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); } } } }