Unity-NorthStar / data /Packages /com.unity.render-pipelines.universal /Editor /2D /FreeformPathPresets.cs
| using UnityEngine; | |
| namespace UnityEditor.Rendering.Universal | |
| { | |
| internal static class FreeformPathPresets | |
| { | |
| public static Vector3[] CreateSquare() | |
| { | |
| Vector3[] returnPath = new Vector3[4] | |
| { | |
| new Vector3(-0.5f, -0.5f), | |
| new Vector3(0.5f, -0.5f), | |
| new Vector3(0.5f, 0.5f), | |
| new Vector3(-0.5f, 0.5f) | |
| }; | |
| return returnPath; | |
| } | |
| public static Vector3[] CreateIsometricDiamond() | |
| { | |
| Vector3[] returnPath = new Vector3[4] | |
| { | |
| new Vector3(-0.5f, 0.0f), | |
| new Vector3(0.0f, -0.25f), | |
| new Vector3(0.5f, 0.0f), | |
| new Vector3(0.0f, 0.25f) | |
| }; | |
| return returnPath; | |
| } | |
| private static Vector3[] CreateShape(int vertices, float angleOffset) | |
| { | |
| Vector3[] returnPath = new Vector3[vertices]; | |
| const float kRadius = 0.5f; | |
| for (int i = 0; i < vertices; i++) | |
| { | |
| float angle = ((float)i * 2 * Mathf.PI / (float)vertices) + angleOffset; | |
| float x = kRadius * Mathf.Cos(angle); | |
| float y = kRadius * Mathf.Sin(angle); | |
| returnPath[i] = new Vector3(x, y); | |
| } | |
| return returnPath; | |
| } | |
| public static Vector3[] CreateCircle() | |
| { | |
| return CreateShape(32, 0); | |
| } | |
| public static Vector3[] CreateHexagonFlatTop() | |
| { | |
| return CreateShape(6, 0); | |
| } | |
| public static Vector3[] CreateHexagonPointedTop() | |
| { | |
| return CreateShape(6, 0.5f * Mathf.PI); | |
| } | |
| } | |
| } | |