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Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
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175
Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs
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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 VertexJitter : MonoBehaviour
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{
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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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private TMP_Text m_TextComponent;
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private bool hasTextChanged;
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/// <summary>
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/// Structure to hold pre-computed animation data.
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/// </summary>
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private struct VertexAnim
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{
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public float angleRange;
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public float angle;
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public float speed;
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}
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void Awake()
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{
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m_TextComponent = GetComponent<TMP_Text>();
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}
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void OnEnable()
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{
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// Subscribe to event fired when text object has been regenerated.
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TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
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}
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void OnDisable()
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{
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TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
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}
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void Start()
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{
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StartCoroutine(AnimateVertexColors());
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}
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void ON_TEXT_CHANGED(Object obj)
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{
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if (obj == m_TextComponent)
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hasTextChanged = true;
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}
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/// <summary>
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/// Method to animate vertex colors of a TMP Text object.
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/// </summary>
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/// <returns></returns>
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IEnumerator AnimateVertexColors()
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{
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// 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.
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// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
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m_TextComponent.ForceMeshUpdate();
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TMP_TextInfo textInfo = m_TextComponent.textInfo;
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Matrix4x4 matrix;
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int loopCount = 0;
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hasTextChanged = true;
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// Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
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VertexAnim[] vertexAnim = new VertexAnim[1024];
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for (int i = 0; i < 1024; i++)
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{
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vertexAnim[i].angleRange = Random.Range(10f, 25f);
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vertexAnim[i].speed = Random.Range(1f, 3f);
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}
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// Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
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TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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while (true)
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{
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// Get new copy of vertex data if the text has changed.
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if (hasTextChanged)
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{
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// Update the copy of the vertex data for the text object.
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cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
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hasTextChanged = false;
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}
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int characterCount = textInfo.characterCount;
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// If No Characters then just yield and wait for some text to be added
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if (characterCount == 0)
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{
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yield return new WaitForSeconds(0.25f);
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continue;
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}
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for (int i = 0; i < characterCount; i++)
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{
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TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
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// Skip characters that are not visible and thus have no geometry to manipulate.
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if (!charInfo.isVisible)
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continue;
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// Retrieve the pre-computed animation data for the given character.
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VertexAnim vertAnim = vertexAnim[i];
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// Get the index of the material used by the current character.
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int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
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// Get the index of the first vertex used by this text element.
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int vertexIndex = textInfo.characterInfo[i].vertexIndex;
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// Get the cached vertices of the mesh used by this text element (character or sprite).
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Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
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// Determine the center point of each character at the baseline.
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//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
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// Determine the center point of each character.
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Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
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// Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
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// This is needed so the matrix TRS is applied at the origin for each character.
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Vector3 offset = charMidBasline;
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Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
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destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
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destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
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destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
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destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
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vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
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Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
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matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
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destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
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destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
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destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
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destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
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destinationVertices[vertexIndex + 0] += offset;
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destinationVertices[vertexIndex + 1] += offset;
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destinationVertices[vertexIndex + 2] += offset;
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destinationVertices[vertexIndex + 3] += offset;
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vertexAnim[i] = vertAnim;
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}
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// Push changes into meshes
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for (int i = 0; i < textInfo.meshInfo.Length; i++)
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{
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textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
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m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
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}
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loopCount += 1;
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yield return new WaitForSeconds(0.1f);
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}
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}
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}
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}
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