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- using UnityEngine;
- using System.Collections;
- namespace TMPro
- {
- public enum CaretPosition { None, Left, Right }
- /// <summary>
- /// Structure which contains the character index and position of caret relative to the character.
- /// </summary>
- public struct CaretInfo
- {
- public int index;
- public CaretPosition position;
- public CaretInfo(int index, CaretPosition position)
- {
- this.index = index;
- this.position = position;
- }
- }
- public static class TMP_TextUtilities
- {
- private static Vector3[] m_rectWorldCorners = new Vector3[4];
- // TEXT INPUT COMPONENT RELATED FUNCTIONS
- /// <summary>
- ///
- /// </summary>
- /// <param name="textComponent">A reference to the text object.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- //public static CaretInfo GetCursorInsertionIndex(TMP_Text textComponent, Vector3 position, Camera camera)
- //{
- // int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
- // RectTransform rectTransform = textComponent.rectTransform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
- // // Get Bottom Left and Top Right position of the current character
- // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- // //Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- // //Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- // float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
- // if (insertPosition < 0.5f)
- // return new CaretInfo(index, CaretPosition.Left);
- // else
- // return new CaretInfo(index, CaretPosition.Right);
- //}
- /// <summary>
- /// Function returning the index of the character whose origin is closest to the cursor.
- /// </summary>
- /// <param name="textComponent">A reference to the text object.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera)
- {
- int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
- RectTransform rectTransform = textComponent.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
- // Get Bottom Left and Top Right position of the current character
- Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
- if (insertPosition < 0.5f)
- return index;
- else
- return index + 1;
- }
- /// <summary>
- /// Function returning the index of the character whose origin is closest to the cursor.
- /// </summary>
- /// <param name="textComponent">A reference to the text object.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
- /// <returns></returns>
- //public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
- //{
- // int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
- // RectTransform rectTransform = textComponent.rectTransform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
- // // Get Bottom Left and Top Right position of the current character
- // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- // float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
- // if (insertPosition < 0.5f)
- // {
- // cursor = CaretPosition.Left;
- // return index;
- // }
- // else
- // {
- // cursor = CaretPosition.Right;
- // return index;
- // }
- //}
- /// <summary>
- /// Function returning the index of the character whose origin is closest to the cursor.
- /// </summary>
- /// <param name="textComponent">A reference to the text object.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
- /// <returns></returns>
- public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
- {
- int line = TMP_TextUtilities.FindNearestLine(textComponent, position, camera);
- int index = FindNearestCharacterOnLine(textComponent, position, line, camera, false);
- // Special handling if line contains only one character.
- if (textComponent.textInfo.lineInfo[line].characterCount == 1)
- {
- cursor = CaretPosition.Left;
- return index;
- }
- RectTransform rectTransform = textComponent.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
- // Get Bottom Left and Top Right position of the current character
- Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
- if (insertPosition < 0.5f)
- {
- cursor = CaretPosition.Left;
- return index;
- }
- else
- {
- cursor = CaretPosition.Right;
- return index;
- }
- }
- /// <summary>
- /// Function returning the line nearest to the position.
- /// </summary>
- /// <param name="textComponent"></param>
- /// <param name="position"></param>
- /// <param name="camera"></param>
- /// <returns></returns>
- public static int FindNearestLine(TMP_Text text, Vector3 position, Camera camera)
- {
- RectTransform rectTransform = text.rectTransform;
- float distance = Mathf.Infinity;
- int closest = -1;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.lineCount; i++)
- {
- TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
- float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
- float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
- if (ascender > position.y && descender < position.y)
- {
- //Debug.Log("Position is on line " + i);
- return i;
- }
- float d0 = Mathf.Abs(ascender - position.y);
- float d1 = Mathf.Abs(descender - position.y);
- float d = Mathf.Min(d0, d1);
- if (d < distance)
- {
- distance = d;
- closest = i;
- }
- }
- //Debug.Log("Closest line to position is " + closest);
- return closest;
- }
- /// <summary>
- /// Function returning the nearest character to position on a given line.
