rabidus-test/Assets/CurvedUI/Scripts/CurvedUIVertexEffect.cs

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using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if CURVEDUI_TMP || TMP_PRESENT
using TMPro;
#endif
[assembly: CurvedUI.OptionalDependency("TMPro.TextMeshProUGUI", "CURVEDUI_TMP")]
namespace CurvedUI
{
//Added to every UI object by CurvedUISettings.
//This is the script that subdivides and modifies the shape of the canvas object it is attached to.
//
//Requires Unity 5.3 or later
public partial class CurvedUIVertexEffect : BaseMeshEffect
{
#region VARIABLES
//public settings
[Tooltip("Check to skip tesselation pass on this object. CurvedUI will not create additional vertices to make this object have a smoother curve. Checking this can solve some issues if you create your own procedural mesh for this object. Default false.")]
public bool DoNotTesselate = false;
//stored references
Canvas myCanvas;
CurvedUISettings mySettings;
Graphic myGraphic;
Text myText;
#if CURVEDUI_TMP || TMP_PRESENT
TextMeshProUGUI myTMP;
CurvedUITMPSubmesh myTMPSubMesh;
#endif
//variables we operate on
bool m_tesselationRequired = true;
bool tesselationRequired {
get { return m_tesselationRequired; }
set { m_tesselationRequired = value;
//Debug.Log(this.gameObject.name + " settting tess to " + value, this.gameObject);
}
}
bool curvingRequired = true;
bool TransformMisaligned = false;
Matrix4x4 CanvasToWorld;
Matrix4x4 CanvasToLocal;
Matrix4x4 MyToWorld;
Matrix4x4 MyToLocal;
List<UIVertex> m_tesselatedVerts = new List<UIVertex>();
List<UIVertex> m_curvedVerts = new List<UIVertex>();
List<UIVertex> m_vertsInQuads = new List<UIVertex>();
UIVertex m_ret;
UIVertex[] m_quad = new UIVertex[4];
float[] m_weights = new float[4];
[SerializeField] [HideInInspector] Vector3 savedPos;
[SerializeField] [HideInInspector] Vector3 savedUp;
[SerializeField] [HideInInspector] Vector2 savedRectSize;
[SerializeField] [HideInInspector] Color savedColor;
#if UNITY_2020_2_OR_NEWER
[SerializeField] [HideInInspector] Vector4 savedTextUV0;
#else
[SerializeField] [HideInInspector] Vector2 savedTextUV0;
#endif
[SerializeField] [HideInInspector] float savedFill;
#endregion
#region LIFECYCLE
protected override void Awake()
{
base.Awake();
myGraphic = GetComponent<Graphic>();
myText = GetComponent<Text>();
#if CURVEDUI_TMP || TMP_PRESENT
myTMP = GetComponent<TextMeshProUGUI>();
myTMPSubMesh = GetComponent<CurvedUITMPSubmesh>();
#endif
}
protected override void OnEnable()
{
//find the settings object and its canvas.
FindParentSettings();
//If there is an update to the graphic, we cant reuse old vertices, so new tesselation will be required
if (myGraphic)
{
myGraphic.RegisterDirtyMaterialCallback(TesselationRequiredCallback);
myGraphic.SetVerticesDirty();
}
//add text events and callbacks
if (myText)
{
myText.RegisterDirtyVerticesCallback(TesselationRequiredCallback);
Font.textureRebuilt += FontTextureRebuiltCallback;
}
}
/// <summary>
/// Start is executed after OnEnable
/// </summary>
protected override void Start()
{
base.Start();
//if we have an interactable component, make sure its inside the canvas and it's Z position is 0 in relation to the canvas.
//Otherwise the interactions on it will not be accurate, or it may not work at all!
