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