mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2024-11-21 21:05:38 +01:00
Merge pull request #1 from goto01/master
Adding the scaling and export options. Merging the changes made. Sub-meshes export bug-fix. Export window changes. New texture scaling function. (TODO: some old code cleanup.)
This commit is contained in:
commit
26a0f68454
@ -53,7 +53,10 @@ namespace MA_TextureAtlasserPro
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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GUILayout.Label(this.name);
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var tempColor = GUI.backgroundColor;
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GUI.backgroundColor = Color.white;
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GUILayout.Label(this.name, GUI.skin.box);
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GUI.backgroundColor = tempColor;
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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@ -315,6 +315,25 @@ namespace MA_TextureAtlasserPro
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}
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}
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public static void ModifyMeshes(MA_TextureAtlasserProAtlas atlas)
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{
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if (atlas == null || atlas.textureQuads == null) return;
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var quads = atlas.textureQuads;
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for (var index = 0; index < quads.Count; index++)
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{
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var quad = quads[index];
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if (quad.meshes == null) continue;
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var meshes = quad.meshes;
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for (var meshIndex = 0; meshIndex < quad.meshes.Count; meshIndex++)
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{
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if (meshes[meshIndex] == null) continue;
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MA_MeshUtils.MA_UVReMap(meshes[meshIndex], atlas.textureAtlasSize, quad.guiRect);
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EditorUtility.SetDirty(meshes[meshIndex]);
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}
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}
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AssetDatabase.SaveAssets();
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}
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// public static void ExportAtlasTexturePNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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// {
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// if(atlas != null && atlas.textureQuads != null)
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@ -363,7 +382,7 @@ namespace MA_TextureAtlasserPro
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//Create new texture part
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Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
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//Scale it
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newTexturePart = newTexturePart.MA_Scale32D((int)q.guiRect.width, (int)q.guiRect.height);
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newTexturePart = newTexturePart.ScaleTexture((int)q.guiRect.width, (int)q.guiRect.height, true);
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//Add it
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newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
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}
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@ -7,8 +7,18 @@ using MA_Editor;
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namespace MA_TextureAtlasserPro
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{
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public class MA_TextureAtlasserProExportWindow : EditorWindow
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public class MA_TextureAtlasserProExportWindow : EditorWindow
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{
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private const int WindowHeight = 215;
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private enum ExportMode
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{
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None,
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D3,
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D2,
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Meshes,
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}
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//Editor
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private static MA_TextureAtlasserProExportWindow thisWindow;
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public static MA_TextureAtlasserProWindow curWindow;
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@ -16,7 +26,11 @@ namespace MA_TextureAtlasserPro
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//Data
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private static bool isLoaded = false; //Make sure we wait a frame at the start to setup and don't draw.
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private ExportMode _selectedExportMode;
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private bool _showAdvancedEditor;
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private bool exportObjDefault = false;
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private bool _replaceMeshes = false;
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private bool exportPngDefault = false;
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private bool exportSprite = false;
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private bool exportSliceSprite = false;
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@ -26,8 +40,8 @@ namespace MA_TextureAtlasserPro
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{
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GetCurrentWindow();
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thisWindow.minSize = new Vector2(420, 200);
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thisWindow.maxSize = new Vector2(420, 200);
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thisWindow.minSize = new Vector2(420, WindowHeight);
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thisWindow.maxSize = new Vector2(420, WindowHeight);
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thisWindow.titleContent.text = "MA_ExportTextureAtlas";
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@ -40,8 +54,8 @@ namespace MA_TextureAtlasserPro
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GetCurrentWindow();
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thisWindow.minSize = new Vector2(420, 200);
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thisWindow.maxSize = new Vector2(420, 200);
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thisWindow.minSize = new Vector2(420, WindowHeight);
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thisWindow.maxSize = new Vector2(420, WindowHeight);
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thisWindow.titleContent.text = "MA_ExportTextureAtlas";
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@ -101,45 +115,13 @@ namespace MA_TextureAtlasserPro
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{
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//Export
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GUILayout.BeginVertical();
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GUILayout.BeginHorizontal(EditorStyles.helpBox);
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if (GUILayout.Button("3D", GUILayout.ExpandWidth(false)))
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{
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exportObjDefault = true;
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exportPngDefault = true;
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exportSprite = false;
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exportSliceSprite = false;
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}
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if (GUILayout.Button("2D", GUILayout.ExpandWidth(false)))
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{
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exportObjDefault = false;
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exportPngDefault = true;
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exportSprite = true;
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exportSliceSprite = true;
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}
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GUILayout.EndHorizontal();
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GUILayout.Label("Meshes:");
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exportObjDefault = GUILayout.Toggle(exportObjDefault, "OBJ default.");
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GUILayout.Label("Textures:");
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GUILayout.BeginHorizontal();
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exportPngDefault = GUILayout.Toggle(exportPngDefault, "PNG default.");
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if(exportPngDefault)
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{
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exportSprite = GUILayout.Toggle(exportSprite, "Sprite.");
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if (exportSprite)
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{
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exportSliceSprite = GUILayout.Toggle(exportSliceSprite, "Slice sprites.");
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}
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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DrawExportModeEditor();
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DrawAdvancedEditor();
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GUILayout.BeginHorizontal(EditorStyles.helpBox);
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GUI.enabled = _selectedExportMode != ExportMode.None;
