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authordereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
committerdereelatwit <54997325+dereelatwit@users.noreply.github.com>2023-08-03 14:05:08 -0400
commitb8aa2e0935f309b112648f0352f35f5f33da946b (patch)
tree9121ae1a65e483dddba8367cbbdd4991abfb3e26 /Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
parent374125ba34e0366afb062578906877cfdf229bb9 (diff)
started implementing UI
Diffstat (limited to 'Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs')
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diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
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+using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexJitter : MonoBehaviour
+ {
+
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+ /// <summary>
+ /// Structure to hold pre-computed animation data.
+ /// </summary>
+ private struct VertexAnim
+ {
+ public float angleRange;
+ public float angle;
+ public float speed;
+ }
+
+ void Awake()
+ {
+ m_TextComponent = GetComponent<TMP_Text>();
+ }
+
+ void OnEnable()
+ {
+ // Subscribe to event fired when text object has been regenerated.
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
+ }
+
+ void OnDisable()
+ {
+ TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
+ }
+
+
+ void Start()
+ {
+ StartCoroutine(AnimateVertexColors());
+ }
+
+
+ void ON_TEXT_CHANGED(Object obj)
+ {
+ if (obj == m_TextComponent)
+ hasTextChanged = true;
+ }
+
+ /// <summary>
+ /// Method to animate vertex colors of a TMP Text object.
+ /// </summary>
+ /// <returns></returns>
+ IEnumerator AnimateVertexColors()
+ {
+
+ // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
+ // Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
+ m_TextComponent.ForceMeshUpdate();
+
+ TMP_TextInfo textInfo = m_TextComponent.textInfo;
+
+ Matrix4x4 matrix;
+
+ int loopCount = 0;
+ hasTextChanged = true;
+
+ // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
+ VertexAnim[] vertexAnim = new VertexAnim[1024];
+ for (int i = 0; i < 1024; i++)
+ {
+ vertexAnim[i].angleRange = Random.Range(10f, 25f);
+ vertexAnim[i].speed = Random.Range(1f, 3f);
+ }
+
+ // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
+ TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ while (true)
+ {
+ // Get new copy of vertex data if the text has changed.
+ if (hasTextChanged)
+ {
+ // Update the copy of the vertex data for the text object.
+ cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
+
+ hasTextChanged = false;
+ }
+
+ int characterCount = textInfo.characterCount;
+
+ // If No Characters then just yield and wait for some text to be added
+ if (characterCount == 0)
+ {
+ yield return new WaitForSeconds(0.25f);
+ continue;
+ }
+
+
+ for (int i = 0; i < characterCount; i++)
+ {
+ TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
+
+ // Skip characters that are not visible and thus have no geometry to manipulate.
+ if (!charInfo.isVisible)
+ continue;
+
+ // Retrieve the pre-computed animation data for the given character.
+ VertexAnim vertAnim = vertexAnim[i];
+
+ // Get the index of the material used by the current character.
+ int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
+
+ // Get the index of the first vertex used by this text element.
+ int vertexIndex = textInfo.characterInfo[i].vertexIndex;
+
+ // Get the cached vertices of the mesh used by this text element (character or sprite).
+ Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
+
+ // Determine the center point of each character at the baseline.
+ //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
+ // Determine the center point of each character.
+ Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
+
+ // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
+ // This is needed so the matrix TRS is applied at the origin for each character.
+ Vector3 offset = charMidBasline;
+
+ Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
+
+ destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
+ destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
+ destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
+ destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
+
+ vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
+ Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
+
+ destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
+ destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
+ destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
+ destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
+
+ destinationVertices[vertexIndex + 0] += offset;
+ destinationVertices[vertexIndex + 1] += offset;
+ destinationVertices[vertexIndex + 2] += offset;
+ destinationVertices[vertexIndex + 3] += offset;
+
+ vertexAnim[i] = vertAnim;
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ loopCount += 1;
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+} \ No newline at end of file