2280 lines
102 KiB
C#
2280 lines
102 KiB
C#
using UnityEngine;
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using System.Collections;
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namespace TMPro
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{
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public enum CaretPosition { None, Left, Right }
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/// <summary>
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/// Structure which contains the character index and position of caret relative to the character.
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/// </summary>
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public struct CaretInfo
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{
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public int index;
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public CaretPosition position;
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public CaretInfo(int index, CaretPosition position)
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{
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this.index = index;
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this.position = position;
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}
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}
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public static class TMP_TextUtilities
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{
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private static Vector3[] m_rectWorldCorners = new Vector3[4];
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// TEXT INPUT COMPONENT RELATED FUNCTIONS
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/// <summary>
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///
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/// </summary>
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/// <param name="textComponent">A reference to the text object.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <returns></returns>
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//public static CaretInfo GetCursorInsertionIndex(TMP_Text textComponent, Vector3 position, Camera camera)
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//{
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// int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
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// RectTransform rectTransform = textComponent.rectTransform;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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// TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
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// // Get Bottom Left and Top Right position of the current character
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// Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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// //Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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// Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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// //Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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// float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
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// if (insertPosition < 0.5f)
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// return new CaretInfo(index, CaretPosition.Left);
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// else
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// return new CaretInfo(index, CaretPosition.Right);
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//}
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/// <summary>
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/// Function returning the index of the character whose origin is closest to the cursor.
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/// </summary>
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/// <param name="textComponent">A reference to the text object.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <returns></returns>
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public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera)
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{
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int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
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RectTransform rectTransform = textComponent.rectTransform;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
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// Get Bottom Left and Top Right position of the current character
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Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
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if (insertPosition < 0.5f)
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return index;
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else
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return index + 1;
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}
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/// <summary>
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/// Function returning the index of the character whose origin is closest to the cursor.
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/// </summary>
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/// <param name="textComponent">A reference to the text object.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
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/// <returns></returns>
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//public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
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//{
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// int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
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// RectTransform rectTransform = textComponent.rectTransform;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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// TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
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// // Get Bottom Left and Top Right position of the current character
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// Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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// Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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// float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
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// if (insertPosition < 0.5f)
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// {
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// cursor = CaretPosition.Left;
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// return index;
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// }
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// else
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// {
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// cursor = CaretPosition.Right;
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// return index;
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// }
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//}
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/// <summary>
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/// Function returning the index of the character whose origin is closest to the cursor.
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/// </summary>
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/// <param name="textComponent">A reference to the text object.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
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/// <returns></returns>
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public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
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{
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int line = TMP_TextUtilities.FindNearestLine(textComponent, position, camera);
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int index = FindNearestCharacterOnLine(textComponent, position, line, camera, false);
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// Special handling if line contains only one character.
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if (textComponent.textInfo.lineInfo[line].characterCount == 1)
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{
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cursor = CaretPosition.Left;
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return index;
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}
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RectTransform rectTransform = textComponent.rectTransform;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
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// Get Bottom Left and Top Right position of the current character
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Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
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if (insertPosition < 0.5f)
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{
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cursor = CaretPosition.Left;
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return index;
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}
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else
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{
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cursor = CaretPosition.Right;
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return index;
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}
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}
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/// <summary>
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/// Function returning the line nearest to the position.
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/// </summary>
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/// <param name="textComponent"></param>
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/// <param name="position"></param>
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/// <param name="camera"></param>
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/// <returns></returns>
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public static int FindNearestLine(TMP_Text text, Vector3 position, Camera camera)
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{
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RectTransform rectTransform = text.rectTransform;
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float distance = Mathf.Infinity;
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int closest = -1;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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for (int i = 0; i < text.textInfo.lineCount; i++)
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{
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TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
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float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
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float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
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if (ascender > position.y && descender < position.y)
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{
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//Debug.Log("Position is on line " + i);
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return i;
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}
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float d0 = Mathf.Abs(ascender - position.y);
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float d1 = Mathf.Abs(descender - position.y);
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float d = Mathf.Min(d0, d1);
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if (d < distance)
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{
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distance = d;
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closest = i;
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}
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}
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//Debug.Log("Closest line to position is " + closest);
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return closest;
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}
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/// <summary>
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/// Function returning the nearest character to position on a given line.
