diff options
Diffstat (limited to 'Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs')
| -rw-r--r-- | Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs new file mode 100644 index 0000000..c4973fb --- /dev/null +++ b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs @@ -0,0 +1,192 @@ +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 |