- /// </summary>
- /// <param name="text"></param>
- /// <param name="position"></param>
- /// <param name="line"></param>
- /// <param name="camera"></param>
- /// <returns></returns>
- public static int FindNearestCharacterOnLine(TMP_Text text, Vector3 position, int line, Camera camera, bool visibleOnly)
- {
- RectTransform rectTransform = text.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- int firstCharacter = text.textInfo.lineInfo[line].firstCharacterIndex;
- int lastCharacter = text.textInfo.lineInfo[line].lastCharacterIndex;
- float distanceSqr = Mathf.Infinity;
- int closest = lastCharacter;
- for (int i = firstCharacter; i < lastCharacter; i++)
- {
- // Get current character info.
- TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- if (visibleOnly && !cInfo.isVisible) continue;
- // Get Bottom Left and Top Right position of the current character
- Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- {
- closest = i;
- break;
- }
- // Find the closest corner to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- return closest;
- }
- /// <summary>
- /// Function used to determine if the position intersects with the RectTransform.
- /// </summary>
- /// <param name="rectTransform">A reference to the RectTranform of the text object.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static bool IsIntersectingRectTransform(RectTransform rectTransform, Vector3 position, Camera camera)
- {
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- rectTransform.GetWorldCorners(m_rectWorldCorners);
- if (PointIntersectRectangle(position, m_rectWorldCorners[0], m_rectWorldCorners[1], m_rectWorldCorners[2], m_rectWorldCorners[3]))
- {
- return true;
- }
- return false;
- }
- // CHARACTER HANDLING
- /// <summary>
- /// Function returning the index of the character at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which is rendering the text or whichever one might be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <param name="visibleOnly">Only check for visible characters.</param>
- /// <returns></returns>
- public static int FindIntersectingCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
- {
- RectTransform rectTransform = text.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.characterCount; i++)
- {
- // Get current character info.
- TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- if (visibleOnly && !cInfo.isVisible) continue;
- // Get Bottom Left and Top Right position of the current character
- Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- }
- return -1;
- }
- /// <summary>
- /// Function returning the index of the character at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <param name="visibleOnly">Only check for visible characters.</param>
- /// <returns></returns>
- //public static int FindIntersectingCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
- //{
- // Transform textTransform = text.transform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.characterCount; i++)
- // {
- // // Get current character info.
- // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
- // continue;
- // // Get Bottom Left and Top Right position of the current character
- // Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
- // Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- // Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
- // Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // }
- // return -1;
- //}
- /// <summary>
- /// Function to find the nearest character to position.
- /// </summary>
- /// <param name="text">A reference to the TMP Text component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <param name="visibleOnly">Only check for visible characters.</param>
- /// <returns></returns>
- public static int FindNearestCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
- {
- RectTransform rectTransform = text.rectTransform;
- float distanceSqr = Mathf.Infinity;
- int closest = 0;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.characterCount; i++)
- {
- // Get current character info.
- TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- if (visibleOnly && !cInfo.isVisible) continue;
- // Get Bottom Left and Top Right position of the current character
- Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest corner to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- return closest;
- }
- /// <summary>
- /// Function to find the nearest character to position.
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <param name="visibleOnly">Only check for visible characters.</param>
- /// <returns></returns>
- //public static int FindNearestCharacter(TextMeshProUGUI text, Vector3 position, Camera camera, bool visibleOnly)
- //{
- // RectTransform rectTransform = text.rectTransform;
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.characterCount; i++)
- // {
- // // Get current character info.
- // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
- // continue;
- // // Get Bottom Left and Top Right position of the current character
- // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
- // Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
- // Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // // Find the closest corner to position.
- // float dbl = DistanceToLine(bl, tl, position);
- // float dtl = DistanceToLine(tl, tr, position);
- // float dtr = DistanceToLine(tr, br, position);
- // float dbr = DistanceToLine(br, bl, position);
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // }
- // //Debug.Log("Returning nearest character at index: " + closest);
- // return closest;
- //}
- /// <summary>
- /// Function to find the nearest character to position.
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <param name="visibleOnly">Only check for visible characters.</param>
- /// <returns></returns>
- //public static int FindNearestCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
- //{
- // Transform textTransform = text.transform;
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.characterCount; i++)
- // {
- // // Get current character info.
- // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
- // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
- // continue;
- // // Get Bottom Left and Top Right position of the current character
- // Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
- // Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
- // Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
- // Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // // Find the closest corner to position.
- // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
- // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
- // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
- // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // }
- // //Debug.Log("Returning nearest character at index: " + closest);
- // return closest;
- //}
- // WORD HANDLING
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TMP_Text component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static int FindIntersectingWord(TMP_Text text, Vector3 position, Camera camera)
- {
- RectTransform rectTransform = text.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.wordCount; i++)
- {
- TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- bool isBeginRegion = false;
- Vector3 bl = Vector3.zero;
- Vector3 tl = Vector3.zero;
- Vector3 br = Vector3.zero;
- Vector3 tr = Vector3.zero;
- float maxAscender = -Mathf.Infinity;
- float minDescender = Mathf.Infinity;
- // Iterate through each character of the word
- for (int j = 0; j < wInfo.characterCount; j++)
- {
- int characterIndex = wInfo.firstCharacterIndex + j;
- TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- int currentLine = currentCharInfo.lineNumber;
- bool isCharacterVisible = currentCharInfo.isVisible;
- // Track maximum Ascender and minimum Descender for each word.
- maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
- minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
- if (isBeginRegion == false && isCharacterVisible)
- {
- isBeginRegion = true;
- bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
- tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
- //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // If Word is one character
- if (wInfo.characterCount == 1)
- {
- isBeginRegion = false;
- br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // Transform coordinates to be relative to transform and account min descender and max ascender.
- bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- }
- // Last Character of Word
- if (isBeginRegion && j == wInfo.characterCount - 1)
- {
- isBeginRegion = false;
- br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // Transform coordinates to be relative to transform and account min descender and max ascender.
- bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- // If Word is split on more than one line.
- else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- {
- isBeginRegion = false;
- br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // Transform coordinates to be relative to transform and account min descender and max ascender.
- bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- maxAscender = -Mathf.Infinity;
- minDescender = Mathf.Infinity;
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- }
- //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- }
- return -1;
- }
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- //public static int FindIntersectingWord(TextMeshProUGUI text, Vector3 position, Camera camera)
- //{
- // RectTransform rectTransform = text.rectTransform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.wordCount; i++)
- // {
- // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // float maxAscender = -Mathf.Infinity;
- // float minDescender = Mathf.Infinity;
- // // Iterate through each character of the word
- // for (int j = 0; j < wInfo.characterCount; j++)
- // {
- // int characterIndex = wInfo.firstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
- // currentCharInfo.lineNumber > text.maxVisibleLines ||
- // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
- // // Track maximum Ascender and minimum Descender for each word.
- // maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
- // minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
- // if (isBeginRegion == false && isCharacterVisible)
- // {
- // isBeginRegion = true;
- // bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
- // tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (wInfo.characterCount == 1)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == wInfo.characterCount - 1)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // maxAscender = -Mathf.Infinity;
- // minDescender = Mathf.Infinity;
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return -1;
- //}
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <returns></returns>
- //public static int FindIntersectingWord(TextMeshPro text, Vector3 position, Camera camera)
- //{
- // Transform textTransform = text.transform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.wordCount; i++)
- // {
- // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // float maxAscender = -Mathf.Infinity;
- // float minDescender = Mathf.Infinity;
- // // Iterate through each character of the word
- // for (int j = 0; j < wInfo.characterCount; j++)
- // {
- // int characterIndex = wInfo.firstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
- // currentCharInfo.lineNumber > text.maxVisibleLines ||
- // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
- // // Track maximum Ascender and minimum Descender for each word.
- // maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
- // minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
- // if (isBeginRegion == false && isCharacterVisible)
- // {
- // isBeginRegion = true;
- // bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
- // tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (wInfo.characterCount == 1)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == wInfo.characterCount - 1)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
- // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
- // // Transform coordinates to be relative to transform and account min descender and max ascender.
- // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
- // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
- // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
- // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
- // // Reset maxAscender and minDescender for next word segment.
- // maxAscender = -Mathf.Infinity;
- // minDescender = Mathf.Infinity;
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // }
- // return -1;
- //}
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TMP_Text component.</param>
- /// <param name="position"></param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static int FindNearestWord(TMP_Text text, Vector3 position, Camera camera)
- {
- RectTransform rectTransform = text.rectTransform;
- float distanceSqr = Mathf.Infinity;
- int closest = 0;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.wordCount; i++)
- {
- TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- bool isBeginRegion = false;
- Vector3 bl = Vector3.zero;
- Vector3 tl = Vector3.zero;
- Vector3 br = Vector3.zero;
- Vector3 tr = Vector3.zero;
- // Iterate through each character of the word
- for (int j = 0; j < wInfo.characterCount; j++)
- {
- int characterIndex = wInfo.firstCharacterIndex + j;
- TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- int currentLine = currentCharInfo.lineNumber;
- bool isCharacterVisible = currentCharInfo.isVisible;
- if (isBeginRegion == false && isCharacterVisible)
- {
- isBeginRegion = true;
- bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // If Word is one character
- if (wInfo.characterCount == 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- }
- // Last Character of Word
- if (isBeginRegion && j == wInfo.characterCount - 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- // If Word is split on more than one line.