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if (GUILayout.Button("Export", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
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{
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if(exportObjDefault)
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@ -147,6 +129,9 @@ namespace MA_TextureAtlasserPro
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MA_TextureAtlasserProUtils.ExportAtlasMeshesObj(curWindow.textureAtlas);
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}
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if (_replaceMeshes)
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MA_TextureAtlasserProUtils.ModifyMeshes(curWindow.textureAtlas);
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if(exportPngDefault)
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{
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if(exportSprite)
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@ -160,6 +145,8 @@ namespace MA_TextureAtlasserPro
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}
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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GUILayout.EndVertical();
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}
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@ -187,6 +174,79 @@ namespace MA_TextureAtlasserPro
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if(e.type == EventType.Repaint)
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isLoaded = true;
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}
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private void DrawExportModeEditor()
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{
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GUILayout.BeginHorizontal(EditorStyles.helpBox);
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GUILayout.FlexibleSpace();
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var value = GUILayout.Toggle(_selectedExportMode == ExportMode.D3, "3D", EditorStyles.miniButtonLeft,
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GUILayout.ExpandWidth(false));
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if (value && _selectedExportMode != ExportMode.D3)
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{
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_selectedExportMode = ExportMode.D3;
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exportObjDefault = true;
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_replaceMeshes = false;
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exportPngDefault = true;
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exportSprite = false;
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exportSliceSprite = false;
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}
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value = GUILayout.Toggle(_selectedExportMode == ExportMode.D2, "2D", EditorStyles.miniButtonMid,
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GUILayout.ExpandWidth(false));
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if (value && _selectedExportMode != ExportMode.D2)
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{
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_selectedExportMode = ExportMode.D2;
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exportObjDefault = false;
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_replaceMeshes = false;
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exportPngDefault = true;
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exportSprite = true;
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exportSliceSprite = true;
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}
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value = GUILayout.Toggle(_selectedExportMode == ExportMode.Meshes, "Replace source meshes", EditorStyles.miniButtonRight,
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GUILayout.ExpandWidth(false));
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if (value && _selectedExportMode != ExportMode.Meshes)
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{
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_selectedExportMode = ExportMode.Meshes;
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exportObjDefault = false;
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_replaceMeshes = true;
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exportPngDefault = true;
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exportSprite = false;
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exportSliceSprite = false;
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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}
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private void DrawAdvancedEditor()
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{
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EditorGUILayout.BeginVertical(EditorStyles.helpBox);
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_showAdvancedEditor = EditorGUILayout.Foldout(_showAdvancedEditor, "Advanced editor");
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if (!_showAdvancedEditor)
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{
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EditorGUILayout.EndVertical();
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return;
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}
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GUILayout.Label("Meshes:", EditorStyles.miniBoldLabel);
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EditorGUILayout.BeginHorizontal();
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exportObjDefault = GUILayout.Toggle(exportObjDefault, "OBJ default.");
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_replaceMeshes = GUILayout.Toggle(_replaceMeshes, "Replace meshes");
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EditorGUILayout.EndHorizontal();
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GUILayout.Label("Textures:", EditorStyles.miniBoldLabel);
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GUILayout.BeginHorizontal();
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exportPngDefault = GUILayout.Toggle(exportPngDefault, "PNG default.");
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if(exportPngDefault)
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{
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exportSprite = GUILayout.Toggle(exportSprite, "Sprite.");
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if (exportSprite)
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{
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exportSliceSprite = GUILayout.Toggle(exportSliceSprite, "Slice sprites.");
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}
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}
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GUILayout.FlexibleSpace();
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GUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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}
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}
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#endif
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@ -9,6 +9,7 @@ using System.IO;
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using System.Text;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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@ -39,12 +40,16 @@ namespace MA_Mesh
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public static Mesh MA_DuplicateMesh(Mesh mesh)
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{
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Mesh newMesh = new Mesh();
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newMesh.name = mesh.name;
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newMesh.SetVertices(new List<Vector3>(mesh.vertices));
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newMesh.bounds = mesh.bounds;
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newMesh.colors = mesh.colors.ToArray();
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newMesh.subMeshCount = mesh.subMeshCount;
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for (int i = 0; i < mesh.subMeshCount; i++)
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{
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newMesh.SetTriangles(mesh.GetTriangles(i), i);
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}
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newMesh.subMeshCount = mesh.subMeshCount;
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newMesh.SetNormals(new List<Vector3>(mesh.normals));
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newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
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newMesh.SetTangents(new List<Vector4>(mesh.tangents));
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@ -92,14 +97,14 @@ namespace MA_Mesh
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{
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if(flipY)
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{
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//Debug.Log("01" + uvs[i].x);
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uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x), (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * (atlasSize.y - textureRect.height - textureRect.y)));
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//Debug.Log("02" + uvs[i].x);
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uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x),
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(uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * (atlasSize.y - textureRect.height - textureRect.y)));
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}
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else
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{
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//Debug.Log("01" + uvs[i].x);
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uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x), (uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * textureRect.y));
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uvs[i] = new Vector2((uvs[i].x / atlasSize.x * textureRect.width) + (1 / atlasSize.x * textureRect.x),
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(uvs[i].y / atlasSize.y * textureRect.height) + (1 / atlasSize.y * textureRect.y));
