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@EddieCameron
Forked from YclepticStudios/CanvasMesh.cs
Last active April 25, 2023 08:02
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Unity script for rendering a mesh inside the canvas UI.
/**
* ============================================================================
* 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]
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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