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/// </summary>
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/// <param name="text"></param>
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/// <param name="position"></param>
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/// <param name="line"></param>
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/// <param name="camera"></param>
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/// <returns></returns>
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public static int FindNearestCharacterOnLine(TMP_Text text, Vector3 position, int line, Camera camera, bool visibleOnly)
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{
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RectTransform rectTransform = text.rectTransform;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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int firstCharacter = text.textInfo.lineInfo[line].firstCharacterIndex;
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int lastCharacter = text.textInfo.lineInfo[line].lastCharacterIndex;
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float distanceSqr = Mathf.Infinity;
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int closest = lastCharacter;
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for (int i = firstCharacter; i < lastCharacter; i++)
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{
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// Get current character info.
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TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
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if (visibleOnly && !cInfo.isVisible) continue;
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// Get Bottom Left and Top Right position of the current character
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Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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{
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closest = i;
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break;
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}
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// Find the closest corner to position.
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float dbl = DistanceToLine(bl, tl, position);
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float dtl = DistanceToLine(tl, tr, position);
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float dtr = DistanceToLine(tr, br, position);
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float dbr = DistanceToLine(br, bl, position);
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float d = dbl < dtl ? dbl : dtl;
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d = d < dtr ? d : dtr;
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d = d < dbr ? d : dbr;
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if (distanceSqr > d)
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{
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distanceSqr = d;
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closest = i;
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}
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}
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return closest;
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}
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/// <summary>
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/// Function used to determine if the position intersects with the RectTransform.
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/// </summary>
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/// <param name="rectTransform">A reference to the RectTranform of the text object.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <returns></returns>
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public static bool IsIntersectingRectTransform(RectTransform rectTransform, Vector3 position, Camera camera)
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{
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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rectTransform.GetWorldCorners(m_rectWorldCorners);
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if (PointIntersectRectangle(position, m_rectWorldCorners[0], m_rectWorldCorners[1], m_rectWorldCorners[2], m_rectWorldCorners[3]))
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{
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return true;
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}
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return false;
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}
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// CHARACTER HANDLING
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/// <summary>
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/// Function returning the index of the character at the given position (if any).
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/// </summary>
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/// <param name="text">A reference to the TextMeshPro component.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <param name="visibleOnly">Only check for visible characters.</param>
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/// <returns></returns>
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public static int FindIntersectingCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
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{
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RectTransform rectTransform = text.rectTransform;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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for (int i = 0; i < text.textInfo.characterCount; i++)
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{
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// Get current character info.
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TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
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if (visibleOnly && !cInfo.isVisible) continue;
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// Get Bottom Left and Top Right position of the current character
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Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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return i;
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}
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return -1;
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}
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/// <summary>
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/// Function returning the index of the character at the given position (if any).
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/// </summary>
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/// <param name="text">A reference to the TextMeshPro UGUI component.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <param name="camera">The camera which is rendering the text object.</param>
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/// <param name="visibleOnly">Only check for visible characters.</param>
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/// <returns></returns>
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//public static int FindIntersectingCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
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//{
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// Transform textTransform = text.transform;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
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// for (int i = 0; i < text.textInfo.characterCount; i++)
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// {
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// // Get current character info.
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// TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
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// if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
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// continue;
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// // Get Bottom Left and Top Right position of the current character
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// Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
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// Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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// Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
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// Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// }
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// return -1;
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//}
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/// <summary>
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/// Function to find the nearest character to position.
