| | |
| | | |
| | | private static List<UIVertex> m_VetexList = new List<UIVertex>(); |
| | | |
| | | protected override void Awake() |
| | | protected override void Start() |
| | | { |
| | | base.Awake(); |
| | | base.Start(); |
| | | |
| | | if (base.graphic) |
| | | { |
| | |
| | | } |
| | | |
| | | |
| | | public override void ModifyMesh(VertexHelper vh) |
| | | public override void ModifyMesh(VertexHelper vh) |
| | | { |
| | | vh.GetUIVertexStream(m_VetexList); |
| | | |
| | | this._ProcessVertices(); |
| | | |
| | | vh.Clear(); |
| | | vh.AddUIVertexTriangleStream(m_VetexList); |
| | | } |
| | | |
| | | |
| | | private void _ProcessVertices() |
| | | { |
| | | for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3) |
| | | { |
| | | vh.GetUIVertexStream(m_VetexList); |
| | | |
| | | this._ProcessVertices(); |
| | | |
| | | vh.Clear(); |
| | | vh.AddUIVertexTriangleStream(m_VetexList); |
| | | } |
| | | |
| | | |
| | | private void _ProcessVertices() |
| | | { |
| | | for (int i = 0, count = m_VetexList.Count - 3; i <= count; i += 3) |
| | | var v1 = m_VetexList[i]; |
| | | var v2 = m_VetexList[i + 1]; |
| | | var v3 = m_VetexList[i + 2]; |
| | | // 计算原顶点坐标中心点 |
| | | // |
| | | var minX = _Min(v1.position.x, v2.position.x, v3.position.x); |
| | | var minY = _Min(v1.position.y, v2.position.y, v3.position.y); |
| | | var maxX = _Max(v1.position.x, v2.position.x, v3.position.x); |
| | | var maxY = _Max(v1.position.y, v2.position.y, v3.position.y); |
| | | var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f; |
| | | // 计算原始顶点坐标和UV的方向 |
| | | // |
| | | Vector2 triX, triY, uvX, uvY; |
| | | Vector2 pos1 = v1.position; |
| | | Vector2 pos2 = v2.position; |
| | | Vector2 pos3 = v3.position; |
| | | if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right)) |
| | | > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right))) |
| | | { |
| | | var v1 = m_VetexList[i]; |
| | | var v2 = m_VetexList[i + 1]; |
| | | var v3 = m_VetexList[i + 2]; |
| | | // 计算原顶点坐标中心点 |
| | | // |
| | | var minX = _Min(v1.position.x, v2.position.x, v3.position.x); |
| | | var minY = _Min(v1.position.y, v2.position.y, v3.position.y); |
| | | var maxX = _Max(v1.position.x, v2.position.x, v3.position.x); |
| | | var maxY = _Max(v1.position.y, v2.position.y, v3.position.y); |
| | | var posCenter = new Vector2(minX + maxX, minY + maxY) * 0.5f; |
| | | // 计算原始顶点坐标和UV的方向 |
| | | // |
| | | Vector2 triX, triY, uvX, uvY; |
| | | Vector2 pos1 = v1.position; |
| | | Vector2 pos2 = v2.position; |
| | | Vector2 pos3 = v3.position; |
| | | if (Mathf.Abs(Vector2.Dot((pos2 - pos1).normalized, Vector2.right)) |
| | | > Mathf.Abs(Vector2.Dot((pos3 - pos2).normalized, Vector2.right))) |
| | | { |
| | | triX = pos2 - pos1; |
| | | triY = pos3 - pos2; |
| | | uvX = v2.uv0 - v1.uv0; |
| | | uvY = v3.uv0 - v2.uv0; |
| | | } |
| | | else |
| | | { |
| | | triX = pos3 - pos2; |
| | | triY = pos2 - pos1; |
| | | uvX = v3.uv0 - v2.uv0; |
| | | uvY = v2.uv0 - v1.uv0; |
| | | } |
| | | // 计算原始UV框 |
| | | var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0); |
| | | var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0); |
| | | //OutlineColor 和 OutlineWidth 也传入,避免出现不同的材质球 |
| | | var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //描边颜色 用uv3 和 tangent的 zw传递 |
| | | var col_ba = new Vector4(0,0,OutlineColor.b, OutlineColor.a); |
| | | var normal = new Vector3(0, 0, OutlineWidth); //描边的宽度 用normal的z传递 |
| | | |
| | | // 为每个顶点设置新的Position和UV,并传入原始UV框 |
| | | v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v1.uv3 = col_rg; |
| | | v1.tangent = col_ba; |
| | | v1.normal = normal; |
| | | v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v2.uv3 = col_rg; |
| | | v2.tangent = col_ba; |
| | | v2.normal = normal; |
| | | v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v3.uv3 = col_rg; |
| | | v3.tangent = col_ba; |
| | | v3.normal = normal; |
| | | |
| | | |
| | | // 应用设置后的UIVertex |
| | | // |
| | | m_VetexList[i] = v1; |
| | | m_VetexList[i + 1] = v2; |
| | | m_VetexList[i + 2] = v3; |
| | | triX = pos2 - pos1; |
| | | triY = pos3 - pos2; |
| | | uvX = v2.uv0 - v1.uv0; |
| | | uvY = v3.uv0 - v2.uv0; |
| | | } |
| | | else |
| | | { |
| | | triX = pos3 - pos2; |
| | | triY = pos2 - pos1; |
| | | uvX = v3.uv0 - v2.uv0; |
| | | uvY = v2.uv0 - v1.uv0; |
| | | } |
| | | // 计算原始UV框 |
| | | var uvMin = _Min(v1.uv0, v2.uv0, v3.uv0); |