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//Debug.Log("02" + uvs[i].x);
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}
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}
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@ -176,7 +181,6 @@ namespace MA_Mesh
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using (StreamWriter sw = new StreamWriter(savePath + filename + ".obj"))
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{
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sw.Write(MeshToString(mesh));
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Debug.Log(savePath + filename);
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}
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}
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//End
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@ -44,6 +44,7 @@ namespace MA_Texture
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// Copy the pixels from the RenderTexture to the new Texture
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myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
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myTexture2D.Apply();
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myTexture2D.name = texture.name;
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// Reset the active RenderTexture
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RenderTexture.active = previous;
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@ -174,11 +175,18 @@ namespace MA_Texture
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}
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}
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newTexture.name = texture.name;
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newTexture.name = texture.name;
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newTexture.Apply();
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return newTexture;
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}
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public static Texture2D ScaleTexture(this Texture2D texture, int width, int height, bool bilinear)
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{
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TextureScaler.Scale(texture, width, height, bilinear);
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return texture;
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}
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#endregion
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#region combine
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@ -191,7 +199,7 @@ namespace MA_Texture
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//Y is 'flipped' because textures are made from left to right, bottom to top. We want to draw from left to right and top to bottom.
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for (int y = combineTexture.height; y > 0; y--)
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{
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texture.SetPixel(x + offsetX, texture.height - y - offsetY, combineTexture.GetPixel(x, texture.height - y));
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texture.SetPixel(x + offsetX, y + (texture.height - offsetY - combineTexture.height), combineTexture.GetPixel(x, y));
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}
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}
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else
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103
MA_ToolBox/MA_Utilities/TextureUtils/TextureScaler.cs
Normal file
103
MA_ToolBox/MA_Utilities/TextureUtils/TextureScaler.cs
Normal file
@ -0,0 +1,103 @@
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using System.Threading;
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using UnityEngine;
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namespace MA_Texture
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{
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public static class TextureScaler
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{
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public class ThreadData
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{
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public int start;
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public int end;
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public ThreadData (int s, int e) {
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start = s;
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end = e;
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}
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}
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private static Color[] texColors;
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private static Color[] newColors;
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private static int w;
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private static float ratioX;
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private static float ratioY;
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private static int w2;
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private static int finishCount;
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public static void Scale (Texture2D tex, int newWidth, int newHeight, bool useBilinear)
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{
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texColors = tex.GetPixels();
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newColors = new Color[newWidth * newHeight];
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if (useBilinear)
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{
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ratioX = 1.0f / ((float)newWidth / (tex.width-1));
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ratioY = 1.0f / ((float)newHeight / (tex.height-1));
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}
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else {
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ratioX = ((float)tex.width) / newWidth;
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ratioY = ((float)tex.height) / newHeight;
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}
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w = tex.width;
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w2 = newWidth;
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finishCount = 0;
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if (useBilinear)
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{
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BilinearScale(0, newHeight);
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}
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else
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{
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PointScale(0, newHeight);
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}
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tex.Resize(newWidth, newHeight);
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tex.SetPixels(newColors);
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tex.Apply();
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texColors = null;
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newColors = null;
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}
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public static void BilinearScale (int start, int end)
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{
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for (var y = start; y < end; y++)
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{
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int yFloor = (int)Mathf.Floor(y * ratioY);
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var y1 = yFloor * w;
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var y2 = (yFloor+1) * w;
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var yw = y * w2;
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for (var x = 0; x < w2; x++) {
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int xFloor = (int)Mathf.Floor(x * ratioX);
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var xLerp = x * ratioX-xFloor;
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newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor+1], xLerp),
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ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor+1], xLerp),
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y*ratioY-yFloor);
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}
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}
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finishCount++;
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}
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public static void PointScale (int start, int end)
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{
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for (var y = start; y < end; y++)
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{
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var thisY = (int)(ratioY * y) * w;
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var yw = y * w2;
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for (var x = 0; x < w2; x++) {
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newColors[yw + x] = texColors[(int)(thisY + ratioX*x)];
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}
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}
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finishCount++;
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}
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private static Color ColorLerpUnclamped (Color c1, Color c2, float value)
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{
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return new Color (c1.r + (c2.r - c1.r)*value,
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c1.g + (c2.g - c1.g)*value,
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c1.b + (c2.b - c1.b)*value,
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c1.a + (c2.a - c1.a)*value);
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}
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}
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}
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