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/// </summary>
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/// <param name="text">A reference to the TMP Text component.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <param name="visibleOnly">Only check for visible characters.</param>
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/// <returns></returns>
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public static int FindNearestCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
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{
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RectTransform rectTransform = text.rectTransform;
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float distanceSqr = Mathf.Infinity;
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int closest = 0;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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for (int i = 0; i < text.textInfo.characterCount; i++)
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{
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// Get current character info.
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TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
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if (visibleOnly && !cInfo.isVisible) continue;
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// Get Bottom Left and Top Right position of the current character
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Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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return i;
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// Find the closest corner to position.
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float dbl = DistanceToLine(bl, tl, position);
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float dtl = DistanceToLine(tl, tr, position);
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float dtr = DistanceToLine(tr, br, position);
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float dbr = DistanceToLine(br, bl, position);
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float d = dbl < dtl ? dbl : dtl;
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d = d < dtr ? d : dtr;
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d = d < dbr ? d : dbr;
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if (distanceSqr > d)
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{
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distanceSqr = d;
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closest = i;
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}
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}
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return closest;
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}
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/// <summary>
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/// Function to find the nearest character to position.
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/// </summary>
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/// <param name="text">A reference to the TextMeshPro UGUI component.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <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>
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/// <param name="visibleOnly">Only check for visible characters.</param>
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/// <returns></returns>
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//public static int FindNearestCharacter(TextMeshProUGUI text, Vector3 position, Camera camera, bool visibleOnly)
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//{
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// RectTransform rectTransform = text.rectTransform;
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// float distanceSqr = Mathf.Infinity;
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// int closest = 0;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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// for (int i = 0; i < text.textInfo.characterCount; i++)
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// {
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// // Get current character info.
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// TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
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// if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
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// continue;
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// // Get Bottom Left and Top Right position of the current character
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// Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
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// Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
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// Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
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// Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// // Find the closest corner to position.
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// float dbl = DistanceToLine(bl, tl, position);
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// float dtl = DistanceToLine(tl, tr, position);
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// float dtr = DistanceToLine(tr, br, position);
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// float dbr = DistanceToLine(br, bl, position);
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// float d = dbl < dtl ? dbl : dtl;
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// d = d < dtr ? d : dtr;
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// d = d < dbr ? d : dbr;
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// if (distanceSqr > d)
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// {
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// distanceSqr = d;
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// 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)
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{
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RectTransform rectTransform = text.rectTransform;
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float distanceSqr = Mathf.Infinity;
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int closest = 0;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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for (int i = 0; i < text.textInfo.wordCount; i++)
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{
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TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
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bool isBeginRegion = false;
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Vector3 bl = Vector3.zero;
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Vector3 tl = Vector3.zero;
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Vector3 br = Vector3.zero;
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Vector3 tr = Vector3.zero;
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// Iterate through each character of the word
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for (int j = 0; j < wInfo.characterCount; j++)
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{
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int characterIndex = wInfo.firstCharacterIndex + j;
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TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
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int currentLine = currentCharInfo.lineNumber;
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bool isCharacterVisible = currentCharInfo.isVisible;
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if (isBeginRegion == false && isCharacterVisible)
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{
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isBeginRegion = true;
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bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
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tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
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//Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
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// If Word is one character
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if (wInfo.characterCount == 1)
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{
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isBeginRegion = false;
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br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// Check for Intersection
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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return i;
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// Find the closest line segment to position.
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float dbl = DistanceToLine(bl, tl, position);
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float dtl = DistanceToLine(tl, tr, position);
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float dtr = DistanceToLine(tr, br, position);
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float dbr = DistanceToLine(br, bl, position);
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float d = dbl < dtl ? dbl : dtl;
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d = d < dtr ? d : dtr;
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d = d < dbr ? d : dbr;
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if (distanceSqr > d)
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{
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distanceSqr = d;
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closest = i;
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}
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}
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}
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// Last Character of Word
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if (isBeginRegion && j == wInfo.characterCount - 1)
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{
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isBeginRegion = false;
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br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// Check for Intersection
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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return i;
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// Find the closest line segment to position.