| | | var uvMax = _Max(v1.uv0, v2.uv0, v3.uv0); |
| | | //OutlineColor 和 OutlineWidth 也传入,避免出现不同的材质球 |
| | | var col_rg = new Vector2(OutlineColor.r, OutlineColor.g); //描边颜色 用uv3 和 tangent的 zw传递 |
| | | var col_ba = new Vector4(0,0,OutlineColor.b, OutlineColor.a); |
| | | var normal = new Vector3(0, 0, OutlineWidth); //描边的宽度 用normal的z传递 |
| | | |
| | | // 为每个顶点设置新的Position和UV,并传入原始UV框 |
| | | v1 = _SetNewPosAndUV(v1, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v1.uv3 = col_rg; |
| | | v1.tangent = col_ba; |
| | | v1.normal = normal; |
| | | v2 = _SetNewPosAndUV(v2, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v2.uv3 = col_rg; |
| | | v2.tangent = col_ba; |
| | | v2.normal = normal; |
| | | v3 = _SetNewPosAndUV(v3, this.OutlineWidth, posCenter, triX, triY, uvX, uvY, uvMin, uvMax); |
| | | v3.uv3 = col_rg; |
| | | v3.tangent = col_ba; |
| | | v3.normal = normal; |
| | | |
| | | |
| | | // 应用设置后的UIVertex |
| | | // |
| | | m_VetexList[i] = v1; |
| | | m_VetexList[i + 1] = v2; |
| | | m_VetexList[i + 2] = v3; |
| | | } |
| | | } |
| | | |
| | | |
| | | private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth, |
| | | Vector2 pPosCenter, |
| | | Vector2 pTriangleX, Vector2 pTriangleY, |
| | | Vector2 pUVX, Vector2 pUVY, |
| | | Vector2 pUVOriginMin, Vector2 pUVOriginMax) |
| | | { |
| | | // Position |
| | | var pos = pVertex.position; |
| | | var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth; |
| | | var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth; |
| | | pos.x += posXOffset; |
| | | pos.y += posYOffset; |
| | | pVertex.position = pos; |
| | | // UV |
| | | var uv = pVertex.uv0; |
| | | private static UIVertex _SetNewPosAndUV(UIVertex pVertex, int pOutLineWidth, |
| | | Vector2 pPosCenter, |
| | | Vector2 pTriangleX, Vector2 pTriangleY, |
| | | Vector2 pUVX, Vector2 pUVY, |
| | | Vector2 pUVOriginMin, Vector2 pUVOriginMax) |
| | | { |
| | | // Position |
| | | var pos = pVertex.position; |
| | | var posXOffset = pos.x > pPosCenter.x ? pOutLineWidth : -pOutLineWidth; |
| | | var posYOffset = pos.y > pPosCenter.y ? pOutLineWidth : -pOutLineWidth; |
| | | pos.x += posXOffset; |
| | | pos.y += posYOffset; |
| | | pVertex.position = pos; |
| | | // UV |
| | | var uv = pVertex.uv0; |
| | | |
| | | |
| | | uv += new Vector4((pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).x, (pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).y, 0, 0); |
| | | uv += new Vector4((pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).x, (pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).y, 0, 0); |
| | | |
| | | pVertex.uv0 = uv; |
| | | uv += new Vector4((pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).x, (pUVX / pTriangleX.magnitude * posXOffset * (Vector2.Dot(pTriangleX, Vector2.right) > 0 ? 1 : -1)).y, 0, 0); |
| | | uv += new Vector4((pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).x, (pUVY / pTriangleY.magnitude * posYOffset * (Vector2.Dot(pTriangleY, Vector2.up) > 0 ? 1 : -1)).y, 0, 0); |
| | | |
| | | pVertex.uv0 = uv; |
| | | |
| | | pVertex.uv1 = pUVOriginMin; //uv1 uv2 可用 tangent normal 在缩放情况 会有问题 |
| | | pVertex.uv2 = pUVOriginMax; |
| | | pVertex.uv1 = pUVOriginMin; //uv1 uv2 可用 tangent normal 在缩放情况 会有问题 |
| | | pVertex.uv2 = pUVOriginMax; |
| | | |
| | | return pVertex; |
| | | } |
| | | return pVertex; |
| | | } |
| | | |
| | | |
| | | private static float _Min(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Min(Mathf.Min(pA, pB), pC); |
| | | } |
| | | private static float _Min(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Min(Mathf.Min(pA, pB), pC); |
| | | } |
| | | |
| | | |
| | | private static float _Max(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Max(Mathf.Max(pA, pB), pC); |
| | | } |
| | | private static float _Max(float pA, float pB, float pC) |
| | | { |
| | | return Mathf.Max(Mathf.Max(pA, pB), pC); |
| | | } |
| | | |
| | | |
| | | private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y)); |
| | | } |
| | | private static Vector2 _Min(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Min(pA.x, pB.x, pC.x), _Min(pA.y, pB.y, pC.y)); |
| | | } |
| | | |
| | | |
| | | private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y)); |
| | | } |
| | | private static Vector2 _Max(Vector2 pA, Vector2 pB, Vector2 pC) |
| | | { |
| | | return new Vector2(_Max(pA.x, pB.x, pC.x), _Max(pA.y, pB.y, pC.y)); |
| | | } |
| | | |
| | | |
| | | } |