diff options
Diffstat (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs')
| -rw-r--r-- | Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs | 2279 |
1 files changed, 2279 insertions, 0 deletions
diff --git a/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs new file mode 100644 index 0000000..8cbaa48 --- /dev/null +++ b/Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs @@ -0,0 +1,2279 @@ +using UnityEngine;
+using System.Collections;
+
+
+namespace TMPro
+{
+ public enum CaretPosition { None, Left, Right }
+
+ /// <summary>
+ /// Structure which contains the character index and position of caret relative to the character.
+ /// </summary>
+ public struct CaretInfo
+ {
+ public int index;
+ public CaretPosition position;
+
+ public CaretInfo(int index, CaretPosition position)
+ {
+ this.index = index;
+ this.position = position;
+ }
+ }
+
+ public static class TMP_TextUtilities
+ {
+ private static Vector3[] m_rectWorldCorners = new Vector3[4];
+
+
+ // TEXT INPUT COMPONENT RELATED FUNCTIONS
+
+ /// <summary>
+ ///
+ /// </summary>
+ /// <param name="textComponent">A reference to the text object.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ //public static CaretInfo GetCursorInsertionIndex(TMP_Text textComponent, Vector3 position, Camera camera)
+ //{
+ // int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
+
+ // RectTransform rectTransform = textComponent.rectTransform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
+
+ // // Get Bottom Left and Top Right position of the current character
+ // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ // //Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+ // //Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ // float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
+
+ // if (insertPosition < 0.5f)
+ // return new CaretInfo(index, CaretPosition.Left);
+ // else
+ // return new CaretInfo(index, CaretPosition.Right);
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the character whose origin is closest to the cursor.
+ /// </summary>
+ /// <param name="textComponent">A reference to the text object.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera)
+ {
+ int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
+
+ RectTransform rectTransform = textComponent.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
+
+ // Get Bottom Left and Top Right position of the current character
+ Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+
+ float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
+
+ if (insertPosition < 0.5f)
+ return index;
+ else
+ return index + 1;
+
+ }
+
+
+ /// <summary>
+ /// Function returning the index of the character whose origin is closest to the cursor.
+ /// </summary>
+ /// <param name="textComponent">A reference to the text object.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
+ /// <returns></returns>
+ //public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
+ //{
+ // int index = TMP_TextUtilities.FindNearestCharacter(textComponent, position, camera, false);
+
+ // RectTransform rectTransform = textComponent.rectTransform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
+
+ // // Get Bottom Left and Top Right position of the current character
+ // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+
+ // float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
+
+ // if (insertPosition < 0.5f)
+ // {
+ // cursor = CaretPosition.Left;
+ // return index;
+ // }
+ // else
+ // {
+ // cursor = CaretPosition.Right;
+ // return index;
+ // }
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the character whose origin is closest to the cursor.
+ /// </summary>
+ /// <param name="textComponent">A reference to the text object.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <param name="cursor">The position of the cursor insertion position relative to the position.</param>
+ /// <returns></returns>
+ public static int GetCursorIndexFromPosition(TMP_Text textComponent, Vector3 position, Camera camera, out CaretPosition cursor)
+ {
+ int line = TMP_TextUtilities.FindNearestLine(textComponent, position, camera);
+
+ int index = FindNearestCharacterOnLine(textComponent, position, line, camera, false);
+
+ // Special handling if line contains only one character.
+ if (textComponent.textInfo.lineInfo[line].characterCount == 1)
+ {
+ cursor = CaretPosition.Left;
+ return index;
+ }
+
+ RectTransform rectTransform = textComponent.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ TMP_CharacterInfo cInfo = textComponent.textInfo.characterInfo[index];
+
+ // Get Bottom Left and Top Right position of the current character
+ Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+
+ float insertPosition = (position.x - bl.x) / (tr.x - bl.x);
+
+ if (insertPosition < 0.5f)
+ {
+ cursor = CaretPosition.Left;
+ return index;
+ }
+ else
+ {
+ cursor = CaretPosition.Right;
+ return index;
+ }
+ }
+
+
+ /// <summary>
+ /// Function returning the line nearest to the position.
