diff --git a/Source/Editor/Surface/Archetypes/Material.cs b/Source/Editor/Surface/Archetypes/Material.cs
index 58d1b854d..f1da861c1 100644
--- a/Source/Editor/Surface/Archetypes/Material.cs
+++ b/Source/Editor/Surface/Archetypes/Material.cs
@@ -936,6 +936,142 @@ namespace FlaxEditor.Surface.Archetypes
NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
}
},
+ new NodeArchetype
+ {
+ TypeID = 43,
+ Title = "Rotate UV",
+ Description = "Rotates 2D vector by given angle around (0,0) origin",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(250, 40),
+ ConnectionsHints = ConnectionsHint.Vector,
+ DefaultValues =
+ [
+ 0.0f,
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 2),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 44,
+ Title = "Cone Gradient",
+ Description = "Creates cone gradient around normalized UVs (range [-1; 1]), angle is in radians (range [0; TwoPi])",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 40),
+ ConnectionsHints = ConnectionsHint.Vector,
+ DefaultValues =
+ [
+ 0.0f,
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 45,
+ Title = "Cycle Gradient",
+ Description = "Creates 2D sphere mask gradient around normalized UVs (range [-1; 1])",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 20),
+ ConnectionsHints = ConnectionsHint.Vector,
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 1),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 46,
+ Title = "Falloff and Offset",
+ Description = "",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 60),
+ ConnectionsHints = ConnectionsHint.Numeric,
+ DefaultValues =
+ [
+ 0.0f,
+ 0.9f
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "Value", true, typeof(float), 0),
+ NodeElementArchetype.Factory.Input(1, "Offset", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Input(2, "Falloff", true, typeof(float), 2, 1),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 3),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 47,
+ Title = "Linear Gradient",
+ Description = "x = Gradient along X axis, y = Gradient along Y axis",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 60),
+ ConnectionsHints = ConnectionsHint.Vector,
+ DefaultValues =
+ [
+ 0.0f,
+ false
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Input(2, "Mirror", true, typeof(bool), 2, 1),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 3),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 48,
+ Title = "Radial Gradient",
+ Description = "",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 40),
+ ConnectionsHints = ConnectionsHint.Vector,
+ DefaultValues =
+ [
+ 0.0f,
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2),
+ ]
+ },
+ new NodeArchetype
+ {
+ TypeID = 49,
+ Title = "Ring Gradient",
+ Description = "x = InnerMask,y = OuterMask,z = Mask",
+ Flags = NodeFlags.MaterialGraph,
+ Size = new Float2(175, 80),
+ ConnectionsHints = ConnectionsHint.Vector,
+ DefaultValues =
+ [
+ 1.0f,
+ 0.8f,
+ 0.05f,
+ ],
+ Elements =
+ [
+ NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0),
+ NodeElementArchetype.Factory.Input(1, "OuterBounds", true, typeof(float), 1, 0),
+ NodeElementArchetype.Factory.Input(2, "InnerBounds", true, typeof(float), 2, 1),
+ NodeElementArchetype.Factory.Input(3, "Falloff", true, typeof(float), 3, 2),
+ NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float3), 4),
+ ]
+ },
};
}
}
diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
index 66d24d4f3..03b27bfa1 100644
--- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
+++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp
@@ -569,6 +569,106 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
