Here are the examples of the csharp api UnityEngine.UI.Extensions.CUIGraphic.uiVertexBerp(UnityEngine.UIVertex, UnityEngine.UIVertex, UnityEngine.UIVertex, UnityEngine.UIVertex, float, float) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
1 Examples
19
View Source File : CUIGraphic.cs
License : MIT License
Project Creator : cmaher
License : MIT License
Project Creator : cmaher
protected void tessellateQuad(List<UIVertex> _quads, int _thisQuadIdx)
{
UIVertex v_bottomLeft = _quads[_thisQuadIdx];
UIVertex v_topLeft = _quads[_thisQuadIdx + 1];
UIVertex v_topRight = _quads[_thisQuadIdx + 2];
UIVertex v_bottomRight = _quads[_thisQuadIdx + 3];
float quadSize = 100.0f / resolution;
int heightQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topLeft.position - v_bottomLeft.position).magnitude / quadSize));
int widthQuadEdgeNum = Mathf.Max(1, Mathf.CeilToInt((v_topRight.position - v_topLeft.position).magnitude / quadSize));
int quadIdx = 0;
for (int x = 0; x < widthQuadEdgeNum; x++)
{
for (int y = 0; y < heightQuadEdgeNum; y++, quadIdx++)
{
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
_quads.Add(new UIVertex());
float xRatio = (float)x / widthQuadEdgeNum;
float yRatio = (float)y / heightQuadEdgeNum;
float xPlusOneRatio = (float)(x + 1) / widthQuadEdgeNum;
float yPlusOneRatio = (float)(y + 1) / heightQuadEdgeNum;
_quads[_quads.Count - 4] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yRatio);
_quads[_quads.Count - 3] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xRatio, yPlusOneRatio);
_quads[_quads.Count - 2] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yPlusOneRatio);
_quads[_quads.Count - 1] = uiVertexBerp(v_bottomLeft, v_topLeft, v_topRight, v_bottomRight, xPlusOneRatio, yRatio);
}
}
}