/// Credit Titinious (https://github.com/Titinious) /// Sourced from - https://github.com/Titinious/CurlyUI using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.UI.Extensions { [RequireComponent(typeof(RectTransform))] [RequireComponent(typeof(Graphic))] [DisallowMultipleComponent] [AddComponentMenu("UI/Effects/Extensions/Curly UI Graphic")] public class CUIGraphic : BaseMeshEffect { // Describing the properties that are shared by all objects of this class #region Nature readonly public static int bottomCurveIdx = 0; readonly public static int topCurveIdx = 1; #endregion /// /// Describing the properties of this object. /// #region Description [Tooltip("Set true to make the curve/morph to work. Set false to quickly see the original UI.")] [SerializeField] protected bool isCurved = true; public bool IsCurved { get { return isCurved; } } [Tooltip("Set true to dynamically change the curve according to the dynamic change of the UI layout")] [SerializeField] protected bool isLockWithRatio = true; public bool IsLockWithRatio { get { return isLockWithRatio; } } [Tooltip("Pick a higher resolution to improve the quality of the curved graphic.")] [SerializeField] [Range(0.01f, 30.0f)] protected float resolution = 5.0f; #endregion /// /// Refernce to other objects that are needed by this object. /// #region Links protected RectTransform rectTrans; public RectTransform RectTrans { get { return rectTrans; } } [Tooltip("Put in the Graphic you want to curve/morph here.")] [SerializeField] protected Graphic uiGraphic; public Graphic UIGraphic { get { return uiGraphic; } } [Tooltip("Put in the reference Graphic that will be used to tune the bezier curves. Think button image and text.")] [SerializeField] protected CUIGraphic refCUIGraphic; public CUIGraphic RefCUIGraphic { get { return refCUIGraphic; } } [Tooltip("Do not touch this unless you are sure what you are doing. The curves are (re)generated automatically.")] [SerializeField] protected CUIBezierCurve[] refCurves; public CUIBezierCurve[] RefCurves { get { return refCurves; } } [HideInInspector] [SerializeField] protected Vector3_Array2D[] refCurvesControlRatioPoints; public Vector3_Array2D[] RefCurvesControlRatioPoints { get { return refCurvesControlRatioPoints; } } #if UNITY_EDITOR public CUIBezierCurve[] EDITOR_RefCurves { set { refCurves = value; } } public Vector3_Array2D[] EDITOR_RefCurvesControlRatioPoints { set { refCurvesControlRatioPoints = value; } } #endif #endregion // Methods that are used often. #region Reuse protected List reuse_quads = new List(); #endregion #region Action protected void solveDoubleEquationWithVector(float _x_1, float _y_1, float _x_2, float _y_2, Vector3 _constant_1, Vector3 _contant_2, out Vector3 _x, out Vector3 _y) { Vector3 f; float g; if (Mathf.Abs(_x_1) > Mathf.Abs(_x_2)) { f = _constant_1 * _x_2 / _x_1; g = _y_1 * _x_2 / _x_1; _y = (_contant_2 - f) / (_y_2 - g); if (_x_2 != 0) _x = (f - g * _y) / _x_2; else _x = (_constant_1 - _y_1 * _y) / _x_1; } else { f = _contant_2 * _x_1 / _x_2; g = _y_2 * _x_1 / _x_2; _x = (_constant_1 - f) / (_y_1 - g); if (_x_1 != 0) _y = (f - g * _x) / _x_1; else _y = (_contant_2 - _y_2 * _x) / _x_2; } } protected UIVertex uiVertexLerp(UIVertex _a, UIVertex _b, float _time) { UIVertex tmpUIVertex = new UIVertex(); tmpUIVertex.position = Vector3.Lerp(_a.position, _b.position, _time); tmpUIVertex.normal = Vector3.Lerp(_a.normal, _b.normal, _time); tmpUIVertex.tangent = Vector3.Lerp(_a.tangent, _b.tangent, _time); tmpUIVertex.uv0 = Vector2.Lerp(_a.uv0, _b.uv0, _time); tmpUIVertex.uv1 = Vector2.Lerp(_a.uv1, _b.uv1, _time); tmpUIVertex.color = Color.Lerp(_a.color, _b.color, _time); return