Map renderer
This commit is contained in:
6
.vsconfig
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6
.vsconfig
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84
Assets/New Material.mat
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84
Assets/New Material.mat
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Assets/Scenes/scene.unity
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499
Assets/Scenes/scene.unity
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8
Assets/Scripts/IMapDataCollector.cs
Normal file
8
Assets/Scripts/IMapDataCollector.cs
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Net.Http;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
public interface IMapDataCollector
|
||||||
|
{
|
||||||
|
public Task<string> CallOverpassApi(FormUrlEncodedContent query);
|
||||||
|
}
|
||||||
@@ -1,6 +1,502 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Globalization;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Net.Http;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using System.Xml;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using UnityEngine.Networking;
|
||||||
|
using UnityEngine.UIElements;
|
||||||
|
|
||||||
public class Map
|
[RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
public class Map : MonoBehaviour, IMapDataCollector
|
||||||
{
|
{
|
||||||
|
[Header("Overpass settings")]
|
||||||
|
public string overpassUrl = "https://mapz.honzuvkod.dev/api/interpreter";
|
||||||
|
public float queryRadiusMeters = 200f; // radius around lat/lon to query
|
||||||
|
|
||||||
|
[Header("Location (lat, lon)")]
|
||||||
|
public double latitude = 50.7727878f; // example Prague
|
||||||
|
public double longitude = 15.0768714f;
|
||||||
|
|
||||||
|
[Header("Building settings")]
|
||||||
|
public Material buildingMaterial;
|
||||||
|
public float defaultFloorHeight = 3.0f; // meters per level
|
||||||
|
public float defaultBuildingHeight = 6.0f; // if no tags
|
||||||
|
|
||||||
|
[Header("Road settings")]
|
||||||
|
public Material roadMaterial;
|
||||||
|
public float defaultRoadWidth = 4.0f; // meters
|
||||||
|
|
||||||
|
[Header("Misc")]
|
||||||
|
public float metersPerUnit = 1f; // scale: 1 unit = 1 meter
|
||||||
|
public bool autoStart = true;
|
||||||
|
class Way
|
||||||
|
{
|
||||||
|
public long id;
|
||||||
|
public List<long> nodeRefs = new List<long>();
|
||||||
|
public Dictionary<string, string> tags = new Dictionary<string, string>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private static readonly HttpClient client = new HttpClient();
|
||||||
|
|
||||||
|
List<Way> parsedWays = new List<Way>();
|
||||||
|
Dictionary<long, Vector2> nodes = new Dictionary<long, Vector2>(); // id -> latlon
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
CallApi();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClearChildren()
|
||||||
|
{
|
||||||
|
// remove existing generated children
|
||||||
|
List<GameObject> toDestroy = new List<GameObject>();
|
||||||
|
foreach (Transform t in transform)
|
||||||
|
toDestroy.Add(t.gameObject);
|
||||||
|
foreach (var g in toDestroy)
|
||||||
|
DestroyImmediate(g);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async Task<string> CallOverpassApi(FormUrlEncodedContent query)
|
||||||
|
{
|
||||||
|
Debug.Log("Calling Overpass API...");
|
||||||
|
|
||||||
|
|
||||||
|
var response = await client.PostAsync(overpassUrl, query);
|
||||||
|
Debug.Log("Received response from Overpass API.");
|
||||||
|
return await response.Content.ReadAsStringAsync();
|
||||||
|
}
|
||||||
|
|
||||||
|
public FormUrlEncodedContent QueryBuilder(double[] GPS)
|
||||||
|
{
|
||||||
|
Debug.Log("Building Overpass API query...");
|
||||||
|
string query = @$"
|
||||||
|
[out:xml]
|
||||||
|
[timeout:90];
|
||||||
|
(
|
||||||
|
way(around:{queryRadiusMeters}, {GPS[0].ToString().Replace(",", ".")}, {GPS[1].ToString().Replace(",", ".")});
|
||||||
|
);
|
||||||
|
out geom;";
|
||||||
|
Dictionary<string, string> values = new Dictionary<string, string>()
|
||||||
|
{
|
||||||
|
{"data", query}
|
||||||
|
};
|
||||||
|
Debug.Log("Overpass API query built.");
|
||||||
|
|
||||||
|
return new FormUrlEncodedContent(values);
|
||||||
|
}
|
||||||
|
|
||||||
|
public async void CallApi()
|
||||||
|
{
|
||||||
|
Debug.Log("Testing Overpass API...");
|
||||||
|
double[] GPS = new double[] {latitude, longitude};
|
||||||
|
string result = await CallOverpassApi(QueryBuilder(GPS));
|
||||||
|
Debug.Log("Overpass API response received:");
|
||||||
|
ParseOverpassXml(result);
|
||||||
|
|
||||||
|
GameObject buildingsRoot = new GameObject("Buildings");
|
||||||
|
buildingsRoot.transform.parent = this.transform;
|
||||||
|
GameObject roadsRoot = new GameObject("Roads");
|
||||||
|
roadsRoot.transform.parent = this.transform;
|
||||||
|
foreach (var w in parsedWays)
|
||||||
|
{
|
||||||
|
if (w.tags.ContainsKey("building"))
|
||||||
|
{
|
||||||
|
//Debug.Log("Building");
|
||||||
|
GameObject b = BuildBuildingMesh(w);
|
||||||
|
b.transform.parent = buildingsRoot.transform;
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("highway"))
|
||||||
|
{
|
||||||
|
//Debug.Log("Highway");
|
||||||
|
GameObject r = BuildRoadMesh(w);
|
||||||
|
r.transform.parent = roadsRoot.transform;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
void ParseOverpassXml(string xmlText)
|
||||||
|
{
|
||||||
|
nodes.Clear();
|
||||||
|
parsedWays.Clear();
|
||||||
|
|
||||||
|
XmlDocument doc = new XmlDocument();
|
||||||
|
doc.LoadXml(xmlText);
|
||||||
|
|
||||||
|
XmlNode osm = doc.SelectSingleNode("/osm");
|
||||||
|
if (osm == null) return;
|
||||||
|
|
||||||
|
// parse nodes
|
||||||
|
foreach (XmlNode node in osm.SelectNodes("node"))
|
||||||
|
{
|
||||||
|
long id = long.Parse(node.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||||
|
double lat = double.Parse(node.Attributes["lat"].Value, CultureInfo.InvariantCulture);
|
||||||
|
double lon = double.Parse(node.Attributes["lon"].Value, CultureInfo.InvariantCulture);
|
||||||
|
nodes[id] = new Vector2((float)lat, (float)lon);
|
||||||
|
}
|
||||||
|
|
||||||
|
// parse ways
|
||||||
|
foreach (XmlNode wayNode in osm.SelectNodes("way"))
|
||||||
|
{
|
||||||
|
Way w = new Way();
|
||||||
|
w.id = long.Parse(wayNode.Attributes["id"].Value, CultureInfo.InvariantCulture);
|
||||||
|
foreach (XmlNode child in wayNode.ChildNodes)
|
||||||
|
{
|
||||||
|
if (child.Name == "nd")
|
||||||
|
{
|
||||||
|
