) {
- sin /= cos;
- cos = 1f;
- if (!invert) {
- xy[i1].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
- xy[i2].y = xy[i1].y;
- }
- }
- else if (sin > cos) {
- cos /= sin;
- sin = 1f;
- if (invert) {
- xy[i2].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
- xy[i3].x = xy[i2].x;
- }
- }
- else {
- cos = 1f;
- sin = 1f;
- }
- if (invert) xy[i3].y = Mathf.Lerp(xy[i0].y, xy[i2].y, sin);
- else xy[i1].x = Mathf.Lerp(xy[i0].x, xy[i2].x, cos);
- }
- }
- }
- }
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