tmpUIVertex; } /// /// Bilinear Interpolation /// protected UIVertex uiVertexBerp(UIVertex v_bottomLeft, UIVertex v_topLeft, UIVertex v_topRight, UIVertex v_bottomRight, float _xTime, float _yTime) { UIVertex topX = uiVertexLerp(v_topLeft, v_topRight, _xTime); UIVertex bottomX = uiVertexLerp(v_bottomLeft, v_bottomRight, _xTime); return uiVertexLerp(bottomX, topX, _yTime); } protected void tessellateQuad(List _quads, int _thisQuadIdx) { UIVertex v_bottomLeft = _quads[_thisQuadIdx]; UIVertex v_topLeft = _quads[_thisQuadIdx + 1]; UIVertex v_topRight = _quads[_thisQuadIdx + 2]; UIVertex v_bottomRight = _quads[_thisQuadIdx + 3]; float quadSize = 100.0f / resolution; int heightQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topLeft.position - v_bottomLeft.position).magnitude / quadSize)); int widthQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topRight.position - v_topLeft.position).magnitude / quadSize)); int quadIdx = 0; for (int x = 0; x < widthQuadEdgeNum; x++) { for (int y = 0; y < heightQuadEdgeNum; y++, quadIdx++) { _quads.Add(new UIVertex()); _quads.Add(new UIVertex()); _quads.Add(new UIVertex()); _quads.Add(new UIVertex()); float xRatio = (float)x / widthQuadEdgeNum; float yRatio = (float)y / heightQuadEdgeNum; float xPlusOneRatio = (float)(x + 1) / widthQuadEdgeNum; float yPlusOneRatio = (float)(y + 1) / heightQuadEdgeNum; _quads[_quads.Count - 4] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yRatio); _quads[_quads.Count - 3] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yPlusOneRatio); _quads[_quads.Count - 2] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yPlusOneRatio); _quads[_quads.Count - 1] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yRatio); } } } protected void tessellateGraphic(List _verts) { for (int v = 0; v < _verts.Count; v += 6) { reuse_quads.Add(_verts[v]); // bottom left reuse_quads.Add(_verts[v + 1]); // top left reuse_quads.Add(_verts[v + 2]); // top right // verts[3] is redundant, top right reuse_quads.Add(_verts[v + 4]); // bottom right // verts[5] is redundant, bottom left } int oriQuadNum = reuse_quads.Count / 4; for (int q = 0; q < oriQuadNum; q++) { tessellateQuad(reuse_quads, q * 4); } // remove original quads reuse_quads.RemoveRange(0, oriQuadNum * 4); _verts.Clear(); // process new quads and turn them into triangles for (int q = 0; q < reuse_quads.Count; q += 4) { _verts.Add(reuse_quads[q]); _verts.Add(reuse_quads[q + 1]); _verts.Add(reuse_quads[q + 2]); _verts.Add(reuse_quads[q + 2]); _verts.Add(reuse_quads[q + 3]); _verts.Add(reuse_quads[q]); } reuse_quads.Clear(); } #endregion // Events are for handling reoccuring function calls that react to the changes of the environment. #region Events protected override void OnRectTransformDimensionsChange() { if (isLockWithRatio) { UpdateCurveControlPointPositions(); } } public void Refresh() { ReportSet(); // we use local position as the true value. Ratio position follows it, so it should be updated when refresh for (int c = 0; c < refCurves.Length; c++) { CUIBezierCurve curve = refCurves[c]; if (curve.ControlPoints != null) { Vector3[] controlPoints = curve.ControlPoints; for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++) { #if UNITY_EDITOR Undo.RecordObject(this, "Move Point"); #endif Vector3 ratioPoint = controlPoints[p]; ratioPoint.x = (ratioPoint.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width; ratioPoint.y = (ratioPoint.