long r = long.Parse(child.Attributes["ref"].Value, CultureInfo.InvariantCulture);
|
||||||
|
w.nodeRefs.Add(r);
|
||||||
|
}
|
||||||
|
else if (child.Name == "tag")
|
||||||
|
{
|
||||||
|
string k = child.Attributes["k"].Value;
|
||||||
|
string v = child.Attributes["v"].Value;
|
||||||
|
w.tags[k] = v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
parsedWays.Add(w);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#region Utilities: latlon to local meters
|
||||||
|
// Convert latitude/longitude to local XY meters relative to center point
|
||||||
|
Vector3 LatLonToLocal(double lat, double lon)
|
||||||
|
{
|
||||||
|
// Use simple equirectangular projection around center (latitude, longitude)
|
||||||
|
double lat0 = latitude;
|
||||||
|
double lon0 = longitude;
|
||||||
|
double dLat = (lat - lat0) * Mathf.Deg2Rad;
|
||||||
|
double dLon = (lon - lon0) * Mathf.Deg2Rad;
|
||||||
|
double R = 6378137.0; // Earth radius in meters
|
||||||
|
double x = R * dLon * Math.Cos(lat0 * Mathf.Deg2Rad);
|
||||||
|
double y = R * dLat;
|
||||||
|
return new Vector3((float)x / metersPerUnit, 0f, (float)y / metersPerUnit);
|
||||||
|
}
|
||||||
|
Vector3 NodeIdToLocal(long nodeId)
|
||||||
|
{
|
||||||
|
if (!nodes.ContainsKey(nodeId))
|
||||||
|
return Vector3.zero;
|
||||||
|
Vector2 latlon = nodes[nodeId];
|
||||||
|
return LatLonToLocal(latlon.x, latlon.y);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Mesh builders
|
||||||
|
GameObject BuildBuildingMesh(Way w)
|
||||||
|
{
|
||||||
|
// gather polygon points
|
||||||
|
List<Vector3> poly = new List<Vector3>();
|
||||||
|
foreach (var id in w.nodeRefs)
|
||||||
|
{
|
||||||
|
Vector3 p = NodeIdToLocal(id);
|
||||||
|
poly.Add(p);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ensure closed
|
||||||
|
if (poly.Count < 3) return null;
|
||||||
|
if ((poly[0] - poly[poly.Count - 1]).sqrMagnitude > 0.0001f)
|
||||||
|
poly.Add(poly[0]);
|
||||||
|
|
||||||
|
// determine height
|
||||||
|
float height = defaultBuildingHeight;
|
||||||
|
if (w.tags.ContainsKey("height"))
|
||||||
|
{
|
||||||
|
if (TryParseHeight(w.tags["height"], out float h)) height = h;
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("building:levels"))
|
||||||
|
{
|
||||||
|
if (float.TryParse(w.tags["building:levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||||
|
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||||
|
}
|
||||||
|
else if (w.tags.ContainsKey("levels"))
|
||||||
|
{
|
||||||
|
if (float.TryParse(w.tags["levels"], NumberStyles.Float, CultureInfo.InvariantCulture, out float levels))
|
||||||
|
height = Mathf.Max(0.5f, levels * defaultFloorHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
// create GameObject
|
||||||
|
GameObject go = new GameObject("Building_" + w.id);
|
||||||
|
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.material = buildingMaterial;
|
||||||
|
|
||||||
|
// generate mesh: roof (triangulated polygon) + walls (extruded quads)
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.name = "BuildingMesh_" + w.id;
|
||||||
|
|
||||||
|
// Convert poly to 2D points (XZ plane)
|
||||||
|
List<Vector2> poly2D = new List<Vector2>();
|
||||||
|
for (int i = 0; i < poly.Count - 1; i++) // omit last repeated point
|
||||||
|
poly2D.Add(new Vector2(poly[i].x, poly[i].z));
|
||||||
|
|
||||||
|
// triangulate roof
|
||||||
|
List<int> roofTris = Triangulate(poly2D);
|
||||||
|
if (roofTris == null || roofTris.Count == 0)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Triangulation failed for building " + w.id);
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build vertices: roof vertices at y=height, walls vertices (2 per poly vertex)
|
||||||
|
int n = poly2D.Count;
|
||||||
|
// Build vertices and triangles with NO SHARED VERTICES (flat shading)
|
||||||
|
List<Vector3> verts = new List<Vector3>();
|
||||||
|
List<int> triangles = new List<int>();
|
||||||
|
List<Vector2> uvs = new List<Vector2>();
|
||||||
|
|
||||||
|
// Roof triangles - each triangle gets its own vertices
|
||||||
|
for (int i = 0; i < roofTris.Count; i += 3)
|
||||||
|
{
|
||||||
|
int idx0 = roofTris[i];
|
||||||
|
int idx1 = roofTris[i + 1];
|
||||||
|
int idx2 = roofTris[i + 2];
|
||||||
|
|
||||||
|
Vector2 p0 = poly2D[idx0];
|
||||||
|
Vector2 p1 = poly2D[idx1];
|
||||||
|
Vector2 p2 = poly2D[idx2];
|
||||||
|
|
||||||
|
int baseIdx = verts.Count;
|
||||||
|
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y));
|
||||||
|
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y));
|
||||||
|
verts.Add(new Vector3(p2.x, height / metersPerUnit, p2.y));
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 1);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
|
||||||
|
uvs.Add(new Vector2(p0.x, p0.y));
|
||||||
|
uvs.Add(new Vector2(p1.x, p1.y));
|
||||||
|
uvs.Add(new Vector2(p2.x, p2.y));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Walls - each quad gets its own 4 vertices
|
||||||
|
for (int i = 0; i < n; i++)
|
||||||
|
{
|
||||||
|
int iNext = (i + 1) % n;
|
||||||
|
Vector2 p0 = poly2D[i];
|
||||||
|
Vector2 p1 = poly2D[iNext];
|
||||||
|
|
||||||
|
int baseIdx = verts.Count;
|
||||||
|
verts.Add(new Vector3(p0.x, height / metersPerUnit, p0.y)); // top left
|
||||||
|
verts.Add(new Vector3(p0.x, 0, p0.y)); // bottom left
|
||||||
|
verts.Add(new Vector3(p1.x, 0, p1.y)); // bottom right
|
||||||
|
verts.Add(new Vector3(p1.x, height / metersPerUnit, p1.y)); // top right
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 1);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
|
||||||
|
triangles.Add(baseIdx);
|
||||||
|
triangles.Add(baseIdx + 2);
|
||||||
|
triangles.Add(baseIdx + 3);
|
||||||
|
|
||||||
|
uvs.Add(new Vector2(0, 1));
|
||||||
|
uvs.Add(new Vector2(0, 0));
|
||||||
|
uvs.Add(new Vector2(1, 0));
|
||||||
|
uvs.Add(new Vector2(1, 1));
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.SetVertices(verts);
|
||||||
|
mesh.SetTriangles(triangles, 0);
|
||||||
|
mesh.SetUVs(0, uvs);
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
mf.mesh = mesh;
|
||||||
|
|
||||||
|
// Center object (using first roof vertex as reference)
|
||||||
|
Vector3 centroid = Vector3.zero;
|
||||||
|
for (int i = 0; i < roofTris.Count; i += 3)
|
||||||
|
{
|
||||||
|
centroid += verts[i];
|
||||||
|
}
|
||||||
|
centroid /= (roofTris.Count / 3);
|
||||||
|
go.transform.position = centroid * -1f;
|
||||||
|
|
||||||
|
// Move the roof/walls vertices back to local space
|
||||||