+ /// </summary>
+ /// <param name="textComponent"></param>
+ /// <param name="position"></param>
+ /// <param name="camera"></param>
+ /// <returns></returns>
+ public static int FindNearestLine(TMP_Text text, Vector3 position, Camera camera)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ float distance = Mathf.Infinity;
+ int closest = -1;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.lineCount; i++)
+ {
+ TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
+
+ float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
+ float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
+
+ if (ascender > position.y && descender < position.y)
+ {
+ //Debug.Log("Position is on line " + i);
+ return i;
+ }
+
+ float d0 = Mathf.Abs(ascender - position.y);
+ float d1 = Mathf.Abs(descender - position.y);
+
+ float d = Mathf.Min(d0, d1);
+ if (d < distance)
+ {
+ distance = d;
+ closest = i;
+ }
+ }
+
+ //Debug.Log("Closest line to position is " + closest);
+ return closest;
+ }
+
+
+ /// <summary>
+ /// Function returning the nearest character to position on a given line.
+ /// </summary>
+ /// <param name="text"></param>
+ /// <param name="position"></param>
+ /// <param name="line"></param>
+ /// <param name="camera"></param>
+ /// <returns></returns>
+ public static int FindNearestCharacterOnLine(TMP_Text text, Vector3 position, int line, Camera camera, bool visibleOnly)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ int firstCharacter = text.textInfo.lineInfo[line].firstCharacterIndex;
+ int lastCharacter = text.textInfo.lineInfo[line].lastCharacterIndex;
+
+ float distanceSqr = Mathf.Infinity;
+ int closest = lastCharacter;
+
+ for (int i = firstCharacter; i < lastCharacter; i++)
+ {
+ // Get current character info.
+ TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ if (visibleOnly && !cInfo.isVisible) continue;
+
+ // Get Bottom Left and Top Right position of the current character
+ Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+ Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ {
+ closest = i;
+ break;
+ }
+
+ // Find the closest corner to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+ return closest;
+ }
+
+
+ /// <summary>
+ /// Function used to determine if the position intersects with the RectTransform.
+ /// </summary>
+ /// <param name="rectTransform">A reference to the RectTranform of the text object.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static bool IsIntersectingRectTransform(RectTransform rectTransform, Vector3 position, Camera camera)
+ {
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ rectTransform.GetWorldCorners(m_rectWorldCorners);
+
+ if (PointIntersectRectangle(position, m_rectWorldCorners[0], m_rectWorldCorners[1], m_rectWorldCorners[2], m_rectWorldCorners[3]))
+ {
+ return true;
+ }
+
+ return false;
+ }
+
+
+ // CHARACTER HANDLING
+
+ /// <summary>
+ /// Function returning the index of the character at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which is rendering the text or whichever one might be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <param name="visibleOnly">Only check for visible characters.</param>
+ /// <returns></returns>
+ public static int FindIntersectingCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.characterCount; i++)
+ {
+ // Get current character info.
+ TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ if (visibleOnly && !cInfo.isVisible) continue;
+
+ // Get Bottom Left and Top Right position of the current character
+ Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+ Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ }
+ return -1;
+ }
+
+
+ /// <summary>
+ /// Function returning the index of the character at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <param name="visibleOnly">Only check for visible characters.</param>
+ /// <returns></returns>
+ //public static int FindIntersectingCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
+ //{
+ // Transform textTransform = text.transform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.characterCount; i++)
+ // {
+ // // Get current character info.
+ // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
+ // continue;
+
+ // // Get Bottom Left and Top Right position of the current character
+ // Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
+ // Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ // Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
+ // Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // }
+
+ // return -1;
+ //}
+
+
+ /// <summary>
+ /// Function to find the nearest character to position.
+ /// </summary>
+ /// <param name="text">A reference to the TMP Text component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <param name="visibleOnly">Only check for visible characters.</param>
+ /// <returns></returns>
+ public static int FindNearestCharacter(TMP_Text text, Vector3 position, Camera camera, bool visibleOnly)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ float distanceSqr = Mathf.Infinity;
+ int closest = 0;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.characterCount; i++)
+ {
+ // Get current character info.
+ TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ if (visibleOnly && !cInfo.isVisible) continue;
+
+ // Get Bottom Left and Top Right position of the current character
+ Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+ Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest corner to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+
+ return closest;
+ }
+
+
+ /// <summary>
+ /// Function to find the nearest character to position.
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <param name="visibleOnly">Only check for visible characters.</param>
+ /// <returns></returns>
+ //public static int FindNearestCharacter(TextMeshProUGUI text, Vector3 position, Camera camera, bool visibleOnly)
+ //{
+ // RectTransform rectTransform = text.rectTransform;
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.characterCount; i++)
+ // {
+ // // Get current character info.
+ // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
+ // continue;
+
+ // // Get Bottom Left and Top Right position of the current character
+ // Vector3 bl = rectTransform.TransformPoint(cInfo.bottomLeft);
+ // Vector3 tl = rectTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ // Vector3 tr = rectTransform.TransformPoint(cInfo.topRight);
+ // Vector3 br = rectTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // // Find the closest corner to position.
