/* MIT License Copyright (c) 2022 David Tattersall 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. */ using System.Collections.Generic; using UnityEngine; using UnityEngine.UIElements; class Shadow : VisualElement { private Vertex[] k_Vertices; public int shadowCornerRadius { get; set; } public float shadowScale { get; set; } public int shadowOffsetX { get; set; } public int shadowOffsetY { get; set; } public int shadowCornerSubdivisions => 3; public new class UxmlFactory : UxmlFactory { } public new class UxmlTraits : VisualElement.UxmlTraits { public override IEnumerable uxmlChildElementsDescription { get { yield break; } } // Rounded corner radius. Increase to make the shadow "fluffier" UxmlIntAttributeDescription radiusAttr = new UxmlIntAttributeDescription { name = "shadow-corner-radius", defaultValue = 10 }; // Scale. Increase to make the shadow extend farther away from the element. UxmlFloatAttributeDescription scaleAttr = new UxmlFloatAttributeDescription { name = "shadow-scale", defaultValue = 1.1f }; // Offsets. Tweak to have e.g. a shadow below and to the right of an element. UxmlIntAttributeDescription offsetXAttr = new UxmlIntAttributeDescription { name = "shadow-offset-x", defaultValue = 0 }; UxmlIntAttributeDescription offsetYAttr = new UxmlIntAttributeDescription { name = "shadow-offset-y", defaultValue = 0 }; // Buggy right now - always set to 3. /*UxmlIntAttributeDescription subdivisionsAttr = new UxmlIntAttributeDescription { name="shadow-corner-subdivisions", defaultValue = 3};*/ public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) { base.Init(ve, bag, cc); var shadow = ve as Shadow; shadow.shadowCornerRadius = radiusAttr.GetValueFromBag(bag, cc); shadow.shadowScale = scaleAttr.GetValueFromBag(bag, cc); shadow.shadowOffsetX = offsetXAttr.GetValueFromBag(bag, cc); shadow.shadowOffsetY = offsetYAttr.GetValueFromBag(bag, cc); //shadow.shadowCornerSubdivisions = subdivisionsAttr.GetValueFromBag(bag, cc); } } public Shadow() { generateVisualContent += OnGenerateVisualContent; } private void OnGenerateVisualContent(MeshGenerationContext ctx) { Rect r = contentRect; float left = 0; float right = r.width; float top = 0; float bottom = r.height; float halfSpread = (shadowCornerRadius / 2f); int curveSubdivisions = this.shadowCornerSubdivisions; int totalVertices = 12 + ((curveSubdivisions - 1) * 4); /* 4/5/6/7 = inset rectangle (rect-shadowInsetAmount) 0/1/2/3/8/9/10/11 = outset rectangle (rect+shadowSpread) 1 2 12 => 12+(subdivisions-1) \| / 10 - 5========6 - 11 | | | | | | | | 9 - 4========7 - 8 / \ 0 3 (12+subdivisions-1)+1 => 12 + 2*(subdivisions-1) + 1 */ // Outside edge k_Vertices = new Vertex[totalVertices]; k_Vertices[0].position = new Vector3(left + halfSpread, bottom + halfSpread, Vertex.nearZ); k_Vertices[1].position = new Vector3(left + halfSpread, top - halfSpread, Vertex.nearZ); k_Vertices[2].position = new Vector3(right - halfSpread, top - halfSpread, Vertex.nearZ); k_Vertices[3].position = new Vector3(right - halfSpread, bottom + halfSpread, Vertex.nearZ); k_Vertices[0].tint = Color.clear; k_Vertices[1].tint = Color.clear; k_Vertices[2].tint = Color.clear; k_Vertices[3].tint = Color.clear; k_Vertices[8].position = new Vector3(right + halfSpread, bottom - halfSpread, Vertex.nearZ); k_Vertices[9].position = new Vector3(left - halfSpread, bottom - halfSpread, Vertex.nearZ); k_Vertices[10].position = new Vector3(left - halfSpread, top + halfSpread, Vertex.nearZ); k_Vertices[11].position = new Vector3(right + halfSpread, top + halfSpread, Vertex.nearZ); k_Vertices[8].tint = Color.clear; k_Vertices[9].tint = Color.clear; k_Vertices[10].tint = Color.clear; k_Vertices[11].tint = Color.clear; // Inside rectangle k_Vertices[4].position = new Vector3(0 + halfSpread, r.height - halfSpread, Vertex.nearZ); k_Vertices[5].position = new Vector3(0 + halfSpread, 0 + halfSpread, Vertex.nearZ); k_Vertices[6].position = new Vector3(r.width - halfSpread, 0 + halfSpread, Vertex.nearZ); k_Vertices[7].position = new Vector3(r.width - halfSpread, r.height - halfSpread, Vertex.nearZ); k_Vertices[4].tint = resolvedStyle.color; k_Vertices[5].tint = resolvedStyle.color; k_Vertices[6].tint = resolvedStyle.color; k_Vertices[7].tint = resolvedStyle.color; // Top right corner for (int i = 0; i < curveSubdivisions - 1; i++) { int vertexId = 12 + i; float angle = (Mathf.PI * 0.5f / curveSubdivisions) + (Mathf.PI * 0.5f / curveSubdivisions) * i; k_Vertices[vertexId].position = new Vector3(r.width - halfSpread + Mathf.Sin(angle) * shadowCornerRadius, 0 + halfSpread + (-Mathf.Cos(angle) * shadowCornerRadius), Vertex.nearZ); k_Vertices[vertexId].tint = Color.clear; } // Bottom right corner for (int i = 0; i < curveSubdivisions - 1; i++) { int vertexId = 12 + i + (curveSubdivisions - 1); float angle = (Mathf.PI * 0.5f) + (Mathf.PI * 0.5f / curveSubdivisions) + (Mathf.PI * 0.5f / curveSubdivisions) * i; k_Vertices[vertexId].position = new Vector3(r.width - halfSpread + Mathf.Sin(angle) * shadowCornerRadius, r.height - halfSpread + (-Mathf.Cos(angle) * shadowCornerRadius), Vertex.nearZ); k_Vertices[vertexId].tint = Color.clear; } // Bottom left corner for (int i = 0; i < curveSubdivisions - 1; i++) { int vertexId = 12 + i + (curveSubdivisions - 1) * 2; float angle = (Mathf.PI) + (Mathf.PI * 0.5f / curveSubdivisions) + (Mathf.PI * 0.5f / curveSubdivisions) * i; k_Vertices[vertexId].position = new Vector3(0 + halfSpread + Mathf.Sin(angle) * shadowCornerRadius, r.height - halfSpread + (-Mathf.Cos(angle) * shadowCornerRadius), Vertex.nearZ); k_Vertices[vertexId].tint = Color.clear; } // Top left corner for (int i = 0; i < curveSubdivisions - 1; i++) { int vertexId = 12 + i + (curveSubdivisions - 1) * 3; float angle = (Mathf.PI * 1.5f) + (Mathf.PI * 0.5f / curveSubdivisions) + (Mathf.PI * 0.5f / curveSubdivisions) * i; k_Vertices[vertexId].position = new Vector3(0 + halfSpread + Mathf.Sin(angle) * shadowCornerRadius, 0 + halfSpread + (-Mathf.Cos(angle) * shadowCornerRadius), Vertex.nearZ); k_Vertices[vertexId].tint = Color.clear; } Vector3 dimensions = new Vector3(r.width, r.height, Vertex.nearZ); for (int i = 0; i < k_Vertices.Length; i++) { // Do not scale the inner rectangle Vector3 newPos = k_Vertices[i].position; newPos = newPos + new Vector3(shadowOffsetX, shadowOffsetY, 0); if (i >= 4 && i <= 7) { // Do nothing } else { newPos = ((newPos - (dimensions * 0.5f)) * shadowScale) + (dimensions * 0.5f); } // Scale verticles using scale factor k_Vertices[i].position = newPos; } List tris = new List(); tris.AddRange(new ushort[]{ 1,6,5, 2,6,1, 6,11,8, 6,8,7, 4,7,3, 4,3,0, 10,5,4, 10,4,9, 5,6,4, 6,7,4, }); for (ushort i = 0; i < curveSubdivisions; i++) { if (i == 0) { tris.AddRange(new ushort[] { 2, 12, 6 }); } else if (i == curveSubdivisions - 1) { tris.AddRange(new ushort[] { (ushort)(12 + i - 1), 11, 6 }); } else { tris.AddRange(new ushort[] { (ushort)(12 + i - 1), (ushort)(12 + i), 6 }); } } for (ushort i = 0; i < curveSubdivisions; i++) { if (i == 0) { tris.AddRange(new ushort[] { 7, 8, 14 }); } else if (i == curveSubdivisions - 1) { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + (curveSubdivisions - 1)), 3, 7 }); } else { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + (curveSubdivisions - 1)), (ushort)(12 + i + (curveSubdivisions - 1)), 7 }); } } for (ushort i = 0; i < curveSubdivisions; i++) { if (i == 0) { tris.AddRange(new ushort[] { 4, 0, 16 }); } else if (i == curveSubdivisions - 1) { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + 2 * (curveSubdivisions - 1)), 9, 4 }); } else { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + 2 * (curveSubdivisions - 1)), (ushort)(12 + i + (2 * (curveSubdivisions - 1))), 4 }); } } for (ushort i = 0; i < curveSubdivisions; i++) { if (i == 0) { tris.AddRange(new ushort[] { 5, 10, 18 }); } else if (i == curveSubdivisions - 1) { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + 3 * (curveSubdivisions - 1)), 1, 5 }); } else { tris.AddRange(new ushort[] { (ushort)(12 + i - 1 + 3 * (curveSubdivisions - 1)), (ushort)(12 + i + 3 * (curveSubdivisions - 1)), 5 }); } } MeshWriteData mwd = ctx.Allocate(k_Vertices.Length, tris.Count); mwd.SetAllVertices(k_Vertices); mwd.SetAllIndices(tris.ToArray()); } }