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Diffstat (limited to 'Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs')
| -rw-r--r-- | Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs new file mode 100644 index 0000000..18dba4c --- /dev/null +++ b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class WarpTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent<TMP_Text>(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// <summary> + /// Method to curve text along a Unity animation curve. + /// </summary> + /// <param name="textComponent"></param> + /// <returns></returns> + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + vertices[vertexIndex + 2] += offsetToMidBaseline; + vertices[vertexIndex + 3] += offsetToMidBaseline; + } + + + // Upload the mesh with the revised information + m_TextComponent.UpdateVertexData(); + + yield return new WaitForSeconds(0.025f); + } + } + } +} |