// Do the inverse interpolation and saturate it
value = writeLocal(ValueType::Float, String::Format(TEXT("saturate((({0} - {1}) / ({2} - {1})))"), gradient.Value, lowerEdge.Value, upperEdge.Value), node);
}
+ // Rotate UV [Rotator Simple]
+ case 43:
+ {
+ //cosine = cos(rotation);
+ //sine = sin(rotation);
+ //float2 out = float2(cosine * uv.x + sine * uv.y,cosine * uv.y - sine * uv.x);
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
+ auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node);
+ auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node);
+ value = writeLocal(ValueType::Float2, String::Format(TEXT("float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
+ break;
+ }
+ // Cone Gradient
+ case 44:
+ {
+ //float gradient = angle - abs(atan2(uv.x,uv.y));
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
+ value = writeLocal(ValueType::Float, String::Format(TEXT("{1} - abs(atan2({0}.x, {0}.y))"), uv.Value, rotationAngle.Value), node);
+ break;
+ }
+ // Cycle Gradient
+ case 45:
+ {
+ //float gradient = 1 - length(uv * 2);
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ value = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node);
+ break;
+ }
+ // Falloff and Offset
+ case 46:
+ {
+ //float out = clamp((((Value - (1 - Offset)) + Falloff) / Falloff),0,1)
+ const auto in = tryGetValue(node->GetBox(0), ShaderGraphValue::Zero);
+ const auto graphValue = tryGetValue(node->GetBox(1), node->Values[0].AsFloat);
+ const auto falloff = tryGetValue(node->GetBox(2), node->Values[1].AsFloat);
+ value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - {1})) + {2}) / {2}))"), in.Value, graphValue.Value, falloff.Value), node);
+ break;
+ }
+ // Linear Gradient
+ case 47:
+ {
+ // float2 uv = Input0.xy;
+ // float r = Input0.z;
+ // float2 A = 1.0 - float2(cos(r) * uv.x + sin(r) * uv.y, cos(r) * uv.y - sin(r) * uv.x);
+ // float2 out = float2(Mirror ? abs(A.x < 1.0 ? (A.x - 0.5) * 2 : (2 - ((A.x - 0.5) * 2)) * -1) : A.x < 1.0 ? (A.x - 0.5) * 2 : 1,Mirror ? abs(A.y < 1.0 ? (A.y - 0.5) * 2 : (2 - ((A.y - 0.5) * 2)) * -1) : A.y < 1.0 ? (A.y - 0.5) * 2 : 1);
+
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
+ const auto mirror = tryGetValue(node->GetBox(2), node->Values[1].AsBool).AsBool();
+
+ auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node);
+ auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node);
+ auto a = writeLocal(ValueType::Float2, String::Format(TEXT("1.0 - float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node);
+ value = writeLocal(
+ ValueType::Float2, String::Format(TEXT
+ (
+ "float2({0} ? abs({1}.x < 1.0 ? ({1}.x - 0.5) * 2 : (2 - (({1}.x - 0.5) * 2)) * -1) : {1}.x < 1.0 ? ({1}.x - 0.5) * 2 : 1,{0} ? abs({1}.y < 1.0 ? ({1}.y - 0.5) * 2 : (2 - (({1}.y - 0.5) * 2)) * -1) : {1}.y < 1.0 ? ({1}.y - 0.5) * 2 : 1)"
+ ), mirror.Value, a.Value),
+ node);
+ break;
+ }
+ // Radial Gradient
+ case 48:
+ {
+ //float gradient = clamp(atan2(uv.x,uv.y) - angle,0.0,1.0);
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
+ value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(atan2({0}.x, {0}.y) - {1})"), uv.Value, rotationAngle.Value), node);
+ break;
+ }
+ // Ring Gradient
+ case 49:
+ {
+ // Nodes:
+ // float c = CycleGradient(uv)
+ // float InnerMask = FalloffAndOffset(c,(OuterBounds - Falloff),Falloff)
+ // float OuterMask = FalloffAndOffset(1-c,1-InnerBounds,Falloff)
+ // float Mask = OuterMask * InnerMask;
+
+ // TODO: check if there is some useless operators
+
+ //expanded
+ //float cycleGradient = 1 - length(uv * 2);