|
Vector3[] adjustedVerts = mesh.vertices;
|
||||||
|
for (int i = 0; i < adjustedVerts.Length; i++) adjustedVerts[i] += centroid;
|
||||||
|
mesh.vertices = adjustedVerts;
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject BuildRoadMesh(Way w)
|
||||||
|
{
|
||||||
|
// build polyline
|
||||||
|
List<Vector3> pts = new List<Vector3>();
|
||||||
|
foreach (var id in w.nodeRefs)
|
||||||
|
pts.Add(NodeIdToLocal(id));
|
||||||
|
if (pts.Count < 2) return null;
|
||||||
|
|
||||||
|
float width = defaultRoadWidth;
|
||||||
|
if (w.tags.ContainsKey("width") && float.TryParse(w.tags["width"], NumberStyles.Float, CultureInfo.InvariantCulture, out float wv))
|
||||||
|
width = wv;
|
||||||
|
else if (w.tags.ContainsKey("highway"))
|
||||||
|
{
|
||||||
|
// simple heuristic
|
||||||
|
string h = w.tags["highway"];
|
||||||
|
if (h == "motorway") width = 10f;
|
||||||
|
else if (h == "primary") width = 8f;
|
||||||
|
else if (h == "secondary") width = 6f;
|
||||||
|
else if (h == "tertiary") width = 5f;
|
||||||
|
else width = defaultRoadWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject go = new GameObject("Road_" + w.id);
|
||||||
|
MeshFilter mf = go.AddComponent<MeshFilter>();
|
||||||
|
MeshRenderer mr = go.AddComponent<MeshRenderer>();
|
||||||
|
mr.material = roadMaterial;
|
||||||
|
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.name = "RoadMesh_" + w.id;
|
||||||
|
|
||||||
|
List<Vector3> verts = new List<Vector3>();
|
||||||
|
List<int> tris = new List<int>();
|
||||||
|
List<Vector2> uvs = new List<Vector2>();
|
||||||
|
|
||||||
|
// build quad strip
|
||||||
|
for (int i = 0; i < pts.Count; i++)
|
||||||
|
{
|
||||||
|
Vector3 p = pts[i];
|
||||||
|
Vector3 dir;
|
||||||
|
if (i == 0) dir = (pts[i + 1] - p).normalized;
|
||||||
|
else if (i == pts.Count - 1) dir = (p - pts[i - 1]).normalized;
|
||||||
|
else dir = (pts[i + 1] - pts[i - 1]).normalized;
|
||||||
|
|
||||||
|
Vector3 normal = Vector3.Cross(dir, Vector3.up).normalized;
|
||||||
|
Vector3 left = p + normal * (width * 0.5f / metersPerUnit);
|
||||||
|
Vector3 right = p - normal * (width * 0.5f / metersPerUnit);
|
||||||
|
verts.Add(left);
|
||||||
|
verts.Add(right);
|
||||||
|
uvs.Add(new Vector2(0, i));
|
||||||
|
uvs.Add(new Vector2(1, i));
|
||||||
|
|
||||||
|
if (i > 0)
|
||||||
|
{
|
||||||
|
int baseIdx = verts.Count - 4;
|
||||||
|
tris.Add(baseIdx + 0);
|
||||||
|
tris.Add(baseIdx + 2);
|
||||||
|
tris.Add(baseIdx + 1);
|
||||||
|
|
||||||
|
tris.Add(baseIdx + 1);
|
||||||
|
tris.Add(baseIdx + 2);
|
||||||
|
tris.Add(baseIdx + 3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
mesh.SetVertices(verts);
|
||||||
|
mesh.SetTriangles(tris, 0);
|
||||||
|
mesh.SetUVs(0, uvs);
|
||||||
|
mesh.RecalculateNormals();
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
mf.mesh = mesh;
|
||||||
|
go.transform.position = Vector3.zero;
|
||||||
|
return go;
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region Helpers
|
||||||
|
bool TryParseHeight(string s, out float meters)
|
||||||
|
{
|
||||||
|
// try to parse heights like "12", "12.5m", "40 ft"
|
||||||
|
s = s.Trim();
|
||||||
|
meters = 0f;
|
||||||
|
if (s.EndsWith("m")) s = s.Substring(0, s.Length - 1).Trim();
|
||||||
|
if (float.TryParse(s, NumberStyles.Float, CultureInfo.InvariantCulture, out float v))
|
||||||
|
{
|
||||||
|
meters = v;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
// fallback: try to extract number
|
||||||
|
StringBuilder num = new StringBuilder();
|
||||||
|
foreach (char c in s)
|
||||||
|
if ((c >= '0' && c <= '9') || c == '.' || c == ',') num.Append(c == ',' ? '.' : c);
|
||||||
|
if (num.Length > 0 && float.TryParse(num.ToString(), NumberStyles.Float, CultureInfo.InvariantCulture, out v))
|
||||||
|
{
|
||||||
|
meters = v; return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Basic ear clipping triangulation for simple polygons (2D)
|
||||||
|
List<int> Triangulate(List<Vector2> poly)
|
||||||
|
{
|
||||||
|
List<int> indices = new List<int>();
|
||||||
|
int n = poly.Count;
|
||||||
|
if (n < 3) return indices;
|
||||||
|
|
||||||
|
List<int> V = new List<int>();
|
||||||
|
for (int i = 0; i < n; i++) V.Add(i);
|
||||||
|
|
||||||
|
int guard = 0;
|
||||||
|
while (V.Count > 3 && guard < 10000)
|
||||||
|
{
|
||||||
|
bool earFound = false;
|
||||||
|
for (int i = 0; i < V.Count; i++)
|
||||||
|
{
|
||||||
|
int prev = V[(i - 1 + V.Count) % V.Count];
|
||||||
|
int curr = V[i];
|
||||||
|
int next = V[(i + 1) % V.Count];
|
||||||
|
|
||||||
|
Vector2 a = poly[prev];
|
||||||
|
Vector2 b = poly[curr];
|
||||||
|
Vector2 c = poly[next];
|
||||||
|
|
||||||
|
if (!IsConvex(a, b, c)) continue;
|
||||||
|
|
||||||
|
bool hasPointInside = false;
|
||||||
|
for (int j = 0; j < V.Count; j++)
|
||||||
|
{
|
||||||
|
int vi = V[j];
|
||||||
|
if (vi == prev || vi == curr || vi == next) continue;
|
||||||
|
if (PointInTriangle(poly[vi], a, b, c)) { hasPointInside = true; break; }
|
||||||
|
}
|
||||||
|
if (hasPointInside) continue;
|
||||||
|
|
||||||
|
// ear found
|
||||||
|
indices.Add(prev);
|
||||||
|
indices.Add(curr);
|
||||||
|
indices.Add(next);
|
||||||
|
V.RemoveAt(i);
|
||||||
|
earFound = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (!earFound) break;
|
||||||
|
guard++;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (V.Count == 3)
|
||||||
|
{
|
||||||
|
indices.Add(V[0]); indices.Add(V[1]); indices.Add(V[2]);
|
||||||
|
}
|
||||||
|
|
||||||
|
return indices;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool IsConvex(Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) < 0f; // changed > to
|
||||||
|
}
|
||||||
|
bool PointInTriangle(Vector2 p, Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
float area = TriangleArea(a, b, c);
|
||||||
|
float area1 = TriangleArea(p, b, c);
|
||||||
|
float area2 = TriangleArea(a, p, c);
|
||||||
|
float area3 = TriangleArea(a, b, p);
|
||||||
|
return Mathf.Abs(area - (area1 + area2 + area3)) < 1e-3f;
|
||||||
|
}
|
||||||
|
|
||||||
|
float TriangleArea(Vector2 a, Vector2 b, Vector2 c)
|
||||||
|
{
|
||||||
|
return Mathf.Abs((a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)) * 0.5f);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
|
||||||
|
|||||||
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Normal file
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
Normal file
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf
Normal file
Binary file not shown.
