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175 lines
6.9 KiB
175 lines
6.9 KiB
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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} |