+ //float InnerMask = clamp((((c - (1 - (OuterBounds - Falloff))) + Falloff) / Falloff),0,1)
+ //float OuterMask = clamp(((((1-c) - (1 - (1-InnerBounds))) + Falloff) / Falloff),0,1)
+ //float Mask = OuterMask * InnerMask;
+
+ const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2();
+ const auto outerBounds = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat();
+ const auto innerBounds = tryGetValue(node->GetBox(2), node->Values[1].AsFloat).AsFloat();
+ const auto falloff = tryGetValue(node->GetBox(3), node->Values[2].AsFloat).AsFloat();
+ auto c = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node);
+ auto innerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - ({1} - {2}))) + {2}) / {2}))"), c.Value, outerBounds.Value, falloff.Value), node);
+ auto outerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((((1.0 - {0}) - (1.0 - (1.0 - {1}))) + {2}) / {2}))"), c.Value, innerBounds.Value, falloff.Value), node);
+ auto mask = writeLocal(ValueType::Float, String::Format(TEXT("{0} * {1}"), innerMask.Value, outerMask.Value), node);
+ value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), innerMask.Value, outerMask.Value, mask.Value), node);
+ break;
+ }
default:
break;
}
diff --git a/Source/Engine/UI/GUI/Special/RadialMenu.cs b/Source/Engine/UI/GUI/Special/RadialMenu.cs
new file mode 100644
index 000000000..2ffe8006a
--- /dev/null
+++ b/Source/Engine/UI/GUI/Special/RadialMenu.cs
@@ -0,0 +1,389 @@
+// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
+
+using System;
+
+namespace FlaxEngine.GUI
+{
+ ///
+ /// Radial menu control that arranges child controls (of type Image) in a circle.
+ ///
+ ///
+ public class RadialMenu : ContainerControl
+ {
+ private bool _materialIsDirty = true;
+ private float _angle;
+ private float _selectedSegment;
+ private int _highlightSegment = -1;
+ private MaterialBase _material;
+ private MaterialInstance _materialInstance;
+ private int _segmentCount;
+ private Color _highlightColor;
+ private Color _foregroundColor;
+ private Color _selectionColor;
+ private float _edgeOffset;
+ private float _thickness = 0.2f;
+
+ private float USize => Size.X < Size.Y ? Size.X : Size.Y;
+ private bool ShowMatProp => _material != null;
+
+ ///
+ /// The material to use for menu background drawing.
+ ///
+ [EditorOrder(1)]
+ public MaterialBase Material
+ {
+ get => _material;
+ set
+ {
+ if (_material == value)
+ return;
+ _material = value;
+ Object.DestroyNow(_materialInstance);
+ _materialInstance = null;
+ _materialIsDirty = true;
+ }
+ }
+
+ ///
+ /// Gets or sets the edge offset.
+ ///
+ [EditorOrder(2), Range(0, 1)]
+ public float EdgeOffset
+ {
+ get => _edgeOffset;
+ set
+ {
+ _edgeOffset = Math.Clamp(value, 0, 1);
+ _materialIsDirty = true;
+ PerformLayout();
+ }
+ }
+
+ ///
+ /// Gets or sets the thickness.
+ ///
+ [EditorOrder(3), Range(0, 1), VisibleIf(nameof(ShowMatProp))]
+ public float Thickness
+ {
+ get => _thickness;
+ set
+ {
+ _thickness = Math.Clamp(value, 0, 1);
+ _materialIsDirty = true;
+ PerformLayout();
+ }
+ }
+
+ ///
+ /// Gets or sets control background color (transparent color (alpha=0) means no background rendering).
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public new Color BackgroundColor
+ {
+ get => base.BackgroundColor;
+ set
+ {
+ _materialIsDirty = true;
+ base.BackgroundColor = value;
+ }
+ }
+
+ ///
+ /// Gets or sets the color of the highlight.
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public Color HighlightColor
+ {
+ get => _highlightColor;
+ set
+ {
+ _materialIsDirty = true;
+ _highlightColor = value;
+ }
+ }
+
+ ///
+ /// Gets or sets the color of the foreground.