- else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- }
- //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- }
- return closest;
- }
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position"></param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- //public static int FindNearestWord(TextMeshProUGUI text, Vector3 position, Camera camera)
- //{
- // RectTransform rectTransform = text.rectTransform;
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.wordCount; i++)
- // {
- // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < wInfo.characterCount; j++)
- // {
- // int characterIndex = wInfo.firstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
- // currentCharInfo.lineNumber > text.maxVisibleLines ||
- // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
- // if (isBeginRegion == false && isCharacterVisible)
- // {
- // isBeginRegion = true;
- // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (wInfo.characterCount == 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == wInfo.characterCount - 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Find the closest line segment to position.
- // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
- // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
- // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
- // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return closest;
- //}
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <returns></returns>
- //public static int FindNearestWord(TextMeshPro text, Vector3 position, Camera camera)
- //{
- // Transform textTransform = text.transform;
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.wordCount; i++)
- // {
- // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < wInfo.characterCount; j++)
- // {
- // int characterIndex = wInfo.firstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
- // currentCharInfo.lineNumber > text.maxVisibleLines ||
- // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
- // if (isBeginRegion == false && isCharacterVisible)
- // {
- // isBeginRegion = true;
- // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (wInfo.characterCount == 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == wInfo.characterCount - 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Find the closest line segment to position.
- // float dbl = DistanceToLine(bl, tl, position);
- // float dtl = DistanceToLine(tl, tr, position);
- // float dtr = DistanceToLine(tr, br, position);
- // float dbr = DistanceToLine(br, bl, position);
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return closest;
- //}
- /// <summary>
- /// Function returning the line intersecting the position.
- /// </summary>
- /// <param name="textComponent"></param>
- /// <param name="position"></param>
- /// <param name="camera"></param>
- /// <returns></returns>
- public static int FindIntersectingLine(TMP_Text text, Vector3 position, Camera camera)
- {
- RectTransform rectTransform = text.rectTransform;
- int closest = -1;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.lineCount; i++)
- {
- TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
- float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
- float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
- if (ascender > position.y && descender < position.y)
- {
- //Debug.Log("Position is on line " + i);
- return i;
- }
- }
- //Debug.Log("Closest line to position is " + closest);
- return closest;
- }
- /// <summary>
- /// Function returning the index of the Link at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TMP_Text component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static int FindIntersectingLink(TMP_Text text, Vector3 position, Camera camera)
- {
- Transform rectTransform = text.transform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- for (int i = 0; i < text.textInfo.linkCount; i++)
- {
- TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- bool isBeginRegion = false;
- Vector3 bl = Vector3.zero;
- Vector3 tl = Vector3.zero;
- Vector3 br = Vector3.zero;
- Vector3 tr = Vector3.zero;
- // Iterate through each character of the word
- for (int j = 0; j < linkInfo.linkTextLength; j++)
- {
- int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- int currentLine = currentCharInfo.lineNumber;
- // Check if Link characters are on the current page
- if (text.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
- if (isBeginRegion == false)
- {
- isBeginRegion = true;
- bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // If Word is one character
- if (linkInfo.linkTextLength == 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- }
- // Last Character of Word
- if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- // If Word is split on more than one line.