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Bangers.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf
Normal file
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf
Normal file
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,92 @@
|
|||||||
|
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf
Normal file
BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold.ttf
Normal file
Binary file not shown.
@@ -0,0 +1,202 @@
|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||||
|
|
||||||
|
1. Definitions.
|
||||||
|
|
||||||
|
"License" shall mean the terms and conditions for use, reproduction,
|
||||||
|
and distribution as defined by Sections 1 through 9 of this document.
|
||||||
|
|
||||||
|
"Licensor" shall mean the copyright owner or entity authorized by
|
||||||
|
the copyright owner that is granting the License.
|
||||||
|
|
||||||
|
"Legal Entity" shall mean the union of the acting entity and all
|
||||||
|
other entities that control, are controlled by, or are under common
|
||||||
|
control with that entity. For the purposes of this definition,
|
||||||
|
"control" means (i) the power, direct or indirect, to cause the
|
||||||
|
direction or management of such entity, whether by contract or
|
||||||
|
otherwise, or (ii) ownership of fifty percent (50%) or more of the
|
||||||
|
outstanding shares, or (iii) beneficial ownership of such entity.
|
||||||
|
|
||||||
|
"You" (or "Your") shall mean an individual or Legal Entity
|
||||||
|
exercising permissions granted by this License.
|
||||||
|
|
||||||
|
"Source" form shall mean the preferred form for making modifications,
|
||||||
|
including but not limited to software source code, documentation
|
||||||
|
source, and configuration files.
|
||||||
|
|
||||||
|
"Object" form shall mean any form resulting from mechanical
|
||||||
|
transformation or translation of a Source form, including but
|
||||||
|
not limited to compiled object code, generated documentation,
|
||||||
|
and conversions to other media types.
|
||||||
|
|
||||||
|
"Work" shall mean the work of authorship, whether in Source or
|
||||||
|
Object form, made available under the License, as indicated by a
|
||||||
|
copyright notice that is included in or attached to the work
|
||||||
|
(an example is provided in the Appendix below).
|
||||||
|
|
||||||
|
"Derivative Works" shall mean any work, whether in Source or Object
|
||||||
|
form, that is based on (or derived from) the Work and for which the
|
||||||
|
editorial revisions, annotations, elaborations, or other modifications
|
||||||
|
represent, as a whole, an original work of authorship. For the purposes
|
||||||
|
of this License, Derivative Works shall not include works that remain
|
||||||
|
separable from, or merely link (or bind by name) to the interfaces of,
|
||||||
|
the Work and Derivative Works thereof.
|
||||||
|
|
||||||
|
"Contribution" shall mean any work of authorship, including
|
||||||
|
the original version of the Work and any modifications or additions
|
||||||
|
to that Work or Derivative Works thereof, that is intentionally
|
||||||
|
submitted to Licensor for inclusion in the Work by the copyright owner
|
||||||
|
or by an individual or Legal Entity authorized to submit on behalf of
|
||||||
|
the copyright owner. For the purposes of this definition, "submitted"
|
||||||
|
means any form of electronic, verbal, or written communication sent
|
||||||
|
to the Licensor or its representatives, including but not limited to
|
||||||
|
communication on electronic mailing lists, source code control systems,
|
||||||
|
and issue tracking systems that are managed by, or on behalf of, the
|
||||||
|
Licensor for the purpose of discussing and improving the Work, but
|
||||||
|
excluding communication that is conspicuously marked or otherwise
|
||||||
|
designated in writing by the copyright owner as "Not a Contribution."
|
||||||
|
|
||||||
|
"Contributor" shall mean Licensor and any individual or Legal Entity
|
||||||
|
on behalf of whom a Contribution has been received by Licensor and
|
||||||
|
subsequently incorporated within the Work.
|
||||||
|
|
||||||
|
2. Grant of Copyright License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
copyright license to reproduce, prepare Derivative Works of,
|
||||||
|
publicly display, publicly perform, sublicense, and distribute the
|
||||||
|
Work and such Derivative Works in Source or Object form.
|
||||||
|
|
||||||
|
3. Grant of Patent License. Subject to the terms and conditions of
|
||||||
|
this License, each Contributor hereby grants to You a perpetual,
|
||||||
|
worldwide, non-exclusive, no-charge, royalty-free, irrevocable
|
||||||
|
(except as stated in this section) patent license to make, have made,
|
||||||
|
use, offer to sell, sell, import, and otherwise transfer the Work,
|
||||||
|
where such license applies only to those patent claims licensable
|
||||||
|
by such Contributor that are necessarily infringed by their
|
||||||
|
Contribution(s) alone or by combination of their Contribution(s)
|
||||||
|
with the Work to which such Contribution(s) was submitted. If You
|
||||||
|
institute patent litigation against any entity (including a
|
||||||
|
cross-claim or counterclaim in a lawsuit) alleging that the Work
|
||||||
|
or a Contribution incorporated within the Work constitutes direct
|
||||||
|
or contributory patent infringement, then any patent licenses
|
||||||
|
granted to You under this License for that Work shall terminate
|
||||||
|
as of the date such litigation is filed.
|
||||||
|
|
||||||
|
4. Redistribution. You may reproduce and distribute copies of the
|
||||||
|
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BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold.ttf
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Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt
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|
|||||||
|
Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
|
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|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
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|
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|
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|
||||||
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|
||||||
|
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|
||||||
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|
||||||
|
DEFINITIONS
|
||||||
|
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|
||||||
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|
||||||
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|
||||||
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||||||
|
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|
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|
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||||||
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|
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|
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|
||||||
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||||||
|
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||||||
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||||||
|
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|
||||||
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||||||
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|
||||||
|
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|
||||||
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||||||
|
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|
||||||
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|
||||||
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|
||||||
|
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|
||||||
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||||||
|
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TERMINATION
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This license becomes null and void if any of the above conditions are
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|
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|
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1017
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||||||
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 0
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
128
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
Normal file
128
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs
Normal file
@@ -0,0 +1,128 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark01 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int BenchmarkType = 0;
|
||||||
|
|
||||||
|
public TMP_FontAsset TMProFont;
|
||||||
|
public Font TextMeshFont;
|
||||||
|
|
||||||
|
private TextMeshPro m_textMeshPro;
|
||||||
|
private TextContainer m_textContainer;
|
||||||
|
private TextMesh m_textMesh;
|
||||||
|
|
||||||
|
private const string label01 = "The <#0050FF>count is: </color>{0}";
|
||||||
|
private const string label02 = "The <color=#0050FF>count is: </color>";
|
||||||
|
|
||||||
|
//private string m_string;
|
||||||
|
//private int m_frame;
|
||||||
|
|
||||||
|
private Material m_material01;
|
||||||
|
private Material m_material02;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (BenchmarkType == 0) // TextMesh Pro Component
|
||||||
|
{
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
|
||||||
|
m_textMeshPro.autoSizeTextContainer = true;
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true;
|
||||||
|
|
||||||
|
if (TMProFont != null)
|
||||||
|
m_textMeshPro.font = TMProFont;
|
||||||
|
|
||||||
|
//m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
|
||||||
|
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
//m_textMeshPro.anchor = AnchorPositions.Center;
|
||||||
|
m_textMeshPro.extraPadding = true;
|
||||||
|
//m_textMeshPro.outlineWidth = 0.25f;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
|
||||||
|
//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
|
||||||
|
m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
//m_textMeshPro.lineLength = 60;
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
m_material01 = m_textMeshPro.font.material;
|
||||||
|
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this...
