From c55fba8ab2a1c9d3df65eda4a5a1e957f4aa1f78 Mon Sep 17 00:00:00 2001 From: Andrew Lee Date: Sun, 19 Apr 2020 17:19:32 -0400 Subject: Inital commit --- .../Scripts/Runtime/TMP_TextUtilities.cs | 2279 ++++++++++++++++++++ 1 file changed, 2279 insertions(+) create mode 100644 Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs (limited to 'Library/PackageCache/com.unity.textmeshpro@2.0.1/Scripts/Runtime/TMP_TextUtilities.cs') 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 } + + /// + /// 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); + + 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; + } + } + + + /// + /// 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]; + } + + /// + /// Function which returns a simple hashcode from a string. + /// + /// + 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; + } + + /// + /// 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; + } + + } +} -- cgit v1.2.3