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-rw-r--r--Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs192
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diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
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+++ b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs
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+using UnityEngine;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+
+
+namespace TMPro.Examples
+{
+
+ public class VertexZoom : MonoBehaviour
+ {
+ public float AngleMultiplier = 1.0f;
+ public float SpeedMultiplier = 1.0f;
+ public float CurveScale = 1.0f;
+
+ private TMP_Text m_TextComponent;
+ private bool hasTextChanged;
+
+
+ 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()
+ {
+ // UnSubscribe to event fired when text object has been regenerated.
+ 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;
+ TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
+
+ // Allocations for sorting of the modified scales
+ List<float> modifiedCharScale = new List<float>();
+ List<int> scaleSortingOrder = new List<int>();
+
+ hasTextChanged = true;
+
+ while (true)
+ {
+ // Allocate new vertices
+ if (hasTextChanged)
+ {
+ // Get updated vertex data
+ cachedMeshInfoVertexData = 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;
+ }
+
+ // Clear list of character scales
+ modifiedCharScale.Clear();
+ scaleSortingOrder.Clear();
+
+ 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;
+
+ // 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 = cachedMeshInfoVertexData[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;
+
+ //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
+
+ // Determine the random scale change for each character.
+ float randomScale = Random.Range(1f, 1.5f);
+
+ // Add modified scale and index
+ modifiedCharScale.Add(randomScale);
+ scaleSortingOrder.Add(modifiedCharScale.Count - 1);
+
+ // Setup the matrix for the scale change.
+ //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
+ matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
+
+ 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;
+
+ // Restore Source UVS which have been modified by the sorting
+ Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
+ Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
+
+ destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
+ destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
+ destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
+ destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
+
+ // Restore Source Vertex Colors
+ Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
+ Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
+
+ destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
+ destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
+ destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
+ destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
+ }
+
+ // Push changes into meshes
+ for (int i = 0; i < textInfo.meshInfo.Length; i++)
+ {
+ //// Sort Quads based modified scale
+ scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
+
+ textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
+
+ // Updated modified vertex attributes
+ textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
+ textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
+ textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
+
+ m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
+ }
+
+ yield return new WaitForSeconds(0.1f);
+ }
+ }
+
+ }
+} \ No newline at end of file