//This is because, in order to save performance, CurvedUI creates a collider only for the space inside the Canvas rectangle.
if (myCanvas && GetComponent<Selectable>())
{
Vector3 myPosOnCanvas = myCanvas.transform.worldToLocalMatrix.MultiplyPoint3x4(this.transform.position);
RectTransform canvasRect = (myCanvas.transform as RectTransform);
if (myPosOnCanvas.x.Abs() > canvasRect.rect.width / 2.0f || myPosOnCanvas.y.Abs() > canvasRect.rect.height / 2.0f)
{
Debug.LogWarning("CurvedUI: " + GetComponent<Selectable>().GetType().Name + " \"" + this.gameObject.name + "\" is outside of the canvas. It will not be interactable. Move it inside the canvas rectangle (white border in scene view) for it to work.", this.gameObject);
}
if (myPosOnCanvas.z.Abs() > 0.1f)
{
Debug.LogWarning("CurvedUI: The Z position of \"" + this.gameObject.name + "\" " + GetComponent<Selectable>().GetType().Name + ", or one of its parents is not 0 in relation to the canvas. The interactions may not be accurate.", this.gameObject);
}
}
}
protected override void OnDisable()
{
//If there is an update to the graphic, we cant reuse old vertices, so new tesselation will be required
if (myGraphic)
myGraphic.UnregisterDirtyMaterialCallback(TesselationRequiredCallback);
if (myText)
{
myText.UnregisterDirtyVerticesCallback(TesselationRequiredCallback);
Font.textureRebuilt -= FontTextureRebuiltCallback;
}
}
/// <summary>
/// Subscribed to graphic componenet to find out when vertex information changes and we need to create new geometry based on that.
/// </summary>
void TesselationRequiredCallback()
{
tesselationRequired = true;
}
/// <summary>
/// Called by Font class to let us know font atlas has ben rebuilt and we need to update our vertices.
/// </summary>
void FontTextureRebuiltCallback(Font fontie)
{
if (myText.font == fontie)
tesselationRequired = true;
}
void LateUpdate()
{
#if CURVEDUI_TMP || TMP_PRESENT // CurvedUITMP handles updates for TextMeshPro objects.
if (myTMP || myTMPSubMesh) return;
#endif
//Find if the change in transform requires us to retesselate the UI
// do not perform the check it it will happen anyway
if (!tesselationRequired)
{
if ((transform as RectTransform).rect.size != savedRectSize)
{
//the size of this RectTransform has changed, we have to tesselate again!
tesselationRequired = true;
}
else if (myGraphic != null)//test for color changes if it has a graphic component
{
if (myGraphic.color != savedColor)
{
tesselationRequired = true;
savedColor = myGraphic.color;
}
else if (myGraphic is Image)
{
if ((myGraphic as Image).fillAmount != savedFill)
{
tesselationRequired = true;
savedFill = (myGraphic as Image).fillAmount;
}
}
}
}
if (!tesselationRequired && !curvingRequired) // do not perform a check if we're already tesselating or curving. Tesselation includes curving.
{
//test if position in canvas's local space has been changed. We would need to recalculate vertices again
Vector3 testedPos = mySettings.transform.worldToLocalMatrix.MultiplyPoint3x4(this.transform.position);
if (!testedPos.AlmostEqual(savedPos))
{
//we dont have to curve vertices if we only moved the object vertically in a cylinder.
if (mySettings.Shape != CurvedUISettings.CurvedUIShape.CYLINDER || Mathf.Pow(testedPos.x - savedPos.x, 2) > 0.00001 || Mathf.Pow(testedPos.z - savedPos.z, 2) > 0.00001)
{
savedPos = testedPos;
curvingRequired = true;
//Debug.Log("crv req - tested pos: " + testedPos, this.gameObject);
}
}
//test this object's rotation in relation to canvas.