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public Color ForegroundColor
+ {
+ get => _foregroundColor;
+ set
+ {
+ _materialIsDirty = true;
+ _foregroundColor = value;
+ }
+ }
+
+ ///
+ /// Gets or sets the color of the selection.
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public Color SelectionColor
+ {
+ get => _selectionColor;
+ set
+ {
+ _materialIsDirty = true;
+ _selectionColor = value;
+ }
+ }
+
+ ///
+ /// The selected callback
+ ///
+ [HideInEditor]
+ public Action Selected;
+
+ ///
+ /// The allow change selection when inside
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public bool AllowChangeSelectionWhenInside;
+
+ ///
+ /// The center as button
+ ///
+ [VisibleIf(nameof(ShowMatProp))]
+ public bool CenterAsButton;
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ public RadialMenu()
+ : this(0, 0)
+ {
+ }
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// Position X coordinate
+ /// Position Y coordinate
+ /// Width
+ /// Height
+ public RadialMenu(float x, float y, float width = 100, float height = 100)
+ : base(x, y, width, height)
+ {
+ var style = Style.Current;
+ if (style != null)
+ {
+ BackgroundColor = style.BackgroundNormal;
+ HighlightColor = style.BackgroundSelected;
+ ForegroundColor = style.BackgroundHighlighted;
+ SelectionColor = style.BackgroundSelected;
+ }
+ }
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ /// Position
+ /// Size
+ public RadialMenu(Float2 location, Float2 size)
+ : this(location.X, location.Y, size.X, size.Y)
+ {
+ }
+
+ ///
+ public override void DrawSelf()
+ {
+ if (_materialInstance == null && Material != null)
+ {
+ _materialInstance = Material.CreateVirtualInstance();
+ _materialIsDirty = true;
+ }
+ if (_materialInstance != null)
+ {
+ if (_materialIsDirty)
+ {
+ _materialInstance.SetParameterValue("RadialMenu_EdgeOffset", Math.Clamp(1 - _edgeOffset, 0, 1));
+ _materialInstance.SetParameterValue("RadialMenu_Thickness", Math.Clamp(_thickness, 0, 1));
+ _materialInstance.SetParameterValue("RadialMenu_Angle", (1.0f / _segmentCount) * Mathf.Pi);
+ _materialInstance.SetParameterValue("RadialMenu_SegmentCount", _segmentCount);
+ _materialInstance.SetParameterValue("RadialMenu_HighlightColor", _highlightColor);
+ _materialInstance.SetParameterValue("RadialMenu_ForegroundColor", _foregroundColor);
+ _materialInstance.SetParameterValue("RadialMenu_BackgroundColor", BackgroundColor);
+ _materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi);
+ UpdateSelectionColor();
+ _materialIsDirty = false;
+ }
+ Render2D.DrawMaterial(_materialInstance, new Rectangle(Float2.Zero, new Float2(Size.X < Size.Y ? Size.X : Size.Y)));
+ }
+ }
+
+ ///
+ public override void OnMouseMove(Float2 location)
+ {
+ if (_materialInstance != null)
+ {
+ if (_highlightSegment == -1)
+ {
+ var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
+ var max = (1 - _edgeOffset) * USize * 0.5f;
+ var val = ((USize * 0.5f) - location).Length;
+ if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside)
+ {
+ UpdateAngle(ref location);
+ }
+ }
+ }
+
+ base.OnMouseMove(location);
+ }
+
+ ///
+ public override bool OnMouseDown(Float2 location, MouseButton button)
+ {
+ if (_materialInstance == null)
+ return base.OnMouseDown(location, button);
+