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1) // TextMesh
|
||||||
|
{
|
||||||
|
m_textMesh = gameObject.AddComponent<TextMesh>();
|
||||||
|
|
||||||
|
if (TextMeshFont != null)
|
||||||
|
{
|
||||||
|
m_textMesh.font = TextMeshFont;
|
||||||
|
m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
m_textMesh.GetComponent<Renderer>().sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_textMesh.fontSize = 48;
|
||||||
|
m_textMesh.anchor = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
//m_textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i <= 1000000; i++)
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.SetText(label01, i % 1000);
|
||||||
|
if (i % 1000 == 999)
|
||||||
|
m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
m_textMesh.text = label02 + (i % 1000).ToString();
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
{
|
||||||
|
m_textMesh.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_frame += 1;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,135 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark01_UGUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int BenchmarkType = 0;
|
||||||
|
|
||||||
|
public Canvas canvas;
|
||||||
|
public TMP_FontAsset TMProFont;
|
||||||
|
public Font TextMeshFont;
|
||||||
|
|
||||||
|
private TextMeshProUGUI m_textMeshPro;
|
||||||
|
//private TextContainer m_textContainer;
|
||||||
|
private Text m_textMesh;
|
||||||
|
|
||||||
|
private const string label01 = "The <#0050FF>count is: </color>";
|
||||||
|
private const string label02 = "The <color=#0050FF>count is: </color>";
|
||||||
|
|
||||||
|
//private const string label01 = "TextMesh <#0050FF>Pro!</color> The count is: {0}";
|
||||||
|
//private const string label02 = "Text Mesh<color=#0050FF> The count is: </color>";
|
||||||
|
|
||||||
|
//private string m_string;
|
||||||
|
//private int m_frame;
|
||||||
|
|
||||||
|
private Material m_material01;
|
||||||
|
private Material m_material02;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
IEnumerator Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (BenchmarkType == 0) // TextMesh Pro Component
|
||||||
|
{
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshProUGUI>();
|
||||||
|
//m_textContainer = GetComponent<TextContainer>();
|
||||||
|
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true;
|
||||||
|
|
||||||
|
if (TMProFont != null)
|
||||||
|
m_textMeshPro.font = TMProFont;
|
||||||
|
|
||||||
|
//m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this...
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists.
|
||||||
|
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
//m_textMeshPro.anchor = AnchorPositions.Center;
|
||||||
|
m_textMeshPro.extraPadding = true;
|
||||||
|
//m_textMeshPro.outlineWidth = 0.25f;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f);
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON");
|
||||||
|
//m_textMeshPro.lineJustification = LineJustificationTypes.Center;
|
||||||
|
//m_textMeshPro.enableWordWrapping = true;
|
||||||
|
//m_textMeshPro.lineLength = 60;
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
m_material01 = m_textMeshPro.font.material;
|
||||||
|
m_material02 = Resources.Load<Material>("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this...
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1) // TextMesh
|
||||||
|
{
|
||||||
|
m_textMesh = gameObject.AddComponent<Text>();
|
||||||
|
|
||||||
|
if (TextMeshFont != null)
|
||||||
|
{
|
||||||
|
m_textMesh.font = TextMeshFont;
|
||||||
|
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
//m_textMesh.renderer.sharedMaterial = m_textMesh.font.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_textMesh.fontSize = 48;
|
||||||
|
m_textMesh.alignment = TextAnchor.MiddleCenter;
|
||||||
|
|
||||||
|
//m_textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (int i = 0; i <= 1000000; i++)
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = label01 + (i % 1000);
|
||||||
|
if (i % 1000 == 999)
|
||||||
|
m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
m_textMesh.text = label02 + (i % 1000).ToString();
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
if (BenchmarkType == 0)
|
||||||
|
{
|
||||||
|
m_textMeshPro.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
else if (BenchmarkType == 1)
|
||||||
|
{
|
||||||
|
m_textMesh.text = (m_frame % 1000).ToString();
|
||||||
|
}
|
||||||
|
|
||||||
|
m_frame += 1;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
97
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
Normal file
97
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs
Normal file
@@ -0,0 +1,97 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark02 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int SpawnType = 0;
|
||||||
|
public int NumberOfNPC = 12;
|
||||||
|
|
||||||
|
public bool IsTextObjectScaleStatic;
|
||||||
|
private TextMeshProFloatingText floatingText_Script;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
|
||||||
|
for (int i = 0; i < NumberOfNPC; i++)
|
||||||
|
{
|
||||||
|
|
||||||
|
|
||||||
|
if (SpawnType == 0)
|
||||||
|
{
|
||||||
|
// TextMesh Pro Implementation
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
textMeshPro.autoSizeTextContainer = true;
|
||||||
|
textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0);
|
||||||
|
|
||||||
|
textMeshPro.alignment = TextAlignmentOptions.Bottom;
|
||||||
|
textMeshPro.fontSize = 96;
|
||||||
|
textMeshPro.fontFeatures.Clear();
|
||||||
|
|
||||||
|
textMeshPro.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMeshPro.text = "!";
|
||||||
|
textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic;
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 0;
|
||||||
|
floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic;
|
||||||
|
}
|
||||||
|
else if (SpawnType == 1)
|
||||||
|
{
|
||||||
|
// TextMesh Implementation
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.font = Resources.Load<Font>("Fonts/ARIAL");
|
||||||
|
textMesh.GetComponent<Renderer>().sharedMaterial = textMesh.font.material;
|
||||||
|
|
||||||
|
textMesh.anchor = TextAnchor.LowerCenter;
|
||||||
|
textMesh.fontSize = 96;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMesh.text = "!";
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 1;
|
||||||
|
}
|
||||||
|
else if (SpawnType == 2)
|
||||||
|
{
|
||||||
|
// Canvas WorldSpace Camera
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
Canvas canvas = go.AddComponent<Canvas>();
|
||||||
|
canvas.worldCamera = Camera.main;
|
||||||
|
|
||||||
|
go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
|
||||||
|
go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f));
|
||||||
|
|
||||||
|
TextMeshProUGUI textObject = new GameObject().AddComponent<TextMeshProUGUI>();
|
||||||
|
textObject.rectTransform.SetParent(go.transform, false);
|
||||||
|
|
||||||
|
textObject.color = new Color32(255, 255, 0, 255);
|
||||||
|
textObject.alignment = TextAlignmentOptions.Bottom;
|
||||||
|
textObject.fontSize = 96;
|
||||||
|
textObject.text = "!";
|
||||||
|
|
||||||
|
// Spawn Floating Text
|
||||||
|
floatingText_Script = go.AddComponent<TextMeshProFloatingText>();
|
||||||
|
floatingText_Script.SpawnType = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
92
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs
Normal file
92
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs
Normal file
@@ -0,0 +1,92 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using UnityEngine.TextCore.LowLevel;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark03 : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 }
|
||||||
|
|
||||||
|
public int NumberOfSamples = 100;
|
||||||
|
public BenchmarkType Benchmark;
|
||||||
|
|
||||||
|
public Font SourceFont;
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
TMP_FontAsset fontAsset = null;
|
||||||
|
|
||||||
|
// Create Dynamic Font Asset for the given font file.
