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A Unity Canvas UI Graphic for a rectangle with rounded edges
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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.UI; | |
[ExecuteInEditMode] | |
public class RoundRectGraphic : Graphic { | |
[Range(0, 200)] | |
public int radius; | |
public bool hasTop; | |
protected override void OnPopulateMesh(VertexHelper vh) { | |
Vector2 corner1 = Vector2.zero; | |
Vector2 corner2 = Vector2.zero; | |
corner1.x = 0f; | |
corner1.y = 0f; | |
corner2.x = 1f; | |
corner2.y = 1f; | |
corner1.x -= rectTransform.pivot.x; | |
corner1.y -= rectTransform.pivot.y; | |
corner2.x -= rectTransform.pivot.x; | |
corner2.y -= rectTransform.pivot.y; | |
corner1.x *= rectTransform.rect.width; | |
corner1.y *= rectTransform.rect.height; | |
corner2.x *= rectTransform.rect.width; | |
corner2.y *= rectTransform.rect.height; | |
vh.Clear(); | |
UIVertex vert = UIVertex.simpleVert; | |
// CENTRAL HORIZONTAL RECT | |
vert.position = new Vector2(corner1.x, corner1.y + radius); // 0 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner1.x, corner2.y - (hasTop ? radius : 0)); // 1 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x, corner2.y - (hasTop ? radius : 0)); // 2 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x, corner1.y + radius); // 3 | |
vert.color = color; | |
vh.AddVert(vert); | |
// TOP RECT | |
vert.position = new Vector2(corner1.x + radius, corner2.y - radius); // 4 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner1.x + radius, corner2.y); // 5 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x - radius, corner2.y); // 6 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x - radius, corner2.y - radius); // 7 | |
vert.color = color; | |
vh.AddVert(vert); | |
// BOTTOM RECT | |
vert.position = new Vector2(corner1.x + radius, corner1.y + radius); // 8 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner1.x + radius, corner1.y); // 9 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x - radius, corner1.y); // 10 | |
vert.color = color; | |
vh.AddVert(vert); | |
vert.position = new Vector2(corner2.x - radius, corner1.y + radius); // 11 | |
vert.color = color; | |
vh.AddVert(vert); | |
int pointCount = 20; | |
// BOTTOM LEFT CORNER | |
// 12 -> 12 + pointCount - 1 | |
for(int i = 1; i <= pointCount; i++) { | |
float angle = -Mathf.PI / 2 * (1 + ((float)i) / (pointCount + 1)); | |
vert.position = new Vector2(corner1.x + radius + Mathf.Cos(angle) * radius, corner1.y + radius + Mathf.Sin(angle) * radius); | |
vert.color = color; | |
vh.AddVert(vert); | |
} | |
// BOTTOM RIGHT CORNER | |
// 12 + pointCount -> 12 + 2 * pointCount - 1 | |
for(int i = 1; i <= pointCount; i++) { | |
float angle = -Mathf.PI / 2 * (((float) i) / (pointCount + 1)); | |
vert.position = new Vector2(corner2.x - radius + Mathf.Cos(angle) * radius, corner1.y + radius + Mathf.Sin(angle) * radius); | |
vert.color = color; | |
vh.AddVert(vert); | |
} | |
// TOP LEFT CORNER | |
// 12 + 2 * pointCount -> 12 + 3 * pointCount - 1 | |
for(int i = 1; i <= pointCount; i++) { | |
float angle = Mathf.PI / 2 * (1 + ((float)i) / (pointCount + 1)); | |
vert.position = new Vector2(corner1.x + radius + Mathf.Cos(angle) * radius, corner2.y - radius + Mathf.Sin(angle) * radius); | |
vert.color = color; | |
vh.AddVert(vert); | |
} | |
// TOP RIGHT CORNER | |
// 12 + 3 * pointCount -> 12 + 4 * pointCount - 1 | |
for(int i = 1; i <= pointCount; i++) { | |
float angle = Mathf.PI / 2 * (((float) i) / (pointCount + 1)); | |
vert.position = new Vector2(corner2.x - radius + Mathf.Cos(angle) * radius, corner2.y - radius + Mathf.Sin(angle) * radius); | |
vert.color = color; | |
vh.AddVert(vert); | |
} | |
// HORIZONTAL RECT | |
vh.AddTriangle(0, 1, 2); | |
vh.AddTriangle(2, 3, 0); | |
// TOP RECT | |
if(hasTop) { | |
vh.AddTriangle(4, 5, 6); | |
vh.AddTriangle(6, 7, 4); | |
} | |
// BOTTOM RECT | |
vh.AddTriangle(8, 9, 10); | |
vh.AddTriangle(10, 11, 8); | |
// BOTTOM LEFT CORNER | |
for(int i = 12; i < 12 + pointCount - 1; i++) { | |
vh.AddTriangle(8, i, i+1); | |
} | |
vh.AddTriangle(8, 9, 12); | |
vh.AddTriangle(8, 0, 12 + pointCount - 1); | |
// BOTTOM RIGHT CORNER | |
for(int i = 12 + pointCount; i < 12 + 2 * pointCount - 1; i++) { | |
vh.AddTriangle(11, i, i + 1); | |
} | |
vh.AddTriangle(11, 3, 12 + pointCount); | |
vh.AddTriangle(11, 10, 12 + 2 * pointCount - 1); | |
if(hasTop) { | |
// TOP LEFT CORNER | |
for(int i = 12 + 2 * pointCount; i < 12 + 3 * pointCount - 1; i++) { | |
vh.AddTriangle(4 , i , i + 1); | |
} | |
vh.AddTriangle(4 , 5 , 12 + 2 * pointCount); | |
vh.AddTriangle(4 , 1 , 12 + 3 * pointCount - 1); | |
// TOP RIGHT CORNER | |
for(int i = 12 + 3 * pointCount; i < 12 + 4 * pointCount - 1; i++) { | |
vh.AddTriangle(7 , i , i + 1); | |
} | |
vh.AddTriangle(7 , 2 , 12 + 3 * pointCount); | |
vh.AddTriangle(7 , 6 , 12 + 4 * pointCount - 1); | |
} | |
} | |
} |
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