Snippets
Created by
Omer F. Sayilir
last modified
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 | // UIMeshRenderer.cs
//
// Author:
// Ömer Faruk Sayılır <sayiliromer@gmail.com>
//
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class UIMeshRenderer : MaskableGraphic {
[SerializeField]
Mesh m_mesh;
public Mesh Mesh {
get {
return m_mesh;
}
set {
m_mesh = value;
rebuildMesh = true;
SetVerticesDirty ();
}
}
public float size = 1;
public Vector3 rot;
public Vector3 Rot {
get {
return rot;
}
set {
rot = value;
SetVerticesDirty ();
}
}
[SerializeField]
public MeshProjection projection = new MeshProjection();
public bool rebuildMesh ;
protected override void OnPopulateMesh (VertexHelper vh)
{
if (m_mesh != null) {
if (vh.currentVertCount != projection.verts.Length) {
rebuildMesh = true;
}
if (rebuildMesh) {
RebuildMesh (vh);
rebuildMesh = false;
}else {
UpdateMesh (vh);
}
} else {
vh.Clear ();
}
}
void RebuildMesh(VertexHelper vh) {
vh.Clear ();
if (m_mesh != null) {
UIVertex vert = UIVertex.simpleVert;
projection.GetMeshValues (m_mesh);
projection.UpdateProjection (rot,size,rectTransform);
int ds = projection.verts.Length;
int tris = projection.triangles.Length;
for (int i = 0; i < ds; i++) {
vert.color = color;
vert.position = projection.verts [i];
vert.uv0 = projection.uv [i];
vh.AddVert (vert);
}
for (int i = 0; i < tris-1; i +=3) {
vh.AddTriangle (projection.triangles[i],projection.triangles[i+1],projection.triangles[i+2]);
}
}
}
void UpdateMesh(VertexHelper vh) {
UIVertex vert = UIVertex.simpleVert;
projection.UpdateProjection (rot,size,rectTransform);
for (int i = 0; i < projection.verts.Length; i++) {
vert.color = color;
vert.position = projection.verts [i];
vert.uv0 = projection.uv [i];
vh.SetUIVertex (vert, i);
}
}
}
[System.Serializable]
public class MeshProjection {
public Vector3[] verts;
public Vector2[] uv;
public int[] triangles;
[Range(0,2)]
public float perspectivePower = 1;
[SerializeField] Vector3[] Overts;
Quaternion newrot = new Quaternion();
public void GetMeshValues(Mesh mesh) {
Overts = mesh.vertices;
verts = mesh.vertices;
uv = mesh.uv;
triangles = mesh.triangles;
}
public void UpdateProjection(Vector3 rotation,float scale,RectTransform rectTransform) {
newrot.eulerAngles = rotation;
for (int i = 0; i < verts.Length; i++)
{
verts[i] = newrot*Overts[i]*scale;
verts[i].x *=rectTransform.rect.width;
verts[i].y *= rectTransform.rect.height;
verts[i].z *= perspectivePower*(rectTransform.rect.height+rectTransform.rect.width)/2 ;
}
}
}
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