mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2025-06-23 11:06:03 +02:00
Model groups.
Added model group support, you can now have multiple meshes in one export. Removed OBJ and mesh replace export options. Mesh replace didn't work, might get added again in the feature. OBJ needs to be rewritten as well to support the multiple meshes, and Unity now has model export options in engine. Version 1.8.0+ is now only supports Unity2018.3+.
This commit is contained in:
@ -15,259 +15,160 @@ using UnityEditor;
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namespace MA_Mesh
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{
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public static class MA_MeshUtils
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{
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public static string MA_SaveMeshAsset(Mesh mesh, string savePath)
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{
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if (string.IsNullOrEmpty(mesh.name))
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{
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mesh.name = UnityEngine.Random.Range(11111, 99999).ToString();
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}
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public static class MA_MeshUtils
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{
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public static string MA_SaveMeshAsset(Mesh mesh, string savePath)
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{
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if (string.IsNullOrEmpty(mesh.name))
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{
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mesh.name = UnityEngine.Random.Range(11111, 99999).ToString();
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}
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string assetPath = savePath + mesh.name + ".asset";
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string assetPath = savePath + mesh.name + ".asset";
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AssetDatabase.CreateAsset(mesh, assetPath);
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AssetDatabase.SaveAssets();
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AssetDatabase.CreateAsset(mesh, assetPath);
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AssetDatabase.SaveAssets();
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return assetPath;
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}
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return assetPath;
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}
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public static string MA_SaveMeshPrefab(Mesh mesh, string prefabName, string savePath, string materialPath)
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{
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string assetPath = null;
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public static string MA_SaveMeshPrefab(Mesh mesh, string prefabName, string savePath, string materialPath)
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{
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string assetPath = null;
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string meshAssetPath = MA_SaveMeshAsset(mesh, savePath);
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Mesh meshAsset = AssetDatabase.LoadAssetAtPath<Mesh>(meshAssetPath);
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string meshAssetPath = MA_SaveMeshAsset(mesh, savePath);
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Mesh meshAsset = AssetDatabase.LoadAssetAtPath<Mesh>(meshAssetPath);
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if (meshAsset != null)
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{
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GameObject gameObject = new GameObject
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{
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name = prefabName
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};
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if (meshAsset != null)
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{
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GameObject gameObject = new GameObject
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{
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name = prefabName
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};
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gameObject.AddComponent<MeshFilter>().mesh = meshAsset;
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gameObject.AddComponent<MeshRenderer>();
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gameObject.AddComponent<MeshFilter>().mesh = meshAsset;
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gameObject.AddComponent<MeshRenderer>();
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Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
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if (curMaterial != null)
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{
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gameObject.GetComponent<MeshRenderer>().material = curMaterial;
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}
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Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
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if (curMaterial != null)
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{
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gameObject.GetComponent<MeshRenderer>().material = curMaterial;
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}
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if (string.IsNullOrEmpty(prefabName))
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{
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prefabName = UnityEngine.Random.Range(11111, 99999).ToString();
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}
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if (string.IsNullOrEmpty(prefabName))
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{
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prefabName = UnityEngine.Random.Range(11111, 99999).ToString();
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}
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assetPath = savePath + prefabName + ".prefab";
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assetPath = savePath + prefabName + ".prefab";
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#if UNITY_2018_3_OR_NEWER
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PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath);
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UnityEngine.Object.DestroyImmediate(gameObject);
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}
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PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath);
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return assetPath;
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}
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#else
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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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{
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name = mesh.name,
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bounds = mesh.bounds,
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subMeshCount = mesh.subMeshCount
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};
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GameObject go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (go != null)
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{
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PrefabUtility.ReplacePrefab(gameObject, go, ReplacePrefabOptions.ReplaceNameBased);
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}
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else
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{
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PrefabUtility.CreatePrefab(assetPath, gameObject, ReplacePrefabOptions.ReplaceNameBased);
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}
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newMesh.SetVertices(new List<Vector3>(mesh.vertices));
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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.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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newMesh.SetColors(new List<Color>(mesh.colors));
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#endif
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return newMesh;
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}
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UnityEngine.GameObject.DestroyImmediate(gameObject);
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}
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return assetPath;
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}
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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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{
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name = mesh.name,
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bounds = mesh.bounds,
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subMeshCount = mesh.subMeshCount
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};
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newMesh.SetVertices(new List<Vector3>(mesh.vertices));