+ // float dbl = DistanceToLine(bl, tl, position);
+ // float dtl = DistanceToLine(tl, tr, position);
+ // float dtr = DistanceToLine(tr, br, position);
+ // float dbr = DistanceToLine(br, bl, position);
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // }
+
+ // //Debug.Log("Returning nearest character at index: " + closest);
+
+ // return closest;
+ //}
+
+
+ /// <summary>
+ /// Function to find the nearest character to position.
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <param name="visibleOnly">Only check for visible characters.</param>
+ /// <returns></returns>
+ //public static int FindNearestCharacter(TextMeshPro text, Vector3 position, Camera camera, bool visibleOnly)
+ //{
+ // Transform textTransform = text.transform;
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.characterCount; i++)
+ // {
+ // // Get current character info.
+ // TMP_CharacterInfo cInfo = text.textInfo.characterInfo[i];
+ // if ((visibleOnly && !cInfo.isVisible) || (text.OverflowMode == TextOverflowModes.Page && cInfo.pageNumber + 1 != text.pageToDisplay))
+ // continue;
+
+ // // Get Bottom Left and Top Right position of the current character
+ // Vector3 bl = textTransform.TransformPoint(cInfo.bottomLeft);
+ // Vector3 tl = textTransform.TransformPoint(new Vector3(cInfo.bottomLeft.x, cInfo.topRight.y, 0));
+ // Vector3 tr = textTransform.TransformPoint(cInfo.topRight);
+ // Vector3 br = textTransform.TransformPoint(new Vector3(cInfo.topRight.x, cInfo.bottomLeft.y, 0));
+
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // // Find the closest corner to position.
+ // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
+ // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
+ // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
+ // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // }
+
+ // //Debug.Log("Returning nearest character at index: " + closest);
+
+ // return closest;
+ //}
+
+
+ // WORD HANDLING
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TMP_Text component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static int FindIntersectingWord(TMP_Text text, Vector3 position, Camera camera)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.wordCount; i++)
+ {
+ TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ bool isBeginRegion = false;
+
+ Vector3 bl = Vector3.zero;
+ Vector3 tl = Vector3.zero;
+ Vector3 br = Vector3.zero;
+ Vector3 tr = Vector3.zero;
+
+ float maxAscender = -Mathf.Infinity;
+ float minDescender = Mathf.Infinity;
+
+ // Iterate through each character of the word
+ for (int j = 0; j < wInfo.characterCount; j++)
+ {
+ int characterIndex = wInfo.firstCharacterIndex + j;
+ TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ int currentLine = currentCharInfo.lineNumber;
+
+ bool isCharacterVisible = currentCharInfo.isVisible;
+
+ // Track maximum Ascender and minimum Descender for each word.
+ maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
+ minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
+
+ if (isBeginRegion == false && isCharacterVisible)
+ {
+ isBeginRegion = true;
+
+ bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
+ tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
+
+ //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // If Word is one character
+ if (wInfo.characterCount == 1)
+ {
+ isBeginRegion = false;
+
+ br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // Transform coordinates to be relative to transform and account min descender and max ascender.
+ bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ }
+
+ // Last Character of Word
+ if (isBeginRegion && j == wInfo.characterCount - 1)
+ {
+ isBeginRegion = false;
+
+ br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // Transform coordinates to be relative to transform and account min descender and max ascender.
+ bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ // If Word is split on more than one line.
+ else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ {
+ isBeginRegion = false;
+
+ br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // Transform coordinates to be relative to transform and account min descender and max ascender.
+ bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ maxAscender = -Mathf.Infinity;
+ minDescender = Mathf.Infinity;
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ }
+
+ //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ }
+
+ return -1;
+ }
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ //public static int FindIntersectingWord(TextMeshProUGUI text, Vector3 position, Camera camera)
+ //{
+ // RectTransform rectTransform = text.rectTransform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.wordCount; i++)
+ // {
+ // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // float maxAscender = -Mathf.Infinity;
+ // float minDescender = Mathf.Infinity;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < wInfo.characterCount; j++)
+ // {
+ // int characterIndex = wInfo.firstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
+ // currentCharInfo.lineNumber > text.maxVisibleLines ||
+ // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
+
+ // // Track maximum Ascender and minimum Descender for each word.
+ // maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
+ // minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
+
+ // if (isBeginRegion == false && isCharacterVisible)
+ // {
+ // isBeginRegion = true;
+
+ // bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
+ // tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (wInfo.characterCount == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == wInfo.characterCount - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = rectTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = rectTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // maxAscender = -Mathf.Infinity;
+ // minDescender = Mathf.Infinity;
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return -1;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <returns></returns>
+ //public static int FindIntersectingWord(TextMeshPro text, Vector3 position, Camera camera)
+ //{
+ // Transform textTransform = text.transform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.wordCount; i++)
+ // {
+ // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // float maxAscender = -Mathf.Infinity;
+ // float minDescender = Mathf.Infinity;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < wInfo.characterCount; j++)
+ // {
+ // int characterIndex = wInfo.firstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
+ // currentCharInfo.lineNumber > text.maxVisibleLines ||
+ // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
+
+ // // Track maximum Ascender and minimum Descender for each word.
+ // maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender);
+ // minDescender = Mathf.Min(minDescender, currentCharInfo.descender);
+
+ // if (isBeginRegion == false && isCharacterVisible)
+ // {
+ // isBeginRegion = true;
+
+ // bl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0);
+ // tl = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0);
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (wInfo.characterCount == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == wInfo.characterCount - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0);
+ // tr = new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0);
+
+ // // Transform coordinates to be relative to transform and account min descender and max ascender.
+ // bl = textTransform.TransformPoint(new Vector3(bl.x, minDescender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(tl.x, maxAscender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(tr.x, maxAscender, 0));
+ // br = textTransform.TransformPoint(new Vector3(br.x, minDescender, 0));
+
+ // // Reset maxAscender and minDescender for next word segment.
+ // maxAscender = -Mathf.Infinity;
+ // minDescender = Mathf.Infinity;
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+ // }
+
+ // return -1;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TMP_Text component.</param>
+ /// <param name="position"></param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static int FindNearestWord(TMP_Text text, Vector3 position, Camera camera)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ float distanceSqr = Mathf.Infinity;
+ int closest = 0;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.wordCount; i++)
+ {
+ TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ bool isBeginRegion = false;
+
+ Vector3 bl = Vector3.zero;
+ Vector3 tl = Vector3.zero;
+ Vector3 br = Vector3.zero;
+ Vector3 tr = Vector3.zero;
+
+ // Iterate through each character of the word
+ for (int j = 0; j < wInfo.characterCount; j++)
+ {
+ int characterIndex = wInfo.firstCharacterIndex + j;
+ TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ int currentLine = currentCharInfo.lineNumber;
+
+ bool isCharacterVisible = currentCharInfo.isVisible;
+
+ if (isBeginRegion == false && isCharacterVisible)
+ {
+ isBeginRegion = true;
+
+ bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // If Word is one character
+ if (wInfo.characterCount == 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+ }
+
+ // Last Character of Word
+ if (isBeginRegion && j == wInfo.characterCount - 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+ // If Word is split on more than one line.
+ else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+ }
+
+ //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+ }
+
+ return closest;
+ }
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position"></param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ //public static int FindNearestWord(TextMeshProUGUI text, Vector3 position, Camera camera)
+ //{
+ // RectTransform rectTransform = text.rectTransform;
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.wordCount; i++)
+ // {
+ // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < wInfo.characterCount; j++)
+ // {
+ // int characterIndex = wInfo.firstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
+ // currentCharInfo.lineNumber > text.maxVisibleLines ||
+ // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
+
+ // if (isBeginRegion == false && isCharacterVisible)
+ // {
+ // isBeginRegion = true;
+
+ // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (wInfo.characterCount == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == wInfo.characterCount - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Find the closest line segment to position.
+ // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
+ // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
+ // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
+ // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return closest;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <returns></returns>
+ //public static int FindNearestWord(TextMeshPro text, Vector3 position, Camera camera)
+ //{
+ // Transform textTransform = text.transform;
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.wordCount; i++)
+ // {
+ // TMP_WordInfo wInfo = text.textInfo.wordInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < wInfo.characterCount; j++)
+ // {
+ // int characterIndex = wInfo.firstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // bool isCharacterVisible = characterIndex > text.maxVisibleCharacters ||
+ // currentCharInfo.lineNumber > text.maxVisibleLines ||
+ // (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) ? false : true;
+
+ // if (isBeginRegion == false && isCharacterVisible)
+ // {
+ // isBeginRegion = true;
+
+ // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (wInfo.characterCount == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == wInfo.characterCount - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Find the closest line segment to position.
+ // float dbl = DistanceToLine(bl, tl, position);
+ // float dtl = DistanceToLine(tl, tr, position);
+ // float dtr = DistanceToLine(tr, br, position);
+ // float dbr = DistanceToLine(br, bl, position);
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return closest;
+
+ //}
+
+
+ /// <summary>
+ /// Function returning the line intersecting the position.