Vector3 testedUp = mySettings.transform.worldToLocalMatrix.MultiplyVector(this.transform.up).normalized;
if (!savedUp.AlmostEqual(testedUp, 0.0001))
{
bool testedEqual = testedUp.AlmostEqual(Vector3.up.normalized);
bool savedEqual = savedUp.AlmostEqual(Vector3.up.normalized);
//special case - if we change the z angle from or to 0, we need to retesselate to properly display geometry in cyllinder
if ((!testedEqual && savedEqual) || (testedEqual && !savedEqual))
tesselationRequired = true;
savedUp = testedUp;
curvingRequired = true;
//Debug.Log("crv req - tested up: " + testedUp);
}
}
////if we find we need to make a change in the mesh, set vertices dirty to trigger BaseMeshEffect firing.
if (myGraphic && (tesselationRequired || curvingRequired)) myGraphic.SetVerticesDirty();
}
#endregion
#region MESH EFFECT
//This is called by canvas after UI object's mesh is generated, but before it is rendered.
//Best place to modify the vertices of the object.
public override void ModifyMesh(VertexHelper vh)
{
if (!ShouldModify()) return;
//check for changes in text font material that would mean a retesselation in required to get fresh UV's
CheckTextFontMaterial();
//TESSELATING VERTICES--------------------------------------------------------//
//tesselate (subdivide) the vertices of the UI object if we need more of them
//to display nice curvature. Save them to a list, so we don't have to retesselate
//if RectTransform's size has not changed.
if (tesselationRequired || !Application.isPlaying)
{
//Prepare a list and get vertices from the vertex stream. These come as triangles.
if (m_tesselatedVerts == null)
m_tesselatedVerts = new List<UIVertex>();
else
m_tesselatedVerts.Clear();
vh.GetUIVertexStream(m_tesselatedVerts);
//subdivide them
TesselateGeometry(m_tesselatedVerts);
//save the transform properties we last tesselated for.
savedRectSize = (transform as RectTransform).rect.size;
//set flag
tesselationRequired = false;
curvingRequired = true;
}
//CURVING VERTICES ---------------------------------------------------------//
if (curvingRequired)
{
//update transformation matrices we're going to use in curving the verts.
CanvasToWorld = myCanvas.transform.localToWorldMatrix;
CanvasToLocal = myCanvas.transform.worldToLocalMatrix;
MyToWorld = transform.localToWorldMatrix;
MyToLocal = transform.worldToLocalMatrix;
//prepare list
if (m_curvedVerts == null)
m_curvedVerts = new List<UIVertex>();
//Debug.Log("verts:" + m_curvedVerts.Count + " tess'd:" + m_tesselatedVerts.Count);
if (m_curvedVerts.Count == m_tesselatedVerts.Count)
{
//Debug.Log("count equal");
for (int i = 0; i < m_curvedVerts.Count; i++)
m_curvedVerts[i] = CurveVertex(m_tesselatedVerts[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size);
}
else
{
m_curvedVerts.Clear();
for (int i = 0; i < m_tesselatedVerts.Count; i++)
m_curvedVerts.Add(CurveVertex(m_tesselatedVerts[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size));
}
//set flags
curvingRequired = false;
}
//SAVE CURVED VERTICES TO THE VERTEX HELPER------------------------//
//They can come as quads or as triangles.
vh.Clear();
if (m_curvedVerts.Count % 4 == 0)
{
for (int i = 0; i < m_curvedVerts.Count; i += 4)
{
for (int v = 0; v < 4; v++)//create a quad
m_quad[v] = m_curvedVerts[i + v];
vh.AddUIVertexQuad(m_quad); // add it to the list
}
}
else vh.AddUIVertexTriangleStream(m_curvedVerts);
}
//This is called by canvas after UI object's mesh is generated, but before it is rendered.
//Best place to modify the vertices of the object.
public void ModifyTMPMesh(ref List<UIVertex> vertexList)
{
if (!ShouldModify()) return;
//check for changes in text font material that would mean a retesselation in required to get fresh UV's
CheckTextFontMaterial();
//TESSELATING VERTICES--------------------------------------------------------//
//not needed in TMP object, skip to curving
tesselationRequired = false;
curvingRequired = true;
//CURVING VERTICES ---------------------------------------------------------//
if (curvingRequired)
{
//update transformation matrices we're going to use in curving the verts.