- else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- }
- }
- //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- }
- return -1;
- }
- /// <summary>
- /// Function returning the index of the Link at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- //public static int FindIntersectingLink(TextMeshProUGUI text, Vector3 position, Camera camera)
- //{
- // Transform rectTransform = text.transform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.linkCount; i++)
- // {
- // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < linkInfo.linkTextLength; j++)
- // {
- // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // // Check if Link characters are on the current page
- // if (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
- // if (isBeginRegion == false)
- // {
- // isBeginRegion = true;
- // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (linkInfo.linkTextLength == 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return -1;
- //}
- /// <summary>
- /// Function returning the index of the Link at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <returns></returns>
- //public static int FindIntersectingLink(TextMeshPro text, Vector3 position, Camera camera)
- //{
- // Transform textTransform = text.transform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // for (int i = 0; i < text.textInfo.linkCount; i++)
- // {
- // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < linkInfo.linkTextLength; j++)
- // {
- // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // // Check if Link characters are on the current page
- // if (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
- // if (isBeginRegion == false)
- // {
- // isBeginRegion = true;
- // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (linkInfo.linkTextLength == 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return -1;
- //}
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TMP_Text component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- public static int FindNearestLink(TMP_Text text, Vector3 position, Camera camera)
- {
- RectTransform rectTransform = text.rectTransform;
- // Convert position into Worldspace coordinates
- ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- float distanceSqr = Mathf.Infinity;
- int closest = 0;
- for (int i = 0; i < text.textInfo.linkCount; i++)
- {
- TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- bool isBeginRegion = false;
- Vector3 bl = Vector3.zero;
- Vector3 tl = Vector3.zero;
- Vector3 br = Vector3.zero;
- Vector3 tr = Vector3.zero;
- // Iterate through each character of the link
- for (int j = 0; j < linkInfo.linkTextLength; j++)
- {
- int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- int currentLine = currentCharInfo.lineNumber;
- // Check if Link characters are on the current page
- if (text.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
- if (isBeginRegion == false)
- {
- isBeginRegion = true;
- //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // If Link is one character
- if (linkInfo.linkTextLength == 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- }
- // Last Character of Word
- if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- // If Link is split on more than one line.
- else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- {
- isBeginRegion = false;
- br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // Check for Intersection
- if (PointIntersectRectangle(position, bl, tl, tr, br))
- return i;
- // Find the closest line segment to position.
- float dbl = DistanceToLine(bl, tl, position);
- float dtl = DistanceToLine(tl, tr, position);
- float dtr = DistanceToLine(tr, br, position);
- float dbr = DistanceToLine(br, bl, position);
- float d = dbl < dtl ? dbl : dtl;
- d = d < dtr ? d : dtr;
- d = d < dbr ? d : dbr;
- if (distanceSqr > d)
- {
- distanceSqr = d;
- closest = i;
- }
- }
- }
- //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- }
- return closest;
- }
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
- /// <returns></returns>
- //public static int FindNearestLink(TextMeshProUGUI text, Vector3 position, Camera camera)
- //{
- // RectTransform rectTransform = text.rectTransform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // for (int i = 0; i < text.textInfo.linkCount; i++)
- // {
- // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < linkInfo.linkTextLength; j++)
- // {
- // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // if (isBeginRegion == false)
- // {
- // isBeginRegion = true;
- // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (linkInfo.linkTextLength == 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Find the closest line segment to position.
- // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
- // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
- // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
- // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return closest;
- //}
- /// <summary>
- /// Function returning the index of the word at the given position (if any).
- /// </summary>
- /// <param name="text">A reference to the TextMeshPro component.</param>
- /// <param name="position">Position to check for intersection.</param>
- /// <param name="camera">The camera which is rendering the text object.</param>
- /// <returns></returns>
- //public static int FindNearestLink(TextMeshPro text, Vector3 position, Camera camera)
- //{
- // Transform textTransform = text.transform;
- // // Convert position into Worldspace coordinates
- // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
- // float distanceSqr = Mathf.Infinity;
- // int closest = 0;
- // for (int i = 0; i < text.textInfo.linkCount; i++)
- // {
- // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
- // bool isBeginRegion = false;
- // Vector3 bl = Vector3.zero;
- // Vector3 tl = Vector3.zero;
- // Vector3 br = Vector3.zero;
- // Vector3 tr = Vector3.zero;
- // // Iterate through each character of the word
- // for (int j = 0; j < linkInfo.linkTextLength; j++)
- // {
- // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
- // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
- // int currentLine = currentCharInfo.lineNumber;
- // if (isBeginRegion == false)
- // {
- // isBeginRegion = true;
- // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
- // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
- // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
- // // If Word is one character
- // if (linkInfo.linkTextLength == 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Last Character of Word
- // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // // If Word is split on more than one line.
- // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
- // {
- // isBeginRegion = false;
- // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
- // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
- // // Check for Intersection
- // if (PointIntersectRectangle(position, bl, tl, tr, br))
- // return i;
- // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
- // }
- // }
- // // Find the closest line segment to position.