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float dbl = DistanceToLine(bl, tl, position);
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float dtl = DistanceToLine(tl, tr, position);
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float dtr = DistanceToLine(tr, br, position);
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float dbr = DistanceToLine(br, bl, position);
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float d = dbl < dtl ? dbl : dtl;
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d = d < dtr ? d : dtr;
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d = d < dbr ? d : dbr;
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if (distanceSqr > d)
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{
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distanceSqr = d;
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closest = i;
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}
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}
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// If Word is split on more than one line.
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else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
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{
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isBeginRegion = false;
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br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// Check for Intersection
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if (PointIntersectRectangle(position, bl, tl, tr, br))
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return i;
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// Find the closest line segment to position.
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float dbl = DistanceToLine(bl, tl, position);
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float dtl = DistanceToLine(tl, tr, position);
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float dtr = DistanceToLine(tr, br, position);
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float dbr = DistanceToLine(br, bl, position);
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float d = dbl < dtl ? dbl : dtl;
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d = d < dtr ? d : dtr;
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d = d < dbr ? d : dbr;
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if (distanceSqr > d)
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{
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distanceSqr = d;
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closest = i;
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}
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}
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}
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//Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
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}
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return closest;
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}
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/// <summary>
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/// Function returning the index of the word at the given position (if any).
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/// </summary>
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/// <param name="text">A reference to the TextMeshPro UGUI component.</param>
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/// <param name="position"></param>
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/// <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>
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/// <returns></returns>
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//public static int FindNearestWord(TextMeshProUGUI text, Vector3 position, Camera camera)
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//{
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// RectTransform rectTransform = text.rectTransform;
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// float distanceSqr = Mathf.Infinity;
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// int closest = 0;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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// for (int i = 0; i < text.textInfo.wordCount; i++)
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// {
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// TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
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// bool isBeginRegion = false;
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// Vector3 bl = Vector3.zero;
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// Vector3 tl = Vector3.zero;
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// Vector3 br = Vector3.zero;
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// Vector3 tr = Vector3.zero;
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// // Iterate through each character of the word
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// for (int j = 0; j < wInfo.characterCount; j++)
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// {
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// int characterIndex = wInfo.firstCharacterIndex + j;
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// TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
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// int currentLine = currentCharInfo.lineNumber;
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// bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
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// currentCharInfo.lineNumber > text.maxVisibleLines ||
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// (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
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// if (isBeginRegion == false && isCharacterVisible)
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// {
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// isBeginRegion = true;
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// bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
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// tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
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// //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
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// // If Word is one character
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// if (wInfo.characterCount == 1)
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// {
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// isBeginRegion = false;
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// br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// }
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// // Last Character of Word
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// if (isBeginRegion && j == wInfo.characterCount - 1)
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// {
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// isBeginRegion = false;
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// br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// // If Word is split on more than one line.
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// else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
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// {
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// isBeginRegion = false;
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// br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// }
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// // Find the closest line segment to position.
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// float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
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// float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
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// float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
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// float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
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// float d = dbl < dtl ? dbl : dtl;
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// d = d < dtr ? d : dtr;
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// d = d < dbr ? d : dbr;
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// if (distanceSqr > d)
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// {
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// distanceSqr = d;
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// closest = i;
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// }
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// //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
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// }
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// return closest;
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//}
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/// <summary>
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/// Function returning the index of the word at the given position (if any).
