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- using UnityEngine;
- using System.Collections;
- namespace TMPro.Examples
- {
- public class SkewTextExample : 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;
- public float ShearAmount = 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;
- float old_ShearValue = ShearAmount;
- AnimationCurve old_curve = CopyAnimationCurve(VertexCurve);
- while (true)
- {
- if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount)
- {
- yield return null;
- continue;
- }
- old_CurveScale = CurveScale;
- old_curve = CopyAnimationCurve(VertexCurve);
- old_ShearValue = ShearAmount;
- 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;
- // Apply the Shearing FX
- float shear_value = ShearAmount * 0.01f;
- Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0);
- Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0);
- vertices[vertexIndex + 0] += -bottomShear;
- vertices[vertexIndex + 1] += topShear;
- vertices[vertexIndex + 2] += topShear;
- vertices[vertexIndex + 3] += -bottomShear;
- // 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 null; // new WaitForSeconds(0.025f);
- }
- }
- }
- }
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