using UnityEngine;
namespace FairyGUI
{
public class RoundedRectMesh : IMeshFactory, IHitTest
{
///
///
///
public Rect? drawRect;
///
///
///
public float lineWidth;
///
///
///
public Color32 lineColor;
///
///
///
public Color32? fillColor;
///
///
///
public float topLeftRadius;
///
///
///
public float topRightRadius;
///
///
///
public float bottomLeftRadius;
///
///
///
public float bottomRightRadius;
public RoundedRectMesh()
{
lineColor = Color.black;
}
public void OnPopulateMesh(VertexBuffer vb)
{
Rect rect = drawRect != null ? (Rect)drawRect : vb.contentRect;
Color32 color = fillColor != null ? (Color32)fillColor : vb.vertexColor;
float radiusX = rect.width / 2;
float radiusY = rect.height / 2;
float cornerMaxRadius = Mathf.Min(radiusX, radiusY);
float centerX = radiusX + rect.x;
float centerY = radiusY + rect.y;
vb.AddVert(new Vector3(centerX, centerY, 0), color);
int cnt = vb.currentVertCount;
for (int i = 0; i < 4; i++)
{
float radius = 0;
switch (i)
{
case 0:
radius = bottomRightRadius;
break;
case 1:
radius = bottomLeftRadius;
break;
case 2:
radius = topLeftRadius;
break;
case 3:
radius = topRightRadius;
break;
}
radius = Mathf.Min(cornerMaxRadius, radius);
float offsetX = rect.x;
float offsetY = rect.y;
if (i == 0 || i == 3)
offsetX = rect.xMax - radius * 2;
if (i == 0 || i == 1)
offsetY = rect.yMax - radius * 2;
if (radius != 0)
{
int partNumSides = Mathf.Max(1, Mathf.CeilToInt(Mathf.PI * radius / 8)) + 1;
float angleDelta = Mathf.PI / 2 / partNumSides;
float angle = Mathf.PI / 2 * i;
float startAngle = angle;
for (int j = 1; j <= partNumSides; j++)
{
if (j == partNumSides) //消除精度误差带来的不对齐
angle = startAngle + Mathf.PI / 2;
Vector3 v1 = new Vector3(offsetX + Mathf.Cos(angle) * (radius - lineWidth) + radius,
offsetY + Mathf.Sin(angle) * (radius - lineWidth) + radius, 0);
vb.AddVert(v1, color);
if (lineWidth != 0)
{
vb.AddVert(v1, lineColor);
vb.AddVert(new Vector3(offsetX + Mathf.Cos(angle) * radius + radius,
offsetY + Mathf.Sin(angle) * radius + radius, 0), lineColor);
}
angle += angleDelta;
}
}
else
{
Vector3 v1 = new Vector3(offsetX, offsetY, 0);
if (lineWidth != 0)
{
if (i == 0 || i == 3)
offsetX -= lineWidth;
else
offsetX += lineWidth;
if (i == 0 || i == 1)
offsetY -= lineWidth;
else
offsetY += lineWidth;
Vector3 v2 = new Vector3(offsetX, offsetY, 0);
vb.AddVert(v2, color);
vb.AddVert(v2, lineColor);
vb.AddVert(v1, lineColor);
}
else
vb.AddVert(v1, color);
}
}
cnt = vb.currentVertCount - cnt;
if (lineWidth > 0)
{
for (int i = 0; i < cnt; i += 3)
{
if (i != cnt - 3)
{
vb.AddTriangle(0, i + 1, i + 4);
vb.AddTriangle(i + 5, i + 2, i + 3);
vb.AddTriangle(i + 3, i + 6, i + 5);
}
else
{
vb.AddTriangle(0, i + 1, 1);
vb.AddTriangle(2, i + 2, i + 3);
vb.AddTriangle(i + 3, 3, 2);
}
}
}
else
{
for (int i = 0; i < cnt; i++)
vb.AddTriangle(0, i + 1, (i == cnt - 1) ? 1 : i + 2);
}
}
public bool HitTest(Rect contentRect, Vector2 point)
{
if (drawRect != null)
return ((Rect)drawRect).Contains(point);
else
return contentRect.Contains(point);
}
}
}