CanvasToWorld = myCanvas.transform.localToWorldMatrix;
CanvasToLocal = myCanvas.transform.worldToLocalMatrix;
MyToWorld = transform.localToWorldMatrix;
MyToLocal = transform.worldToLocalMatrix;
//Debug.Log("verts:" + m_curvedVerts.Count + " tess'd:" + m_tesselatedVerts.Count);
for (int i = 0; i < vertexList.Count; i++)
vertexList[i] = CurveVertex(vertexList[i], mySettings.Angle, mySettings.GetCyllinderRadiusInCanvasSpace(), (myCanvas.transform as RectTransform).rect.size);
//set flags
curvingRequired = false;
}
}
#endregion
#region HELPERS
bool ShouldModify()
{
if (!this.IsActive()) return false;
if (mySettings == null) FindParentSettings();
if (mySettings == null || !mySettings.enabled || mySettings.Angle == 1) return false;
return true;
}
void CheckTextFontMaterial()
{
//we check for a sudden change in text's fontMaterialTexture. This is a very hacky way, but the only one working reliably for now.
if (myText)
{
if (myText.cachedTextGenerator.verts.Count > 0 && myText.cachedTextGenerator.verts[0].uv0 != savedTextUV0)
{
//Debug.Log("tess req - texture");
savedTextUV0 = myText.cachedTextGenerator.verts[0].uv0;
tesselationRequired = true;
}
}
}
public CurvedUISettings FindParentSettings(bool forceNew = false)
{
if (mySettings == null || forceNew)
{
mySettings = GetComponentInParent<CurvedUISettings>();
if (mySettings == null) return null;
else
{
myCanvas = mySettings.GetComponent<Canvas>();
}
}
return mySettings;
}
#endregion
#region CURVING
/// <summary>
/// Map position of a vertex to a section of a circle. calculated in canvas's local space
/// </summary>
UIVertex CurveVertex(UIVertex input, float cylinder_angle, float radius, Vector2 canvasSize)
{
Vector3 pos = input.position;
//calculated in canvas local space version:
pos = CanvasToLocal.MultiplyPoint3x4(MyToWorld.MultiplyPoint3x4(pos));
// pos = mySettings.VertexPositionToCurvedCanvas(pos);
if (mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER && mySettings.Angle != 0)
{
float theta = (pos.x / canvasSize.x) * cylinder_angle * Mathf.Deg2Rad;
radius += pos.z; // change the radius depending on how far the element is moved in z direction from canvas plane
pos.x = Mathf.Sin(theta) * radius;
pos.z += Mathf.Cos(theta) * radius - radius;
}
else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL && mySettings.Angle != 0)
{
float theta = (pos.y / canvasSize.y) * cylinder_angle * Mathf.Deg2Rad;
radius += pos.z; // change the radius depending on how far the element is moved in z direction from canvas plane
pos.y = Mathf.Sin(theta) * radius;
pos.z += Mathf.Cos(theta) * radius - radius;
}
else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.RING)
{
float angleOffset = 0;
float r = pos.y.Remap(canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? 1 : -1), -canvasSize.y * 0.5f * (mySettings.RingFlipVertical ? 1 : -1), mySettings.RingExternalDiameter * (1 - mySettings.RingFill) * 0.5f, mySettings.RingExternalDiameter * 0.5f);
float theta = (pos.x / canvasSize.x).Remap(-0.5f, 0.5f, Mathf.PI / 2.0f, cylinder_angle * Mathf.Deg2Rad + Mathf.PI / 2.0f) - angleOffset;
pos.x = r * Mathf.Cos(theta);
pos.y = r * Mathf.Sin(theta);
}
else if (mySettings.Shape == CurvedUISettings.CurvedUIShape.SPHERE && mySettings.Angle != 0)
{
float vangle = mySettings.VerticalAngle;
float savedZ = -pos.z;
if (mySettings.PreserveAspect)
{
vangle = cylinder_angle * (canvasSize.y / canvasSize.x);
