| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158 | 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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