- // float dbl = DistanceToLine(bl, tl, position);
- // float dtl = DistanceToLine(tl, tr, position);
- // float dtr = DistanceToLine(tr, br, position);
- // float dbr = DistanceToLine(br, bl, position);
- // float d = dbl < dtl ? dbl : dtl;
- // d = d < dtr ? d : dtr;
- // d = d < dbr ? d : dbr;
- // if (distanceSqr > d)
- // {
- // distanceSqr = d;
- // closest = i;
- // }
- // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
- // }
- // return closest;
- //}
-
- /// <summary>
- /// Function to check if a Point is contained within a Rectangle.
- /// </summary>
- /// <param name="m"></param>
- /// <param name="a"></param>
- /// <param name="b"></param>
- /// <param name="c"></param>
- /// <param name="d"></param>
- /// <returns></returns>
- private static bool PointIntersectRectangle(Vector3 m, Vector3 a, Vector3 b, Vector3 c, Vector3 d)
- {
- Vector3 ab = b - a;
- Vector3 am = m - a;
- Vector3 bc = c - b;
- Vector3 bm = m - b;
- float abamDot = Vector3.Dot(ab, am);
- float bcbmDot = Vector3.Dot(bc, bm);
- return 0 <= abamDot && abamDot <= Vector3.Dot(ab, ab) && 0 <= bcbmDot && bcbmDot <= Vector3.Dot(bc, bc);
- }
- /// <summary>
- /// Method to convert ScreenPoint to WorldPoint aligned with Rectangle
- /// </summary>
- /// <param name="transform"></param>
- /// <param name="screenPoint"></param>
- /// <param name="cam"></param>
- /// <param name="worldPoint"></param>
- /// <returns></returns>
- public static bool ScreenPointToWorldPointInRectangle(Transform transform, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
- {
- worldPoint = (Vector3)Vector2.zero;
- Ray ray = RectTransformUtility.ScreenPointToRay(cam, screenPoint);
- float enter;
- if (!new Plane(transform.rotation * Vector3.back, transform.position).Raycast(ray, out enter))
- return false;
- worldPoint = ray.GetPoint(enter);
- return true;
- }
- private struct LineSegment
- {
- public Vector3 Point1;
- public Vector3 Point2;
- public LineSegment(Vector3 p1, Vector3 p2)
- {
- Point1 = p1;
- Point2 = p2;
- }
- }
- /// <summary>
- /// Function returning the point of intersection between a line and a plane.
- /// </summary>
- /// <param name="line"></param>
- /// <param name="point"></param>
- /// <param name="normal"></param>
- /// <param name="intersectingPoint"></param>
- /// <returns></returns>
- private static bool IntersectLinePlane(LineSegment line, Vector3 point, Vector3 normal, out Vector3 intersectingPoint)
- {
- intersectingPoint = Vector3.zero;
- Vector3 u = line.Point2 - line.Point1;
- Vector3 w = line.Point1 - point;
- float D = Vector3.Dot(normal, u);
- float N = -Vector3.Dot(normal, w);
- if (Mathf.Abs(D) < Mathf.Epsilon) // if line is parallel & co-planar to plane
- {
- if (N == 0)
- return true;
- else
- return false;
- }
- float sI = N / D;
- if (sI < 0 || sI > 1) // Line parallel to plane
- return false;
- intersectingPoint = line.Point1 + sI * u;
- return true;
- }
- /// <summary>
- /// Function returning the Square Distance from a Point to a Line.
- /// </summary>
- /// <param name="a"></param>
- /// <param name="b"></param>
- /// <param name="point"></param>
- /// <returns></returns>
- public static float DistanceToLine(Vector3 a, Vector3 b, Vector3 point)
- {
- Vector3 n = b - a;
- Vector3 pa = a - point;
-
- float c = Vector3.Dot( n, pa );
-
- // Closest point is a
- if ( c > 0.0f )
- return Vector3.Dot( pa, pa );
-
- Vector3 bp = point - b;
-
- // Closest point is b
- if (Vector3.Dot( n, bp ) > 0.0f )
- return Vector3.Dot( bp, bp );
-
- // Closest point is between a and b
- Vector3 e = pa - n * (c / Vector3.Dot( n, n ));
-
- return Vector3.Dot( e, e );
- }
- /// <summary>
- /// Function returning the Square Distance from a Point to a Line and Direction.