+ var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
+ var max = (1 - _edgeOffset) * USize * 0.5f;
+ var val = ((USize * 0.5f) - location).Length;
+ var c = val < min && CenterAsButton;
+ var selected = (int)_selectedSegment;
+ selected++;
+ if (Mathf.IsInRange(val, min, max) || c)
+ {
+ _highlightSegment = c ? 0 : selected;
+ UpdateSelectionColor();
+ return true;
+ }
+ else
+ {
+ _highlightSegment = -1;
+ UpdateSelectionColor();
+ }
+
+ return base.OnMouseDown(location, button);
+ }
+
+ ///
+ public override bool OnMouseUp(Float2 location, MouseButton button)
+ {
+ if (_materialInstance == null)
+ return base.OnMouseDown(location, button);
+
+ if (_highlightSegment >= 0)
+ {
+ Selected?.Invoke(_highlightSegment);
+ _highlightSegment = -1;
+ UpdateSelectionColor();
+ var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f;
+ var max = (1 - _edgeOffset) * USize * 0.5f;
+ var val = ((USize * 0.5f) - location).Length;
+ if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside)
+ {
+ UpdateAngle(ref location);
+ }
+ }
+
+ return base.OnMouseUp(location, button);
+ }
+
+ ///
+ public override void OnMouseLeave()
+ {
+ if (_materialInstance == null)
+ return;
+
+ _selectedSegment = 0;
+ _highlightSegment = -1;
+ Selected?.Invoke(_highlightSegment);
+ UpdateSelectionColor();
+ }
+
+ ///
+ public override void OnChildrenChanged()
+ {
+ _segmentCount = 0;
+ for (int i = 0; i < Children.Count; i++)
+ {
+ if (Children[i] is Image)
+ {
+ _segmentCount++;
+ }
+ }
+ _materialIsDirty = true;
+
+ base.OnChildrenChanged();
+ }
+
+ ///
+ public override void PerformLayout(bool force = false)
+ {
+ var sa = -1.0f / _segmentCount * Mathf.TwoPi;
+ var midp = USize * 0.5f;
+ var mp = ((1 - _edgeOffset) - (_thickness * 0.5f)) * midp;
+ float f = 0;
+ if (_segmentCount % 2 != 0)
+ {
+ f += sa * 0.5f;
+ }
+ if (_materialInstance == null)
+ {
+ for (int i = 0; i < Children.Count; i++)
+ {
+ Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp;
+ f += sa;
+ }
+ }
+ else
+ {
+ for (int i = 0; i < Children.Count; i++)
+ {
+ if (Children[i] is Image)
+ {
+ Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp;
+ f += sa;
+ }
+ }
+ }
+
+ base.PerformLayout(force);
+ }
+
+ private void UpdateSelectionColor()
+ {
+ Color color;
+ if (_highlightSegment == -1)
+ {
+ color = _foregroundColor;
+ }
+ else
+ {
+ if (CenterAsButton)
+ {
+ color = _highlightSegment > 0 ? SelectionColor : _foregroundColor;
+ }
+ else
+ {
+ color = SelectionColor;
+ }
+ }
+ _materialInstance.SetParameterValue("RadialMenu_SelectionColor", color);
+ }
+
+ private void UpdateAngle(ref Float2 location)
+ {
+ var size = new Float2(USize);
+ var p = (size * 0.5f) - location;
+ var sa = (1.0f / _segmentCount) * Mathf.TwoPi;
+ _angle = Mathf.Atan2(p.X, p.Y);
+ _angle = Mathf.Ceil((_angle - (sa * 0.5f)) / sa) * sa;
+ _selectedSegment = _angle;
+ _selectedSegment = Mathf.RoundToInt((_selectedSegment < 0 ? Mathf.TwoPi + _selectedSegment : _selectedSegment) / sa);
+ if (float.IsNaN(_angle) || float.IsInfinity(_angle))
+ _angle = 0;
+ _materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi);
+ }
+
+ private static Float2 Rotate2D(Float2 point, float angle)
+ {
+ return new Float2(Mathf.Cos(angle) * point.X + Mathf.Sin(angle) * point.Y,
+ Mathf.Cos(angle) * point.Y - Mathf.Sin(angle) * point.X);
+ }
+ }
+}