Files
5.24BuYu/Assets/Plugins/ImageCropper/Scripts/CircleGraphic.cs
T

150 lines
4.7 KiB
C#

using UnityEngine;
using UnityEngine.UI;
namespace ImageCropperNamespace
{
[RequireComponent( typeof( CanvasRenderer ) )]
public class CircleGraphic : MaskableGraphic
{
public enum Mode { FillInside = 0, FillOutside = 1, Edge = 2 };
[SerializeField]
private Sprite renderSprite;
[SerializeField]
private int detail = 64;
[SerializeField]
private Mode mode;
[SerializeField]
private float edgeThickness = 1;
private Vector2 uv;
private Color32 color32;
private float width, height;
private float deltaWidth, deltaHeight;
private float deltaRadians;
public override Texture mainTexture { get { return renderSprite != null ? renderSprite.texture : s_WhiteTexture; } }
protected override void Awake()
{
base.Awake();
if( renderSprite != null )
{
Vector4 packedUv = UnityEngine.Sprites.DataUtility.GetOuterUV( renderSprite );
uv = new Vector2( packedUv.x + packedUv.z, packedUv.y + packedUv.w ) * 0.5f; // uv center point
}
}
protected override void OnPopulateMesh( VertexHelper vh )
{
Rect r = GetPixelAdjustedRect();
color32 = color;
width = r.width * 0.5f;
height = r.height * 0.5f;
vh.Clear();
Vector2 pivot = rectTransform.pivot;
deltaWidth = r.width * ( 0.5f - pivot.x );
deltaHeight = r.height * ( 0.5f - pivot.y );
if( mode == Mode.FillInside )
{
deltaRadians = 360f / detail * Mathf.Deg2Rad;
FillInside( vh );
}
else if( mode == Mode.FillOutside )
{
int quarterDetail = ( detail + 3 ) / 4;
deltaRadians = 360f / ( quarterDetail * 4 ) * Mathf.Deg2Rad;
vh.AddVert( new Vector3( width + deltaWidth, height + deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( -width + deltaWidth, height + deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( -width + deltaWidth, -height + deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( width + deltaWidth, -height + deltaHeight, 0f ), color32, uv );
int triangleIndex = 4;
FillOutside( vh, new Vector3( width + deltaWidth, deltaHeight, 0f ), 0, quarterDetail, ref triangleIndex );
FillOutside( vh, new Vector3( deltaWidth, height + deltaHeight, 0f ), 1, quarterDetail, ref triangleIndex );
FillOutside( vh, new Vector3( -width + deltaWidth, deltaHeight, 0f ), 2, quarterDetail, ref triangleIndex );
FillOutside( vh, new Vector3( deltaWidth, -height + deltaHeight, 0f ), 3, quarterDetail, ref triangleIndex );
}
else
{
deltaRadians = 360f / detail * Mathf.Deg2Rad;
GenerateEdges( vh );
}
}
public override void Cull( Rect clipRect, bool validRect )
{
canvasRenderer.cull = false;
}
private void FillInside( VertexHelper vh )
{
vh.AddVert( new Vector3( deltaWidth, deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( width + deltaWidth, deltaHeight, 0f ), color32, uv );
int triangleIndex = 2;
for( int i = 1; i < detail; i++, triangleIndex++ )
{
float radians = i * deltaRadians;
vh.AddVert( new Vector3( Mathf.Cos( radians ) * width + deltaWidth, Mathf.Sin( radians ) * height + deltaHeight, 0f ), color32, uv );
vh.AddTriangle( triangleIndex, triangleIndex - 1, 0 );
}
vh.AddTriangle( 1, triangleIndex - 1, 0 );
}
private void FillOutside( VertexHelper vh, Vector3 initialPoint, int quarterIndex, int detail, ref int triangleIndex )
{
int startIndex = quarterIndex * detail;
int endIndex = ( quarterIndex + 1 ) * detail;
vh.AddVert( initialPoint, color32, uv );
triangleIndex++;
for( int i = startIndex + 1; i <= endIndex; i++, triangleIndex++ )
{
float radians = i * deltaRadians;
vh.AddVert( new Vector3( Mathf.Cos( radians ) * width + deltaWidth, Mathf.Sin( radians ) * height + deltaHeight, 0f ), color32, uv );
vh.AddTriangle( quarterIndex, triangleIndex - 1, triangleIndex );
}
}
private void GenerateEdges( VertexHelper vh )
{
float innerWidth = width - edgeThickness;
float innerHeight = height - edgeThickness;
vh.AddVert( new Vector3( width + deltaWidth, deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( innerWidth + deltaWidth, deltaHeight, 0f ), color32, uv );
int triangleIndex = 2;
for( int i = 1; i < detail; i++, triangleIndex += 2 )
{
float radians = i * deltaRadians;
float cos = Mathf.Cos( radians );
float sin = Mathf.Sin( radians );
vh.AddVert( new Vector3( cos * width + deltaWidth, sin * height + deltaHeight, 0f ), color32, uv );
vh.AddVert( new Vector3( cos * innerWidth + deltaWidth, sin * innerHeight + deltaHeight, 0f ), color32, uv );
vh.AddTriangle( triangleIndex, triangleIndex - 2, triangleIndex - 1 );
vh.AddTriangle( triangleIndex, triangleIndex - 1, triangleIndex + 1 );
}
vh.AddTriangle( 0, triangleIndex - 2, triangleIndex - 1 );
vh.AddTriangle( 0, triangleIndex - 1, 1 );
}
}
}