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height; refCurvesControlRatioPoints[c][p] = ratioPoint; } } } //uiText.SetAllDirty(); // need this to refresh the UI text, SetAllDirty does not seem to work for all cases if (uiGraphic != null) { uiGraphic.enabled = false; uiGraphic.enabled = true; } } #endregion // Methods that change the behaviour of the object. #region Flash-Phase protected override void Awake() { base.Awake(); OnRectTransformDimensionsChange(); } protected override void OnEnable() { base.OnEnable(); OnRectTransformDimensionsChange(); } #endregion #region Configurations /// /// Check, prepare and set everything needed. /// public virtual void ReportSet() { if (rectTrans == null) rectTrans = GetComponent(); if (refCurves == null) refCurves = new CUIBezierCurve[2]; bool isCurvesReady = true; for (int c = 0; c < 2; c++) { isCurvesReady = isCurvesReady & refCurves[c] != null; } isCurvesReady = isCurvesReady & refCurves.Length == 2; if (!isCurvesReady) { CUIBezierCurve[] curves = refCurves; for (int c = 0; c < 2; c++) { if (refCurves[c] == null) { GameObject go = new GameObject(); go.transform.SetParent(transform); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; if (c == 0) { go.name = "BottomRefCurve"; } else { go.name = "TopRefCurve"; } curves[c] = go.AddComponent(); } else { curves[c] = refCurves[c]; } curves[c].ReportSet(); } refCurves = curves; } if (refCurvesControlRatioPoints == null) { refCurvesControlRatioPoints = new Vector3_Array2D[refCurves.Length]; for (int c = 0; c < refCurves.Length; c++) { { refCurvesControlRatioPoints[c].array = new Vector3[refCurves[c].ControlPoints.Length]; } } FixTextToRectTrans(); Refresh(); } for (int c = 0; c < 2; c++) { refCurves[c].OnRefresh = Refresh; } } public void FixTextToRectTrans() { for (int c = 0; c < refCurves.Length; c++) { CUIBezierCurve curve = refCurves[c]; for (int p = 0; p < CUIBezierCurve.CubicBezierCurvePtNum; p++) { if (curve.ControlPoints != null) { Vector3[] controlPoints = curve.ControlPoints; if (c == 0) { controlPoints[p].y = -rectTrans.rect.height * rectTrans.pivot.y; } else { controlPoints[p].y = rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y; } controlPoints[p].x = rectTrans.rect.width * p / (CUIBezierCurve.CubicBezierCurvePtNum - 1); controlPoints[p].x -= rectTrans.rect.width * rectTrans.pivot.x; controlPoints[p].z = 0; } } } } public void ReferenceCUIForBCurves() { // compute the position ratio of this rect transform in perspective of reference rect transform Vector3 posDeltaBetweenBottomLeftCorner = rectTrans.localPosition;// Difference between pivot posDeltaBetweenBottomLeftCorner.x += -rectTrans.rect.width * rectTrans.pivot.x + (refCUIGraphic.rectTrans.rect.width * refCUIGraphic.rectTrans.pivot.x); posDeltaBetweenBottomLeftCorner.y += -rectTrans.rect.height * rectTrans.pivot.y + (refCUIGraphic.rectTrans.rect.height * refCUIGraphic.rectTrans.pivot.y); //posDeltaBetweenBottomLeftCorner.z = rectTrans.localPosition.z; Vector3 bottomLeftPosRatio = new Vector3(posDeltaBetweenBottomLeftCorner.x / refCUIGraphic.RectTrans.rect.width, posDeltaBetweenBottomLeftCorner.y / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z); Vector3 topRightPosRatio = new Vector3((posDeltaBetweenBottomLeftCorner.x + rectTrans.rect.width) / refCUIGraphic.RectTrans.rect.width, (posDeltaBetweenBottomLeftCorner.y + rectTrans.rect.height) / refCUIGraphic.RectTrans.rect.height, posDeltaBetweenBottomLeftCorner.z); refCurves[0].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition; refCurves[0].