}
else
{
radius = canvasSize.x / 2.0f;
if (vangle == 0) return input;
}
//convert planar coordinates to spherical coordinates
float theta = (pos.x / canvasSize.x).Remap(-0.5f, 0.5f, (180 - cylinder_angle) / 2.0f - 90, 180 - (180 - cylinder_angle) / 2.0f - 90);
theta *= Mathf.Deg2Rad;
float gamma = (pos.y / canvasSize.y).Remap(-0.5f, 0.5f, (180 - vangle) / 2.0f, 180 - (180 - vangle) / 2.0f);
gamma *= Mathf.Deg2Rad;
pos.z = Mathf.Sin(gamma) * Mathf.Cos(theta) * (radius + savedZ);
pos.y = -(radius + savedZ) * Mathf.Cos(gamma);
pos.x = Mathf.Sin(gamma) * Mathf.Sin(theta) * (radius + savedZ);
if (mySettings.PreserveAspect)
pos.z -= radius;
}
//4. write output
input.position = MyToLocal.MultiplyPoint3x4(CanvasToWorld.MultiplyPoint3x4(pos));
return input;
}
#endregion
#region TESSELATION
void TesselateGeometry(List<UIVertex> verts)
{
Vector2 tessellatedSize = mySettings.GetTesslationSize();
//find if we are aligned with canvas main axis
TransformMisaligned = !(savedUp.AlmostEqual(Vector3.up.normalized));
// Convert the list from triangles to quads to be used by the tesselation
TrisToQuads(verts);
//do not tesselate text verts. Text usually is small and has plenty of verts already.
#if CURVEDUI_TMP || TMP_PRESENT
if (myText == null && myTMP == null && !DoNotTesselate)
{
#else
if (myText == null && !DoNotTesselate)
{
#endif
// Tesselate quads and apply transformation
int startingVertexCount = verts.Count;
for (int i = 0; i < startingVertexCount; i += 4)
ModifyQuad(verts, i, tessellatedSize);
// Remove old quads
verts.RemoveRange(0, startingVertexCount);
}
}
void ModifyQuad(List<UIVertex> verts, int vertexIndex, Vector2 requiredSize)
{
// Read the existing quad vertices
for (int i = 0; i < 4; i++)
m_quad[i] = verts[vertexIndex + i];
// horizotal and vertical directions of a quad. We're going to tesselate parallel to these.
Vector3 horizontalDir = m_quad[2].position - m_quad[1].position;
Vector3 verticalDir = m_quad[1].position - m_quad[0].position;
//To make sure filled image is properly tesselated, were going to find the bigger side of the quad.
if (myGraphic != null && (myGraphic is Image) && (myGraphic as Image).type == Image.Type.Filled)
{
horizontalDir = (horizontalDir).x > (m_quad[3].position - m_quad[0].position).x ? horizontalDir : m_quad[3].position - m_quad[0].position;
verticalDir = (verticalDir).y > (m_quad[2].position - m_quad[3].position).y ? verticalDir : m_quad[2].position - m_quad[3].position;
}
// Find how many quads we need to create
int horizontalQuads = 1;
int verticalQuads = 1;
// Tesselate vertically only if the recttransform (or parent) is rotated
// This cuts down the time needed to tesselate by 90% in some cases.
if (TransformMisaligned || mySettings.Shape == CurvedUISettings.CurvedUIShape.SPHERE || mySettings.Shape == CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL)
verticalQuads = Mathf.CeilToInt(verticalDir.magnitude * (1.0f / Mathf.Max(0.0001f, requiredSize.y)));
if (TransformMisaligned || mySettings.Shape != CurvedUISettings.CurvedUIShape.CYLINDER_VERTICAL)
{
horizontalQuads = Mathf.CeilToInt(horizontalDir.magnitude * (1.0f / Mathf.Max(0.0001f, requiredSize.x)));
}
//Debug.Log(this.transform.root.name + "'s panel: hori size:" + horizontalDir.magnitude + " req:" + requiredSize.x + " divs:"+horizontalQuads);
bool oneVert = false;
bool oneHori = false;
// Create the quads!