|
||||||
|
switch (Benchmark)
|
||||||
|
{
|
||||||
|
case BenchmarkType.TMP_SDF_MOBILE:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_SDF__MOBILE_SSD:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD");
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_SDF:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field");
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TMP_BITMAP_MOBILE:
|
||||||
|
fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (int i = 0; i < NumberOfSamples; i++)
|
||||||
|
{
|
||||||
|
switch (Benchmark)
|
||||||
|
{
|
||||||
|
case BenchmarkType.TMP_SDF_MOBILE:
|
||||||
|
case BenchmarkType.TMP_SDF__MOBILE_SSD:
|
||||||
|
case BenchmarkType.TMP_SDF:
|
||||||
|
case BenchmarkType.TMP_BITMAP_MOBILE:
|
||||||
|
{
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(0, 1.2f, 0);
|
||||||
|
|
||||||
|
TextMeshPro textComponent = go.AddComponent<TextMeshPro>();
|
||||||
|
textComponent.font = fontAsset;
|
||||||
|
textComponent.fontSize = 128;
|
||||||
|
textComponent.text = "@";
|
||||||
|
textComponent.alignment = TextAlignmentOptions.Center;
|
||||||
|
textComponent.color = new Color32(255, 255, 0, 255);
|
||||||
|
|
||||||
|
if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE)
|
||||||
|
textComponent.fontSize = 132;
|
||||||
|
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BenchmarkType.TEXTMESH_BITMAP:
|
||||||
|
{
|
||||||
|
GameObject go = new GameObject();
|
||||||
|
go.transform.position = new Vector3(0, 1.2f, 0);
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.GetComponent<Renderer>().sharedMaterial = SourceFont.material;
|
||||||
|
textMesh.font = SourceFont;
|
||||||
|
textMesh.anchor = TextAnchor.MiddleCenter;
|
||||||
|
textMesh.fontSize = 130;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 0, 255);
|
||||||
|
textMesh.text = "@";
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
85
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs
Normal file
85
Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class Benchmark04 : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public int SpawnType = 0;
|
||||||
|
|
||||||
|
public int MinPointSize = 12;
|
||||||
|
public int MaxPointSize = 64;
|
||||||
|
public int Steps = 4;
|
||||||
|
|
||||||
|
private Transform m_Transform;
|
||||||
|
//private TextMeshProFloatingText floatingText_Script;
|
||||||
|
//public Material material;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_Transform = transform;
|
||||||
|
|
||||||
|
float lineHeight = 0;
|
||||||
|
float orthoSize = Camera.main.orthographicSize = Screen.height / 2;
|
||||||
|
float ratio = (float)Screen.width / Screen.height;
|
||||||
|
|
||||||
|
for (int i = MinPointSize; i <= MaxPointSize; i += Steps)
|
||||||
|
{
|
||||||
|
if (SpawnType == 0)
|
||||||
|
{
|
||||||
|
// TextMesh Pro Implementation
|
||||||
|
GameObject go = new GameObject("Text - " + i + " Pts");
|
||||||
|
|
||||||
|
if (lineHeight > orthoSize * 2) return;
|
||||||
|
|
||||||
|
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0);
|
||||||
|
|
||||||
|
TextMeshPro textMeshPro = go.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
//textMeshPro.fontSharedMaterial = material;
|
||||||
|
//textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont;
|
||||||
|
//textMeshPro.anchor = AnchorPositions.Left;
|
||||||
|
textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f);
|
||||||
|
|
||||||
|
textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
textMeshPro.extraPadding = true;
|
||||||
|
textMeshPro.isOrthographic = true;
|
||||||
|
textMeshPro.fontSize = i;
|
||||||
|
|
||||||
|
textMeshPro.text = i + " pts - Lorem ipsum dolor sit...";
|
||||||
|
textMeshPro.color = new Color32(255, 255, 255, 255);
|
||||||
|
|
||||||
|
lineHeight += i;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// TextMesh Implementation
|
||||||
|
// Causes crashes since atlas needed exceeds 4096 X 4096
|
||||||
|
/*
|
||||||
|
GameObject go = new GameObject("Arial " + i);
|
||||||
|
|
||||||
|
//if (lineHeight > orthoSize * 2 * 0.9f) return;
|
||||||
|
|
||||||
|
go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1);
|
||||||
|
|
||||||
|
TextMesh textMesh = go.AddComponent<TextMesh>();
|
||||||
|
textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font;
|
||||||
|
textMesh.renderer.sharedMaterial = textMesh.font.material;
|
||||||
|
textMesh.anchor = TextAnchor.MiddleLeft;
|
||||||
|
textMesh.fontSize = i * 10;
|
||||||
|
|
||||||
|
textMesh.color = new Color32(255, 255, 255, 255);
|
||||||
|
textMesh.text = i + " pts - Lorem ipsum dolor sit...";
|
||||||
|
|
||||||
|
lineHeight += i;
|
||||||
|
*/
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,292 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class CameraController : MonoBehaviour
|
||||||
|
{
|
||||||
|
public enum CameraModes { Follow, Isometric, Free }
|
||||||
|
|
||||||
|
private Transform cameraTransform;
|
||||||
|
private Transform dummyTarget;
|
||||||
|
|
||||||
|
public Transform CameraTarget;
|
||||||
|
|
||||||
|
public float FollowDistance = 30.0f;
|
||||||
|
public float MaxFollowDistance = 100.0f;
|
||||||
|
public float MinFollowDistance = 2.0f;
|
||||||
|
|
||||||
|
public float ElevationAngle = 30.0f;
|
||||||
|
public float MaxElevationAngle = 85.0f;
|
||||||
|
public float MinElevationAngle = 0f;
|
||||||
|
|
||||||
|
public float OrbitalAngle = 0f;
|
||||||
|
|
||||||
|
public CameraModes CameraMode = CameraModes.Follow;
|
||||||
|
|
||||||
|
public bool MovementSmoothing = true;
|
||||||
|
public bool RotationSmoothing = false;
|
||||||
|
private bool previousSmoothing;
|
||||||
|
|
||||||
|
public float MovementSmoothingValue = 25f;
|
||||||
|
public float RotationSmoothingValue = 5.0f;
|
||||||
|
|
||||||
|
public float MoveSensitivity = 2.0f;
|
||||||
|
|
||||||
|
private Vector3 currentVelocity = Vector3.zero;
|
||||||
|
private Vector3 desiredPosition;
|
||||||
|
private float mouseX;
|
||||||
|
private float mouseY;
|
||||||
|
private Vector3 moveVector;
|
||||||
|
private float mouseWheel;
|
||||||
|
|
||||||
|
// Controls for Touches on Mobile devices
|
||||||
|
//private float prev_ZoomDelta;
|
||||||
|
|
||||||
|
|
||||||
|
private const string event_SmoothingValue = "Slider - Smoothing Value";
|
||||||
|
private const string event_FollowDistance = "Slider - Camera Zoom";
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
if (QualitySettings.vSyncCount > 0)
|
||||||
|
Application.targetFrameRate = 60;
|
||||||
|
else
|
||||||
|
Application.targetFrameRate = -1;
|
||||||
|
|
||||||
|
if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android)
|
||||||
|
Input.simulateMouseWithTouches = false;
|
||||||
|
|
||||||
|
cameraTransform = transform;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
if (CameraTarget == null)
|
||||||
|
{
|
||||||
|
// If we don't have a target (assigned by the player, create a dummy in the center of the scene).
