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Unity script for rendering a mesh inside the canvas UI.
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/** | |
* ============================================================================ | |
* MIT License | |
* | |
* Copyright (c) 2017 Eric Phillips | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
* and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in | |
* all copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
* DEALINGS IN THE SOFTWARE. | |
* ============================================================================ | |
* | |
* | |
* This script renders a mesh in canvas space using a CanvasRenderer. | |
* This allows all the scaling and canvas layout constraints to be | |
* applied to the mesh. | |
* | |
* Created by Eric Phillips on January 1, 2017. | |
*/ | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
[ExecuteInEditMode] | |
[RequireComponent(typeof(CanvasRenderer))] | |
public class CanvasMesh : Graphic | |
{ | |
// Inspector properties | |
public Mesh Mesh = null; | |
List<Vector3> verts = new List<Vector3>(); | |
List<int> tris = new List<int>(); | |
List<Vector2> uvs = new List<Vector2>(); | |
/// <summary> | |
/// Callback function when a UI element needs to generate vertices. | |
/// </summary> | |
/// <param name="vh">VertexHelper utility.</param> | |
protected override void OnPopulateMesh(VertexHelper vh) | |
{ | |
vh.Clear(); | |
verts.Clear(); | |
uvs.Clear(); | |
tris.Clear(); | |
if (Mesh == null) return; | |
// Get data from mesh | |
Mesh.GetVertices( verts ); | |
Mesh.GetUVs( 0, uvs ); | |
Mesh.GetTriangles( tris, 0 ); | |
// Get mesh bounds parameters | |
Vector2 meshMin = Mesh.bounds.min; | |
Vector2 meshSize = Mesh.bounds.size; | |
// Add scaled vertices | |
for (int ii = 0; ii < verts.Count; ii++) | |
{ | |
Vector2 v = verts[ii]; | |
v.x = (v.x - meshMin.x) / meshSize.x; | |
v.y = (v.y - meshMin.y) / meshSize.y; | |
v = Vector2.Scale(v - rectTransform.pivot, rectTransform.rect.size); | |
vh.AddVert(v, color, uvs[ii]); | |
} | |
// Add triangles | |
for (int ii = 0; ii < tris.Count; ii += 3) | |
vh.AddTriangle(tris[ii], tris[ii + 1], tris[ii + 2]); | |
} | |
protected override void UpdateMaterial() { | |
if ( !IsActive() ) | |
return; | |
canvasRenderer.materialCount = 1; | |
canvasRenderer.SetMaterial( materialForRendering, 0 ); | |
} | |
/// <summary> | |
/// Converts a vertex in mesh coordinates to a point in world coordinates. | |
/// </summary> | |
/// <param name="vertex">The input vertex.</param> | |
/// <returns>A point in world coordinates.</returns> | |
public Vector3 TransformVertex(Vector3 vertex) | |
{ | |
// Convert vertex into local coordinates | |
Vector2 v; | |
v.x = (vertex.x - Mesh.bounds.min.x) / Mesh.bounds.size.x; | |
v.y = (vertex.y - Mesh.bounds.min.y) / Mesh.bounds.size.y; | |
v = Vector2.Scale(v - rectTransform.pivot, rectTransform.rect.size); | |
// Convert from local into world | |
return transform.TransformPoint(v); | |
} | |
/// <summary> | |
/// Converts a vertex in world coordinates into a vertex in mesh coordinates. | |
/// </summary> | |
/// <param name="vertex">The input vertex.</param> | |
/// <returns>A point in mesh coordinates.</returns> | |
public Vector3 InverseTransformVertex(Vector3 vertex) | |
{ | |
// Convert from world into local coordinates | |
Vector2 v = transform.InverseTransformPoint(vertex); | |
// Convert into mesh coordinates | |
v.x /= rectTransform.rect.size.x; | |
v.y /= rectTransform.rect.size.y; | |
v += rectTransform.pivot; | |
v = Vector2.Scale(v, Mesh.bounds.size); | |
v.x += Mesh.bounds.min.x; | |
v.y += Mesh.bounds.min.y; | |
return v; | |
} | |
} |
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