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