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/// </summary>
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/// <param name="text">A reference to the TextMeshPro UGUI component.</param>
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/// <param name="position">Position to check for intersection.</param>
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/// <param name="camera">The camera which is rendering the text object.</param>
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/// <returns></returns>
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//public static int FindNearestWord(TextMeshPro text, Vector3 position, Camera camera)
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//{
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// Transform textTransform = text.transform;
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// float distanceSqr = Mathf.Infinity;
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// int closest = 0;
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// // Convert position into Worldspace coordinates
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// ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
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// for (int i = 0; i < text.textInfo.wordCount; i++)
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// {
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// TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
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// bool isBeginRegion = false;
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// Vector3 bl = Vector3.zero;
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// Vector3 tl = Vector3.zero;
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// Vector3 br = Vector3.zero;
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// Vector3 tr = Vector3.zero;
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// // Iterate through each character of the word
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// for (int j = 0; j < wInfo.characterCount; j++)
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// {
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// int characterIndex = wInfo.firstCharacterIndex + j;
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// TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
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// int currentLine = currentCharInfo.lineNumber;
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// bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
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// currentCharInfo.lineNumber > text.maxVisibleLines ||
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// (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
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// if (isBeginRegion == false && isCharacterVisible)
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// {
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// isBeginRegion = true;
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// bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
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// tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
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// //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
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// // If Word is one character
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// if (wInfo.characterCount == 1)
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// {
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// isBeginRegion = false;
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// br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// }
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// // Last Character of Word
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// if (isBeginRegion && j == wInfo.characterCount - 1)
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// {
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// isBeginRegion = false;
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// br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// // If Word is split on more than one line.
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// else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
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// {
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// isBeginRegion = false;
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// br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
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// tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
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// // Check for Intersection
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// if (PointIntersectRectangle(position, bl, tl, tr, br))
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// return i;
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// //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
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// }
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// }
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// // Find the closest line segment to position.
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// float dbl = DistanceToLine(bl, tl, position);
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// float dtl = DistanceToLine(tl, tr, position);
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// float dtr = DistanceToLine(tr, br, position);
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// float dbr = DistanceToLine(br, bl, position);
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// float d = dbl < dtl ? dbl : dtl;
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// d = d < dtr ? d : dtr;
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// d = d < dbr ? d : dbr;
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// if (distanceSqr > d)
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// {
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// distanceSqr = d;
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// closest = i;
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// }
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// //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
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// }
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// return closest;
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//}
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/// <summary>
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/// Function returning the line intersecting the position.
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/// </summary>
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/// <param name="textComponent"></param>
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/// <param name="position"></param>
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/// <param name="camera"></param>
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/// <returns></returns>
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public static int FindIntersectingLine(TMP_Text text, Vector3 position, Camera camera)
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{
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RectTransform rectTransform = text.rectTransform;
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int closest = -1;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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for (int i = 0; i < text.textInfo.lineCount; i++)
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{
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TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
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float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
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float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
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if (ascender > position.y && descender < position.y)
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{
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//Debug.Log("Position is on line " + i);
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return i;
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}
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}
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//Debug.Log("Closest line to position is " + closest);
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return closest;
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}
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|
|
|
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/// <summary>
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/// Function returning the index of the Link at the given position (if any).
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/// </summary>
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/// <param name="text">A reference to the TMP_Text component.</param>
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/// <param name="position">Position to check for intersection.</param>
|
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/// <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>
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/// <returns></returns>
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public static int FindIntersectingLink(TMP_Text text, Vector3 position, Camera camera)
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{
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Transform rectTransform = text.transform;
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// Convert position into Worldspace coordinates
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ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
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|
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for (int i = 0; i < text.textInfo.linkCount; i++)
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{
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TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
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bool isBeginRegion = false;
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|
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Vector3 bl = Vector3.zero;
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Vector3 tl = Vector3.zero;
|
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Vector3 br = Vector3.zero;
|
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Vector3 tr = Vector3.zero;
|
|
|
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// Iterate through each character of the word
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for (int j = 0; j < linkInfo.linkTextLength; j++)
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{
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int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
|
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TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
|
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int currentLine = currentCharInfo.lineNumber;
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|
|
|
// Check if Link characters are on the current page
|
|
if (text.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
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|
|
|
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);
|
|
|
|
if (!new Plane(transform.rotation * Vector3.back, transform.position).Raycast(ray, out float 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>
|
|
/// 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;
|
|
}
|
|
|
|
}
|
|
}
|