rabidus-test/Assets/Dreamteck/Splines/Core/Primitives/RoundedRectangle.cs

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2023-07-24 16:38:13 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Dreamteck.Splines.Primitives
{
public class RoundedRectangle : SplinePrimitive
{
public Vector2 size = Vector2.one;
public float xRadius = 0.25f;
public float yRadius = 0.25f;
public override Spline.Type GetSplineType()
{
return Spline.Type.Bezier;
}
protected override void Generate()
{
base.Generate();
closed = true;
CreatePoints(8, SplinePoint.Type.Broken);
Vector2 edgeSize = size - new Vector2(xRadius, yRadius) * 2f;
points[0].SetPosition(Vector3.up / 2f * edgeSize.y + Vector3.left / 2f * size.x);
points[1].SetPosition(Vector3.up / 2f * size.y + Vector3.left / 2f * edgeSize.x);
points[2].SetPosition(Vector3.up / 2f * size.y + Vector3.right / 2f * edgeSize.x);
points[3].SetPosition(Vector3.up / 2f * edgeSize.y + Vector3.right / 2f * size.x);
points[4].SetPosition(Vector3.down / 2f * edgeSize.y + Vector3.right / 2f * size.x);
points[5].SetPosition(Vector3.down / 2f * size.y + Vector3.right / 2f * edgeSize.x);
points[6].SetPosition(Vector3.down / 2f * size.y + Vector3.left / 2f * edgeSize.x);
points[7].SetPosition(Vector3.down / 2f * edgeSize.y + Vector3.left / 2f * size.x);
float xRad = 2f * (Mathf.Sqrt(2f) - 1f) / 3f * xRadius * 2f;
float yRad = 2f * (Mathf.Sqrt(2f) - 1f) / 3f * yRadius * 2f;
points[0].SetTangent2Position(points[0].position + Vector3.up * yRad);
points[1].SetTangentPosition(points[1].position + Vector3.left * xRad);
points[2].SetTangent2Position(points[2].position + Vector3.right * xRad);
points[3].SetTangentPosition(points[3].position + Vector3.up * yRad);
points[4].SetTangent2Position(points[4].position + Vector3.down * yRad);
points[5].SetTangentPosition(points[5].position + Vector3.right * xRad);
points[6].SetTangent2Position(points[6].position + Vector3.left * xRad);
points[7].SetTangentPosition(points[7].position + Vector3.down * yRad);
}
}
}