float yStart = 0.0f;
for (int y = 0; y < verticalQuads || !oneVert; ++y)
{
oneVert = true;
float yEnd = (y + 1.0f) / verticalQuads;
float xStart = 0.0f;
for (int x = 0; x < horizontalQuads || !oneHori; ++x)
{
oneHori = true;
float xEnd = (x + 1.0f) / horizontalQuads;
//Add new quads to list
verts.Add(TesselateQuad(xStart, yStart));
verts.Add(TesselateQuad(xStart, yEnd));
verts.Add(TesselateQuad(xEnd, yEnd));
verts.Add(TesselateQuad(xEnd, yStart));
//begin the next quad where we ened this one
xStart = xEnd;
}
//begin the next row where we ended this one
yStart = yEnd;
}
}
/// <summary>
/// Converts a List of triangle mesh vertices to a list of quad mesh vertices
/// </summary>
void TrisToQuads(List<UIVertex> verts)
{
int vertsInTrisCount = verts.Count;
m_vertsInQuads.Clear();
for (int i = 0; i < vertsInTrisCount; i += 6)
{
// Get four corners from two triangles. Basic UI always comes in quads anyway.
m_vertsInQuads.Add(verts[i + 0]);
m_vertsInQuads.Add(verts[i + 1]);
m_vertsInQuads.Add(verts[i + 2]);
m_vertsInQuads.Add(verts[i + 4]);
}
//add quads to the list and remove the triangles
verts.AddRange(m_vertsInQuads);
verts.RemoveRange(0, vertsInTrisCount);
}
/// <summary>
/// Subdivides a quad into 4 quads.
/// </summary>
/// <returns>The quad.</returns>
/// <param name="quad">Quad.</param>
/// <param name="x">The x coordinate.</param>
/// <param name="y">The y coordinate.</param>
#if UNITY_2020_2_OR_NEWER
private Vector4 _uv0;
private Vector4 _uv1;
#else
private Vector2 _uv0;
private Vector2 _uv1;
#endif
private Vector3 _pos;
UIVertex TesselateQuad(float x, float y)
{
//1. calculate weighting factors
m_weights[0] = (1 - x) * (1 - y);
m_weights[1] = (1 - x) * y;
m_weights[2] = x * y;
m_weights[3] = x * (1 - y);
//2. interpolate all the vertex properties using weighting factors
_uv0 = _uv1 = Vector2.zero;
_pos = Vector3.zero;
for (int i = 0; i < 4; i++)
{
_uv0 += m_quad[i].uv0 * m_weights[i];
_uv1 += m_quad[i].uv1 * m_weights[i];
_pos += m_quad[i].position * m_weights[i];
//normal += quad[i].normal * weights[i]; // normals should be recalculated to take the curve into account. Skipped to save performance.
//tan += quad[i].tangent * weights[i]; // tangents should be recalculated to take the curve into account. Skipped to save performance.
}
//4. return output
m_ret.position = _pos;
//ret.color = Color32.Lerp(Color32.Lerp(quad[3].color, quad[1].color, y), Color32.Lerp(quad[0].color, quad[2].color, y), x);
m_ret.color = m_quad[0].color; //used instead to save performance. Color lerps are expensive.
m_ret.uv0 = _uv0;
m_ret.uv1 = _uv1;
m_ret.normal = m_quad[0].normal;
m_ret.tangent = m_quad[0].tangent;
return m_ret;
}
#endregion
#region PUBLIC
/// <summary>
/// Force Mesh to be rebuild during canvas' next update loop.
/// </summary>
public void SetDirty()
{
TesselationRequired = true;
}
/// <summary>
/// Force vertices to be tesselated again from original vertices.
/// Set by CurvedUIVertexEffect when updating object's visual property.
/// </summary>
public bool TesselationRequired
{
get { return tesselationRequired; }
set { tesselationRequired = value; }
}
/// <summary>
/// Force vertices to be repositioned on the curved canvas.
/// set by CurvedUIVertexEffect when moving UI objects on canvas.
/// </summary>
public bool CurvingRequired
{
get { return curvingRequired; }
set { curvingRequired = value; }
}
#endregion
}// end of class
} //end of namespace