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); } } }