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- using UnityEngine;
- using System.Collections;
- namespace TMPro.Examples
- {
- public class VertexJitter : MonoBehaviour
- {
- public float AngleMultiplier = 1.0f;
- public float SpeedMultiplier = 1.0f;
- public float CurveScale = 1.0f;
- private TMP_Text m_TextComponent;
- private bool hasTextChanged;
- /// <summary>
- /// Structure to hold pre-computed animation data.
- /// </summary>
- private struct VertexAnim
- {
- public float angleRange;
- public float angle;
- public float speed;
- }
- 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()
- {
- 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;
- int loopCount = 0;
- hasTextChanged = true;
- // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
- VertexAnim[] vertexAnim = new VertexAnim[1024];
- for (int i = 0; i < 1024; i++)
- {
- vertexAnim[i].angleRange = Random.Range(10f, 25f);
- vertexAnim[i].speed = Random.Range(1f, 3f);
- }
- // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
- TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
- while (true)
- {
- // Get new copy of vertex data if the text has changed.
- if (hasTextChanged)
- {
- // Update the copy of the vertex data for the text object.
- cachedMeshInfo = 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;
- }
- 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;
- // Retrieve the pre-computed animation data for the given character.
- VertexAnim vertAnim = vertexAnim[i];
- // 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 = cachedMeshInfo[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;
- vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
- Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
- matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
- 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;
- vertexAnim[i] = vertAnim;
- }
- // Push changes into meshes
- for (int i = 0; i < textInfo.meshInfo.Length; i++)
- {
- textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
- m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
- }
- loopCount += 1;
- yield return new WaitForSeconds(0.1f);
- }
- }
- }
- }
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