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diff --git a/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Pathfinding Visualizer/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs
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+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);
+ }
+ }
+ }
+}