- /// </summary>
- /// <param name="a"></param>
- /// <param name="b"></param>
- /// <param name="point"></param>
- /// <param name="direction">-1 left, 0 in between, 1 right</param>
- /// <returns></returns>
- //public static float DistanceToLineDirectional(Vector3 a, Vector3 b, Vector3 point, ref int direction)
- //{
- // Vector3 n = b - a;
- // Vector3 pa = a - point;
- // float c = Vector3.Dot(n, pa);
- // direction = -1;
- // // Closest point is a
- // if (c > 0.0f)
- // return Vector3.Dot(pa, pa);
- // Vector3 bp = point - b;
- // direction = 1;
- // // Closest point is b
- // if (Vector3.Dot(n, bp) > 0.0f)
- // return Vector3.Dot(bp, bp);
- // // Closest point is between a and b
- // Vector3 e = pa - n * (c / Vector3.Dot(n, n));
- // direction = 0;
- // return Vector3.Dot(e, e);
- //}
- /// <summary>
- /// Table used to convert character to lowercase.
- /// </summary>
- const string k_lookupStringL = "-------------------------------- !-#$%&-()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[-]^_`abcdefghijklmnopqrstuvwxyz{|}~-";
- /// <summary>
- /// Table used to convert character to uppercase.
- /// </summary>
- const string k_lookupStringU = "-------------------------------- !-#$%&-()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[-]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~-";
- /// <summary>
- /// Get lowercase version of this ASCII character.
- /// </summary>
- public static char ToLowerFast(char c)
- {
- if (c > k_lookupStringL.Length - 1)
- return c;
- return k_lookupStringL[c];
- }
- /// <summary>
- /// Get uppercase version of this ASCII character.
- /// </summary>
- public static char ToUpperFast(char c)
- {
- if (c > k_lookupStringU.Length - 1)
- return c;
- return k_lookupStringU[c];
- }
- /// <summary>
- /// Returns the case insensitive hashcode for the given string.
- /// </summary>
- /// <param name="s"></param>
- /// <returns></returns>
- public static int GetHashCode(string s)
- {
- int hashCode = 0;
- for (int i = 0; i < s.Length; i++)
- hashCode = ((hashCode << 5) + hashCode) ^ ToUpperFast(s[i]);
- return hashCode;
- }
- /// <summary>
- /// Function which returns a simple hashcode from a string.
- /// </summary>
- /// <returns></returns>
- public static int GetSimpleHashCode(string s)
- {
- int hashCode = 0; // 5381;
- for (int i = 0; i < s.Length; i++)
- hashCode = (hashCode << 5) + hashCode ^ s[i];
- return hashCode;
- }
- /// <summary>
- /// Function which returns a simple hashcode from a string converted to lowercase.
- /// </summary>
- /// <returns></returns>
- public static uint GetSimpleHashCodeLowercase(string s)
- {
- uint hashCode = 5381;
- for (int i = 0; i < s.Length; i++)
- hashCode = (hashCode << 5) + hashCode ^ ToLowerFast(s[i]);
- return hashCode;
- }
- /// <summary>
- /// Function to convert Hex to Int
- /// </summary>
- /// <param name="hex"></param>
- /// <returns></returns>
- public static int HexToInt(char hex)
- {
- switch (hex)
- {
- case '0': return 0;
- case '1': return 1;
- case '2': return 2;
- case '3': return 3;
- case '4': return 4;
- case '5': return 5;
- case '6': return 6;
- case '7': return 7;
- case '8': return 8;
- case '9': return 9;
- case 'A': return 10;
- case 'B': return 11;
- case 'C': return 12;
- case 'D': return 13;
- case 'E': return 14;
- case 'F': return 15;
- case 'a': return 10;
- case 'b': return 11;
- case 'c': return 12;
- case 'd': return 13;
- case 'e': return 14;
- case 'f': return 15;
- }
- return 15;
- }
- /// <summary>
- /// Function to convert a properly formatted string which contains an hex value to its decimal value.
- /// </summary>
- /// <param name="s"></param>
- /// <returns></returns>
- public static int StringHexToInt(string s)
- {
- int value = 0;
- for (int i = 0; i < s.Length; i++)
- {
- value += HexToInt(s[i]) * (int)Mathf.Pow(16, (s.Length - 1) - i);
- }
- return value;
- }
- }
- }
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