+ /// </summary>
+ /// <param name="textComponent"></param>
+ /// <param name="position"></param>
+ /// <param name="camera"></param>
+ /// <returns></returns>
+ public static int FindIntersectingLine(TMP_Text text, Vector3 position, Camera camera)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ int closest = -1;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.lineCount; i++)
+ {
+ TMP_LineInfo lineInfo = text.textInfo.lineInfo[i];
+
+ float ascender = rectTransform.TransformPoint(new Vector3(0, lineInfo.ascender, 0)).y;
+ float descender = rectTransform.TransformPoint(new Vector3(0, lineInfo.descender, 0)).y;
+
+ if (ascender > position.y && descender < position.y)
+ {
+ //Debug.Log("Position is on line " + i);
+ return i;
+ }
+ }
+
+ //Debug.Log("Closest line to position is " + closest);
+ return closest;
+ }
+
+
+ /// <summary>
+ /// Function returning the index of the Link at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TMP_Text component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static int FindIntersectingLink(TMP_Text text, Vector3 position, Camera camera)
+ {
+ Transform rectTransform = text.transform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ for (int i = 0; i < text.textInfo.linkCount; i++)
+ {
+ TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ bool isBeginRegion = false;
+
+ Vector3 bl = Vector3.zero;
+ Vector3 tl = Vector3.zero;
+ Vector3 br = Vector3.zero;
+ Vector3 tr = Vector3.zero;
+
+ // Iterate through each character of the word
+ for (int j = 0; j < linkInfo.linkTextLength; j++)
+ {
+ int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ int currentLine = currentCharInfo.lineNumber;
+
+ // Check if Link characters are on the current page
+ if (text.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
+
+ if (isBeginRegion == false)
+ {
+ isBeginRegion = true;
+
+ bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // If Word is one character
+ if (linkInfo.linkTextLength == 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ }
+
+ // Last Character of Word
+ if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ // If Word is split on more than one line.
+ else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ }
+ }
+
+ //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ }
+
+ return -1;
+ }
+
+ /// <summary>
+ /// Function returning the index of the Link at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ //public static int FindIntersectingLink(TextMeshProUGUI text, Vector3 position, Camera camera)
+ //{
+ // Transform rectTransform = text.transform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.linkCount; i++)
+ // {
+ // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < linkInfo.linkTextLength; j++)
+ // {
+ // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // // Check if Link characters are on the current page
+ // if (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
+
+ // if (isBeginRegion == false)
+ // {
+ // isBeginRegion = true;
+
+ // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (linkInfo.linkTextLength == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return -1;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the Link at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <returns></returns>
+ //public static int FindIntersectingLink(TextMeshPro text, Vector3 position, Camera camera)
+ //{
+ // Transform textTransform = text.transform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // for (int i = 0; i < text.textInfo.linkCount; i++)
+ // {
+ // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < linkInfo.linkTextLength; j++)
+ // {
+ // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // // Check if Link characters are on the current page
+ // if (text.OverflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
+
+ // if (isBeginRegion == false)
+ // {
+ // isBeginRegion = true;
+
+ // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (linkInfo.linkTextLength == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return -1;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TMP_Text component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ public static int FindNearestLink(TMP_Text text, Vector3 position, Camera camera)
+ {
+ RectTransform rectTransform = text.rectTransform;
+
+ // Convert position into Worldspace coordinates
+ ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ float distanceSqr = Mathf.Infinity;
+ int closest = 0;
+
+ for (int i = 0; i < text.textInfo.linkCount; i++)
+ {
+ TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ bool isBeginRegion = false;
+
+ Vector3 bl = Vector3.zero;
+ Vector3 tl = Vector3.zero;
+ Vector3 br = Vector3.zero;
+ Vector3 tr = Vector3.zero;
+
+ // Iterate through each character of the link
+ for (int j = 0; j < linkInfo.linkTextLength; j++)
+ {
+ int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ int currentLine = currentCharInfo.lineNumber;
+
+ // Check if Link characters are on the current page
+ if (text.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != text.pageToDisplay) continue;
+
+ if (isBeginRegion == false)
+ {
+ isBeginRegion = true;
+
+ //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // If Link is one character
+ if (linkInfo.linkTextLength == 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+
+ }
+ }
+
+ // Last Character of Word
+ if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+
+ }
+ // If Link is split on more than one line.
+ else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ {
+ isBeginRegion = false;
+
+ br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // Check for Intersection
+ if (PointIntersectRectangle(position, bl, tl, tr, br))
+ return i;
+
+ // Find the closest line segment to position.