|
||||||
|
dummyTarget = new GameObject("Camera Target").transform;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
GetPlayerInput();
|
||||||
|
|
||||||
|
|
||||||
|
// Check if we still have a valid target
|
||||||
|
if (CameraTarget != null)
|
||||||
|
{
|
||||||
|
if (CameraMode == CameraModes.Isometric)
|
||||||
|
{
|
||||||
|
desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance);
|
||||||
|
}
|
||||||
|
else if (CameraMode == CameraModes.Follow)
|
||||||
|
{
|
||||||
|
desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance)));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Free Camera implementation
|
||||||
|
}
|
||||||
|
|
||||||
|
if (MovementSmoothing == true)
|
||||||
|
{
|
||||||
|
// Using Smoothing
|
||||||
|
cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime);
|
||||||
|
//cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Not using Smoothing
|
||||||
|
cameraTransform.position = desiredPosition;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (RotationSmoothing == true)
|
||||||
|
cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
cameraTransform.LookAt(CameraTarget);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
void GetPlayerInput()
|
||||||
|
{
|
||||||
|
moveVector = Vector3.zero;
|
||||||
|
|
||||||
|
// Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling
|
||||||
|
mouseWheel = Input.GetAxis("Mouse ScrollWheel");
|
||||||
|
|
||||||
|
float touchCount = Input.touchCount;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0)
|
||||||
|
{
|
||||||
|
mouseWheel *= 10;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.I))
|
||||||
|
CameraMode = CameraModes.Isometric;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.F))
|
||||||
|
CameraMode = CameraModes.Follow;
|
||||||
|
|
||||||
|
if (Input.GetKeyDown(KeyCode.S))
|
||||||
|
MovementSmoothing = !MovementSmoothing;
|
||||||
|
|
||||||
|
|
||||||
|
// Check for right mouse button to change camera follow and elevation angle
|
||||||
|
if (Input.GetMouseButton(1))
|
||||||
|
{
|
||||||
|
mouseY = Input.GetAxis("Mouse Y");
|
||||||
|
mouseX = Input.GetAxis("Mouse X");
|
||||||
|
|
||||||
|
if (mouseY > 0.01f || mouseY < -0.01f)
|
||||||
|
{
|
||||||
|
ElevationAngle -= mouseY * MoveSensitivity;
|
||||||
|
// Limit Elevation angle between min & max values.
|
||||||
|
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mouseX > 0.01f || mouseX < -0.01f)
|
||||||
|
{
|
||||||
|
OrbitalAngle += mouseX * MoveSensitivity;
|
||||||
|
if (OrbitalAngle > 360)
|
||||||
|
OrbitalAngle -= 360;
|
||||||
|
if (OrbitalAngle < 0)
|
||||||
|
OrbitalAngle += 360;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get Input from Mobile Device
|
||||||
|
if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved)
|
||||||
|
{
|
||||||
|
Vector2 deltaPosition = Input.GetTouch(0).deltaPosition;
|
||||||
|
|
||||||
|
// Handle elevation changes
|
||||||
|
if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f)
|
||||||
|
{
|
||||||
|
ElevationAngle -= deltaPosition.y * 0.1f;
|
||||||
|
// Limit Elevation angle between min & max values.
|
||||||
|
ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Handle left & right
|
||||||
|
if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f)
|
||||||
|
{
|
||||||
|
OrbitalAngle += deltaPosition.x * 0.1f;
|
||||||
|
if (OrbitalAngle > 360)
|
||||||
|
OrbitalAngle -= 360;
|
||||||
|
if (OrbitalAngle < 0)
|
||||||
|
OrbitalAngle += 360;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check for left mouse button to select a new CameraTarget or to reset Follow position
|
||||||
|
if (Input.GetMouseButton(0))
|
||||||
|
{
|
||||||
|
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||||
|
RaycastHit hit;
|
||||||
|
|
||||||
|
if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14))
|
||||||
|
{
|
||||||
|
if (hit.transform == CameraTarget)
|
||||||
|
{
|
||||||
|
// Reset Follow Position
|
||||||
|
OrbitalAngle = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
CameraTarget = hit.transform;
|
||||||
|
OrbitalAngle = 0;
|
||||||
|
MovementSmoothing = previousSmoothing;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (Input.GetMouseButton(2))
|
||||||
|
{
|
||||||
|
if (dummyTarget == null)
|
||||||
|
{
|
||||||
|
// We need a Dummy Target to anchor the Camera
|
||||||
|
dummyTarget = new GameObject("Camera Target").transform;
|
||||||
|
dummyTarget.position = CameraTarget.position;
|
||||||
|
dummyTarget.rotation = CameraTarget.rotation;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
MovementSmoothing = false;
|
||||||
|
}
|
||||||
|
else if (dummyTarget != CameraTarget)
|
||||||
|
{
|
||||||
|
// Move DummyTarget to CameraTarget
|
||||||
|
dummyTarget.position = CameraTarget.position;
|
||||||
|
dummyTarget.rotation = CameraTarget.rotation;
|
||||||
|
CameraTarget = dummyTarget;
|
||||||
|
previousSmoothing = MovementSmoothing;
|
||||||
|
MovementSmoothing = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
mouseY = Input.GetAxis("Mouse Y");
|
||||||
|
mouseX = Input.GetAxis("Mouse X");
|
||||||
|
|
||||||
|
moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0);
|
||||||
|
|
||||||
|
dummyTarget.Translate(-moveVector, Space.World);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check Pinching to Zoom in - out on Mobile device
|
||||||
|
if (touchCount == 2)
|
||||||
|
{
|
||||||
|
Touch touch0 = Input.GetTouch(0);
|
||||||
|
Touch touch1 = Input.GetTouch(1);
|
||||||
|
|
||||||
|
Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition;
|
||||||
|
Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition;
|
||||||
|
|
||||||
|
float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude;
|
||||||
|
float touchDelta = (touch0.position - touch1.position).magnitude;
|
||||||
|
|
||||||
|
float zoomDelta = prevTouchDelta - touchDelta;
|
||||||
|
|
||||||
|
if (zoomDelta > 0.01f || zoomDelta < -0.01f)
|
||||||
|
{
|
||||||
|
FollowDistance += zoomDelta * 0.25f;
|
||||||
|
// Limit FollowDistance between min & max values.
|
||||||
|
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check MouseWheel to Zoom in-out
|
||||||
|
if (mouseWheel < -0.01f || mouseWheel > 0.01f)
|
||||||
|
{
|
||||||
|
|
||||||
|
FollowDistance -= mouseWheel * 5.0f;
|
||||||
|
// Limit FollowDistance between min & max values.
|
||||||
|
FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class ChatController : MonoBehaviour {
|
||||||
|
|
||||||
|
|
||||||
|
public TMP_InputField ChatInputField;
|
||||||
|
|
||||||
|
public TMP_Text ChatDisplayOutput;
|
||||||
|
|
||||||
|
public Scrollbar ChatScrollbar;
|
||||||
|
|
||||||
|
void OnEnable()
|
||||||
|
{
|
||||||
|
ChatInputField.onSubmit.AddListener(AddToChatOutput);
|
||||||
|
}
|
||||||
|
|
||||||
|
void OnDisable()
|
||||||
|
{
|
||||||
|
ChatInputField.onSubmit.RemoveListener(AddToChatOutput);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void AddToChatOutput(string newText)
|
||||||
|
{
|
||||||
|
// Clear Input Field
|
||||||
|
ChatInputField.text = string.Empty;
|
||||||
|
|
||||||
|
var timeNow = System.DateTime.Now;
|
||||||
|
|
||||||
|
string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "</color>] " + newText;
|
||||||
|
|
||||||
|
if (ChatDisplayOutput != null)
|
||||||
|
{
|
||||||
|
// No special formatting for first entry
|
||||||
|
// Add line feed before each subsequent entries
|
||||||
|
if (ChatDisplayOutput.text == string.Empty)
|
||||||
|
ChatDisplayOutput.text = formattedInput;
|
||||||
|
else
|
||||||
|
ChatDisplayOutput.text += "\n" + formattedInput;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keep Chat input field active
|
||||||
|
ChatInputField.ActivateInputField();
|
||||||
|
|
||||||
|
// Set the scrollbar to the bottom when next text is submitted.