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, bottomLeftPosRatio.y) - rectTrans.localPosition; refCurves[1].ControlPoints[0] = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition; refCurves[1].ControlPoints[3] = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, topRightPosRatio.y) - rectTrans.localPosition; // use two sample points from the reference curves to find the second and third controls points for this curves for (int c = 0; c < refCurves.Length; c++) { CUIBezierCurve curve = refCurves[c]; float yTime = c == 0 ? bottomLeftPosRatio.y : topRightPosRatio.y; Vector3 leftPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(bottomLeftPosRatio.x, yTime); Vector3 rightPoint = refCUIGraphic.GetBCurveSandwichSpacePoint(topRightPosRatio.x, yTime); float quarter = 0.25f, threeQuarter = 0.75f; Vector3 quarterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.75f + topRightPosRatio.x * 0.25f) / 1.0f, yTime); Vector3 threeQuaterPoint = refCUIGraphic.GetBCurveSandwichSpacePoint((bottomLeftPosRatio.x * 0.25f + topRightPosRatio.x * 0.75f) / 1.0f, yTime); float x_1 = 3 * threeQuarter * threeQuarter * quarter, // (1 - t)(1 - t)t y_1 = 3 * threeQuarter * quarter * quarter, x_2 = 3 * quarter * quarter * threeQuarter, y_2 = 3 * quarter * threeQuarter * threeQuarter; Vector3 contant_1 = quarterPoint - Mathf.Pow(threeQuarter, 3) * leftPoint - Mathf.Pow(quarter, 3) * rightPoint, contant_2 = threeQuaterPoint - Mathf.Pow(quarter, 3) * leftPoint - Mathf.Pow(threeQuarter, 3) * rightPoint, p1, p2; solveDoubleEquationWithVector(x_1, y_1, x_2, y_2, contant_1, contant_2, out p1, out p2); curve.ControlPoints[1] = p1 - rectTrans.localPosition; curve.ControlPoints[2] = p2 - rectTrans.localPosition; } // use tangent and start and end time to derive control point 2 and 3 } public override void ModifyMesh(Mesh _mesh) { if (!IsActive()) return; using (VertexHelper vh = new VertexHelper(_mesh)) { ModifyMesh(vh); vh.FillMesh(_mesh); } } public override void ModifyMesh(VertexHelper _vh) { if (!IsActive()) return; List vertexList = new List(); _vh.GetUIVertexStream(vertexList); modifyVertices(vertexList); _vh.Clear(); _vh.AddUIVertexTriangleStream(vertexList); } protected virtual void modifyVertices(List _verts) { if (!IsActive()) return; tessellateGraphic(_verts); if (!isCurved) { return; } for (int index = 0; index < _verts.Count; index++) { var uiVertex = _verts[index]; // finding the horizontal ratio position (0.0 - 1.0) of a vertex float horRatio = (uiVertex.position.x + rectTrans.rect.width * rectTrans.pivot.x) / rectTrans.rect.width; float verRatio = (uiVertex.position.y + rectTrans.rect.height * rectTrans.pivot.y) / rectTrans.rect.height; //Vector3 pos = Vector3.Lerp(refCurves[0].GetPoint(horRatio), refCurves[1].GetPoint(horRatio), verRatio); Vector3 pos = GetBCurveSandwichSpacePoint(horRatio, verRatio); uiVertex.position.x = pos.x; uiVertex.position.y = pos.y; uiVertex.position.z = pos.z; _verts[index] = uiVertex; } } public void UpdateCurveControlPointPositions() { ReportSet(); for (int c = 0; c < refCurves.Length; c++) { CUIBezierCurve curve = refCurves[c]; #if UNITY_EDITOR Undo.RecordObject(curve, "Move Rect"); #endif for (int p = 0; p < refCurves[c].ControlPoints.Length; p++) { Vector3 newPt = refCurvesControlRatioPoints[c][p]; newPt.x = newPt.x * rectTrans.rect.width - rectTrans.rect.width * rectTrans.pivot.x; newPt.y = newPt.y * rectTrans.rect.height - rectTrans.rect.height * rectTrans.pivot.y; curve.ControlPoints[p] = newPt; } } } #endregion // Methods that serves other objects #region Services public Vector3 GetBCurveSandwichSpacePoint(float _xTime, float _yTime) { //return Vector3.Lerp(refCurves[0].GetPoint(_xTime), refCurves[1].GetPoint(_xTime), _yTime); return refCurves[0].GetPoint(_xTime) * (1 - _yTime) + refCurves[1].GetPoint(_xTime) * _yTime; // use a custom made lerp so that the value is not clamped between 0 and 1 } public Vector3 GetBCurveSandwichSpaceTangent(float _xTime, float _yTime) { return refCurves[0].GetTangent(_xTime) * (1 - _yTime) + refCurves[1].GetTangent(_xTime) * _yTime; } #endregion } }