+ float dbl = DistanceToLine(bl, tl, position);
+ float dtl = DistanceToLine(tl, tr, position);
+ float dtr = DistanceToLine(tr, br, position);
+ float dbr = DistanceToLine(br, bl, position);
+
+ float d = dbl < dtl ? dbl : dtl;
+ d = d < dtr ? d : dtr;
+ d = d < dbr ? d : dbr;
+
+ if (distanceSqr > d)
+ {
+ distanceSqr = d;
+ closest = i;
+ }
+ }
+ }
+
+ //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ }
+
+ return closest;
+ }
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro UGUI component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The scene camera which may be assigned to a Canvas using ScreenSpace Camera or WorldSpace render mode. Set to null is using ScreenSpace Overlay.</param>
+ /// <returns></returns>
+ //public static int FindNearestLink(TextMeshProUGUI text, Vector3 position, Camera camera)
+ //{
+ // RectTransform rectTransform = text.rectTransform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(rectTransform, position, camera, out position);
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // for (int i = 0; i < text.textInfo.linkCount; i++)
+ // {
+ // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < linkInfo.linkTextLength; j++)
+ // {
+ // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // if (isBeginRegion == false)
+ // {
+ // isBeginRegion = true;
+
+ // bl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = rectTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (linkInfo.linkTextLength == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = rectTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Find the closest line segment to position.
+ // float dbl = DistanceToLine(bl, tl, position); // (position - bl).sqrMagnitude;
+ // float dtl = DistanceToLine(tl, tr, position); // (position - tl).sqrMagnitude;
+ // float dtr = DistanceToLine(tr, br, position); // (position - tr).sqrMagnitude;
+ // float dbr = DistanceToLine(br, bl, position); // (position - br).sqrMagnitude;
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+
+ // return closest;
+ //}
+
+
+ /// <summary>
+ /// Function returning the index of the word at the given position (if any).
+ /// </summary>
+ /// <param name="text">A reference to the TextMeshPro component.</param>
+ /// <param name="position">Position to check for intersection.</param>
+ /// <param name="camera">The camera which is rendering the text object.</param>
+ /// <returns></returns>
+ //public static int FindNearestLink(TextMeshPro text, Vector3 position, Camera camera)
+ //{
+ // Transform textTransform = text.transform;
+
+ // // Convert position into Worldspace coordinates
+ // ScreenPointToWorldPointInRectangle(textTransform, position, camera, out position);
+
+ // float distanceSqr = Mathf.Infinity;
+ // int closest = 0;
+
+ // for (int i = 0; i < text.textInfo.linkCount; i++)
+ // {
+ // TMP_LinkInfo linkInfo = text.textInfo.linkInfo[i];
+
+ // bool isBeginRegion = false;
+
+ // Vector3 bl = Vector3.zero;
+ // Vector3 tl = Vector3.zero;
+ // Vector3 br = Vector3.zero;
+ // Vector3 tr = Vector3.zero;
+
+ // // Iterate through each character of the word
+ // for (int j = 0; j < linkInfo.linkTextLength; j++)
+ // {
+ // int characterIndex = linkInfo.linkTextfirstCharacterIndex + j;
+ // TMP_CharacterInfo currentCharInfo = text.textInfo.characterInfo[characterIndex];
+ // int currentLine = currentCharInfo.lineNumber;
+
+ // if (isBeginRegion == false)
+ // {
+ // isBeginRegion = true;
+
+ // bl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0));
+ // tl = textTransform.TransformPoint(new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0));
+
+ // //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]");
+
+ // // If Word is one character
+ // if (linkInfo.linkTextLength == 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Last Character of Word
+ // if (isBeginRegion && j == linkInfo.linkTextLength - 1)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // // If Word is split on more than one line.
+ // else if (isBeginRegion && currentLine != text.textInfo.characterInfo[characterIndex + 1].lineNumber)
+ // {
+ // isBeginRegion = false;
+
+ // br = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.descender, 0));
+ // tr = textTransform.TransformPoint(new Vector3(currentCharInfo.topRight.x, currentCharInfo.ascender, 0));
+
+ // // Check for Intersection
+ // if (PointIntersectRectangle(position, bl, tl, tr, br))
+ // return i;
+
+ // //Debug.Log("End Word Region at [" + currentCharInfo.character + "]");
+ // }
+ // }
+
+ // // Find the closest line segment to position.