|
||||||
|
ChatScrollbar.value = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class DropdownSample: MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField]
|
||||||
|
private TextMeshProUGUI text = null;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Dropdown dropdownWithoutPlaceholder = null;
|
||||||
|
|
||||||
|
[SerializeField]
|
||||||
|
private TMP_Dropdown dropdownWithPlaceholder = null;
|
||||||
|
|
||||||
|
public void OnButtonClick()
|
||||||
|
{
|
||||||
|
text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection";
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,35 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
using TMPro;
|
||||||
|
|
||||||
|
public class EnvMapAnimator : MonoBehaviour {
|
||||||
|
|
||||||
|
//private Vector3 TranslationSpeeds;
|
||||||
|
public Vector3 RotationSpeeds;
|
||||||
|
private TMP_Text m_textMeshPro;
|
||||||
|
private Material m_material;
|
||||||
|
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
//Debug.Log("Awake() on Script called.");
|
||||||
|
m_textMeshPro = GetComponent<TMP_Text>();
|
||||||
|
m_material = m_textMeshPro.fontSharedMaterial;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
IEnumerator Start ()
|
||||||
|
{
|
||||||
|
Matrix4x4 matrix = new Matrix4x4();
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
//matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
|
||||||
|
matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one);
|
||||||
|
|
||||||
|
m_material.SetMatrix("_EnvMatrix", matrix);
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
67
Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs
Normal file
67
Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs
Normal file
@@ -0,0 +1,67 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class ObjectSpin : MonoBehaviour
|
||||||
|
{
|
||||||
|
#pragma warning disable 0414
|
||||||
|
public enum MotionType { Rotation, SearchLight, Translation };
|
||||||
|
public MotionType Motion;
|
||||||
|
|
||||||
|
public Vector3 TranslationDistance = new Vector3(5, 0, 0);
|
||||||
|
public float TranslationSpeed = 1.0f;
|
||||||
|
public float SpinSpeed = 5;
|
||||||
|
public int RotationRange = 15;
|
||||||
|
private Transform m_transform;
|
||||||
|
|
||||||
|
private float m_time;
|
||||||
|
private Vector3 m_prevPOS;
|
||||||
|
private Vector3 m_initial_Rotation;
|
||||||
|
private Vector3 m_initial_Position;
|
||||||
|
private Color32 m_lightColor;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
m_transform = transform;
|
||||||
|
m_initial_Rotation = m_transform.rotation.eulerAngles;
|
||||||
|
m_initial_Position = m_transform.position;
|
||||||
|
|
||||||
|
Light light = GetComponent<Light>();
|
||||||
|
m_lightColor = light != null ? light.color : Color.black;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
switch (Motion)
|
||||||
|
{
|
||||||
|
case MotionType.Rotation:
|
||||||
|
m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0);
|
||||||
|
break;
|
||||||
|
case MotionType.SearchLight:
|
||||||
|
m_time += SpinSpeed * Time.deltaTime;
|
||||||
|
m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z);
|
||||||
|
break;
|
||||||
|
case MotionType.Translation:
|
||||||
|
m_time += TranslationSpeed * Time.deltaTime;
|
||||||
|
|
||||||
|
float x = TranslationDistance.x * Mathf.Cos(m_time);
|
||||||
|
float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f);
|
||||||
|
float z = TranslationDistance.z * Mathf.Sin(m_time);
|
||||||
|
|
||||||
|
m_transform.position = m_initial_Position + new Vector3(x, z, y);
|
||||||
|
|
||||||
|
// Drawing light patterns because they can be cool looking.
|
||||||
|
//if (Time.frameCount > 1)
|
||||||
|
// Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f);
|
||||||
|
|
||||||
|
m_prevPOS = m_transform.position;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class ShaderPropAnimator : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private Renderer m_Renderer;
|
||||||
|
private Material m_Material;
|
||||||
|
|
||||||
|
public AnimationCurve GlowCurve;
|
||||||
|
|
||||||
|
public float m_frame;
|
||||||
|
|
||||||
|
void Awake()
|
||||||
|
{
|
||||||
|
// Cache a reference to object's renderer
|
||||||
|
m_Renderer = GetComponent<Renderer>();
|
||||||
|
|
||||||
|
// Cache a reference to object's material and create an instance by doing so.
|
||||||
|
m_Material = m_Renderer.material;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
StartCoroutine(AnimateProperties());
|
||||||
|
}
|
||||||
|
|
||||||
|
IEnumerator AnimateProperties()
|
||||||
|
{
|
||||||
|
//float lightAngle;
|
||||||
|
float glowPower;
|
||||||
|
m_frame = Random.Range(0f, 1f);
|
||||||
|
|
||||||
|
while (true)
|
||||||
|
{
|
||||||
|
//lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
|
||||||
|
//m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
|
||||||
|
|
||||||
|
glowPower = GlowCurve.Evaluate(m_frame);
|
||||||
|
m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
|
||||||
|
|
||||||
|
m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
|
||||||
|
yield return new WaitForEndOfFrame();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,58 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class SimpleScript : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
private TextMeshPro m_textMeshPro;
|
||||||
|
//private TMP_FontAsset m_FontAsset;
|
||||||
|
|
||||||
|
private const string label = "The <#0050FF>count is: </color>{0:2}";
|
||||||
|
private float m_frame;
|
||||||
|
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
// Add new TextMesh Pro Component
|
||||||
|
m_textMeshPro = gameObject.AddComponent<TextMeshPro>();
|
||||||
|
|
||||||
|
m_textMeshPro.autoSizeTextContainer = true;
|
||||||
|
|
||||||
|
// Load the Font Asset to be used.
|
||||||
|
//m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset;
|
||||||
|
//m_textMeshPro.font = m_FontAsset;
|
||||||
|
|
||||||
|
// Assign Material to TextMesh Pro Component
|
||||||
|
//m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material;
|
||||||
|
//m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON");
|
||||||
|
|
||||||
|
// Set various font settings.
|
||||||
|
m_textMeshPro.fontSize = 48;
|
||||||
|
|
||||||
|
m_textMeshPro.alignment = TextAlignmentOptions.Center;
|
||||||
|
|
||||||
|
//m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation.
|
||||||
|
//m_textMeshPro.enableAutoSizing = true;
|
||||||
|
|
||||||
|
//m_textMeshPro.characterSpacing = 0.2f;
|
||||||
|
//m_textMeshPro.wordSpacing = 0.1f;
|
||||||
|
|
||||||
|
//m_textMeshPro.enableCulling = true;
|
||||||
|
m_textMeshPro.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
|
||||||
|
//textMeshPro.fontColor = new Color32(255, 255, 255, 255);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
m_textMeshPro.SetText(label, m_frame % 1000);
|
||||||
|
m_frame += 1 * Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user