+ // float dbl = DistanceToLine(bl, tl, position);
+ // float dtl = DistanceToLine(tl, tr, position);
+ // float dtr = DistanceToLine(tr, br, position);
+ // float dbr = DistanceToLine(br, bl, position);
+
+ // float d = dbl < dtl ? dbl : dtl;
+ // d = d < dtr ? d : dtr;
+ // d = d < dbr ? d : dbr;
+
+ // if (distanceSqr > d)
+ // {
+ // distanceSqr = d;
+ // closest = i;
+ // }
+ // //Debug.Log("Word at Index: " + i + " is located at (" + bl + ", " + tl + ", " + tr + ", " + br + ").");
+
+ // }
+ // return closest;
+ //}
+
+
+
+ /// <summary>
+ /// Function to check if a Point is contained within a Rectangle.
+ /// </summary>
+ /// <param name="m"></param>
+ /// <param name="a"></param>
+ /// <param name="b"></param>
+ /// <param name="c"></param>
+ /// <param name="d"></param>
+ /// <returns></returns>
+ private static bool PointIntersectRectangle(Vector3 m, Vector3 a, Vector3 b, Vector3 c, Vector3 d)
+ {
+ Vector3 ab = b - a;
+ Vector3 am = m - a;
+ Vector3 bc = c - b;
+ Vector3 bm = m - b;
+
+ float abamDot = Vector3.Dot(ab, am);
+ float bcbmDot = Vector3.Dot(bc, bm);
+
+ return 0 <= abamDot && abamDot <= Vector3.Dot(ab, ab) && 0 <= bcbmDot && bcbmDot <= Vector3.Dot(bc, bc);
+ }
+
+
+ /// <summary>
+ /// Method to convert ScreenPoint to WorldPoint aligned with Rectangle
+ /// </summary>
+ /// <param name="transform"></param>
+ /// <param name="screenPoint"></param>
+ /// <param name="cam"></param>
+ /// <param name="worldPoint"></param>
+ /// <returns></returns>
+ public static bool ScreenPointToWorldPointInRectangle(Transform transform, Vector2 screenPoint, Camera cam, out Vector3 worldPoint)
+ {
+ worldPoint = (Vector3)Vector2.zero;
+ Ray ray = RectTransformUtility.ScreenPointToRay(cam, screenPoint);
+
+ if (!new Plane(transform.rotation * Vector3.back, transform.position).Raycast(ray, out float enter))
+ return false;
+
+ worldPoint = ray.GetPoint(enter);
+
+ return true;
+ }
+
+
+ private struct LineSegment
+ {
+ public Vector3 Point1;
+ public Vector3 Point2;
+
+ public LineSegment(Vector3 p1, Vector3 p2)
+ {
+ Point1 = p1;
+ Point2 = p2;
+ }
+ }
+
+
+ /// <summary>
+ /// Function returning the point of intersection between a line and a plane.
+ /// </summary>
+ /// <param name="line"></param>
+ /// <param name="point"></param>
+ /// <param name="normal"></param>
+ /// <param name="intersectingPoint"></param>
+ /// <returns></returns>
+ private static bool IntersectLinePlane(LineSegment line, Vector3 point, Vector3 normal, out Vector3 intersectingPoint)
+ {
+ intersectingPoint = Vector3.zero;
+ Vector3 u = line.Point2 - line.Point1;
+ Vector3 w = line.Point1 - point;
+
+ float D = Vector3.Dot(normal, u);
+ float N = -Vector3.Dot(normal, w);
+
+ if (Mathf.Abs(D) < Mathf.Epsilon) // if line is parallel & co-planar to plane
+ {
+ if (N == 0)
+ return true;
+ else
+ return false;
+ }
+
+ float sI = N / D;
+
+ if (sI < 0 || sI > 1) // Line parallel to plane
+ return false;
+
+ intersectingPoint = line.Point1 + sI * u;
+
+ return true;
+ }
+
+
+ /// <summary>
+ /// Function returning the Square Distance from a Point to a Line.
+ /// </summary>
+ /// <param name="a"></param>
+ /// <param name="b"></param>
+ /// <param name="point"></param>
+ /// <returns></returns>
+ public static float DistanceToLine(Vector3 a, Vector3 b, Vector3 point)
+ {
+ Vector3 n = b - a;
+ Vector3 pa = a - point;
+
+ float c = Vector3.Dot( n, pa );
+
+ // Closest point is a
+ if ( c > 0.0f )
+ return Vector3.Dot( pa, pa );
+
+ Vector3 bp = point - b;
+
+ // Closest point is b
+ if (Vector3.Dot( n, bp ) > 0.0f )
+ return Vector3.Dot( bp, bp );
+
+ // Closest point is between a and b
+ Vector3 e = pa - n * (c / Vector3.Dot( n, n ));
+
+ return Vector3.Dot( e, e );
+ }
+
+
+ /// <summary>
+ /// Function returning the Square Distance from a Point to a Line and Direction.
+ /// </summary>
+ /// <param name="a"></param>
+ /// <param name="b"></param>
+ /// <param name="point"></param>
+ /// <param name="direction">-1 left, 0 in between, 1 right</param>
+ /// <returns></returns>
+ //public static float DistanceToLineDirectional(Vector3 a, Vector3 b, Vector3 point, ref int direction)
+ //{
+ // Vector3 n = b - a;
+ // Vector3 pa = a - point;
+
+ // float c = Vector3.Dot(n, pa);
+ // direction = -1;
+
+ // // Closest point is a
+ // if (c > 0.0f)
+ // return Vector3.Dot(pa, pa);
+
+ // Vector3 bp = point - b;
+ // direction = 1;
+
+ // // Closest point is b
+ // if (Vector3.Dot(n, bp) > 0.0f)
+ // return Vector3.Dot(bp, bp);
+
+ // // Closest point is between a and b
+ // Vector3 e = pa - n * (c / Vector3.Dot(n, n));
+
+ // direction = 0;
+ // return Vector3.Dot(e, e);
+ //}
+
+
+ /// <summary>
+ /// Table used to convert character to lowercase.
+ /// </summary>
+ const string k_lookupStringL = "-------------------------------- !-#$%&-()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[-]^_`abcdefghijklmnopqrstuvwxyz{|}~-";
+
+ /// <summary>
+ /// Table used to convert character to uppercase.
+ /// </summary>
+ const string k_lookupStringU = "-------------------------------- !-#$%&-()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[-]^_`ABCDEFGHIJKLMNOPQRSTUVWXYZ{|}~-";
+
+
+ /// <summary>
+ /// Get lowercase version of this ASCII character.
+ /// </summary>
+ public static char ToLowerFast(char c)
+ {
+ if (c > k_lookupStringL.Length - 1)
+ return c;
+
+ return k_lookupStringL[c];
+ }
+
+ /// <summary>
+ /// Get uppercase version of this ASCII character.
+ /// </summary>
+ public static char ToUpperFast(char c)
+ {
+ if (c > k_lookupStringU.Length - 1)
+ return c;
+
+ return k_lookupStringU[c];
+ }
+
+ /// <summary>
+ /// Function which returns a simple hashcode from a string.
+ /// </summary>
+ /// <returns></returns>
+ public static int GetSimpleHashCode(string s)
+ {
+ int hashCode = 0; // 5381;
+
+ for (int i = 0; i < s.Length; i++)
+ hashCode = (hashCode << 5) + hashCode ^ s[i];
+
+ return hashCode;
+ }
+
+ /// <summary>
+ /// Function which returns a simple hashcode from a string converted to lowercase.
+ /// </summary>
+ /// <returns></returns>
+ public static uint GetSimpleHashCodeLowercase(string s)
+ {
+ uint hashCode = 5381;
+
+ for (int i = 0; i < s.Length; i++)
+ hashCode = (hashCode << 5) + hashCode ^ ToLowerFast(s[i]);
+
+ return hashCode;
+ }
+
+
+ /// <summary>
+ /// Function to convert Hex to Int
+ /// </summary>
+ /// <param name="hex"></param>
+ /// <returns></returns>
+ public static int HexToInt(char hex)
+ {
+ switch (hex)
+ {
+ case '0': return 0;
+ case '1': return 1;
+ case '2': return 2;
+ case '3': return 3;
+ case '4': return 4;
+ case '5': return 5;
+ case '6': return 6;
+ case '7': return 7;
+ case '8': return 8;
+ case '9': return 9;
+ case 'A': return 10;
+ case 'B': return 11;
+ case 'C': return 12;
+ case 'D': return 13;
+ case 'E': return 14;
+ case 'F': return 15;
+ case 'a': return 10;
+ case 'b': return 11;
+ case 'c': return 12;
+ case 'd': return 13;
+ case 'e': return 14;
+ case 'f': return 15;
+ }
+ return 15;
+ }
+
+
+ /// <summary>
+ /// Function to convert a properly formatted string which contains an hex value to its decimal value.
+ /// </summary>
+ /// <param name="s"></param>
+ /// <returns></returns>
+ public static int StringHexToInt(string s)
+ {
+ int value = 0;
+
+ for (int i = 0; i < s.Length; i++)
+ {
+ value += HexToInt(s[i]) * (int)Mathf.Pow(16, (s.Length - 1) - i);
+ }
+
+ return value;
+ }
+
+ }
+}
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