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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.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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newMesh.SetColors(new List<Color>(mesh.colors));
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return newMesh;
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}
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public static Mesh MA_ReMapUV(this Mesh mesh, Vector2 atlasSize, Vector2 textureSize, Vector2 texturePosition, int uvChannel = 0)
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{
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/*
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public static Mesh MA_ReMapUV(this Mesh mesh, Vector2 atlasSize, Vector2 textureSize, Vector2 texturePosition, int uvChannel = 0)
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{
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/*
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0 1
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512 x 512
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0 .5 = 1 / 512 * 256
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0 .5 = 1 / 512 * 256
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256 x 256
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+ pos
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*/
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List<Vector2> uvs = new List<Vector2>();
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List<Vector2> uvs = new List<Vector2>();
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//Get UV's
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mesh.GetUVs(uvChannel, uvs);
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//Get UV's
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mesh.GetUVs(uvChannel, uvs);
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foreach (Vector2 uvCordinate in uvs)
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{
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float x = (uvCordinate.x / atlasSize.x * textureSize.x) + texturePosition.x;
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float y = (uvCordinate.y / atlasSize.y * textureSize.y) + texturePosition.y;
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uvCordinate.Set(x, y);
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}
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foreach (Vector2 uvCordinate in uvs)
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{
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float x = (uvCordinate.x / atlasSize.x * textureSize.x) + texturePosition.x;
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float y = (uvCordinate.y / atlasSize.y * textureSize.y) + texturePosition.y;
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uvCordinate.Set(x, y);
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}
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mesh.SetUVs(uvChannel, uvs);
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mesh.SetUVs(uvChannel, uvs);
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return mesh;
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}
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return mesh;
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}
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public static Mesh MA_UVReMap(this Mesh mesh, Vector2 atlasSize, Rect textureRect, int uvChannel = 0, bool flipY = true, bool wrap = true)
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{
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//Get UV's
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List<Vector2> uvs = new List<Vector2>();
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mesh.GetUVs(uvChannel, uvs);
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public static Mesh MA_UVReMap(this Mesh mesh, Vector2 atlasSize, Rect textureRect, int uvChannel = 0, bool flipY = true, bool wrap = true)
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{
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//Get UV's
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List<Vector2> uvs = new List<Vector2>();
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mesh.GetUVs(uvChannel, uvs);
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//Min and max bounds in 0-1 space.
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float xMin, xMax, yMin, yMax;
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xMin = (1f / atlasSize.x * textureRect.width);
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xMax = (1f / atlasSize.x * textureRect.x);
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yMin = (1f / atlasSize.y * textureRect.height);
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//Min and max bounds in 0-1 space.
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float xMin, xMax, yMin, yMax;
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xMin = (1f / atlasSize.x * textureRect.width);
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xMax = (1f / atlasSize.x * textureRect.x);
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yMin = (1f / atlasSize.y * textureRect.height);
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//Flip uv's if needed.
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if (flipY)
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{
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yMax = (1f / 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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yMax = (1f / atlasSize.y * textureRect.y);
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}
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//Flip uv's if needed.
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if (flipY)
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{
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yMax = (1f / 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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yMax = (1f / atlasSize.y * textureRect.y);
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}
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for (int i = 0; i < uvs.Count; i++)
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{
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float newX = uvs[i].x * xMin + xMax;
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float newY = uvs[i].y * yMin + yMax;
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for (int i = 0; i < uvs.Count; i++)
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{
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float newX = uvs[i].x * xMin + xMax;
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float newY = uvs[i].y * yMin + yMax;
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//Wrap the verts outside of the uv space around back into the uv space.
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if (wrap)
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{
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newX = Wrap(newX, xMax, xMin + xMax);
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newY = Wrap(newY, yMax, yMin + yMax);
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}
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//Wrap the verts outside of the uv space around back into the uv space.
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if (wrap)
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{
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newX = Wrap(newX, xMax, xMin + xMax);
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newY = Wrap(newY, yMax, yMin + yMax);
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}
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uvs[i] = new Vector2(newX, newY);
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}
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uvs[i] = new Vector2(newX, newY);
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}
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mesh.SetUVs(uvChannel, uvs);
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mesh.SetUVs(uvChannel, uvs);
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return mesh;
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}
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return mesh;
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}
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public static float Wrap(float val, float min, float max)
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{
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val -= (float)Math.Round((val - min) / (max - min)) * (max - min);
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if (val < min)
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val = val + max - min;
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return val;
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}
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//Start http://wiki.unity3d.com/index.php?title=ObjExporter
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public static string MeshToString(Mesh mesh)
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{
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int vertexOffset = 0;
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int normalOffset = 0;
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int uvOffset = 0;
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Material material = new Material(Shader.Find("Standard"));
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StringBuilder sb = new StringBuilder();
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sb.Append("g ").Append(mesh.name).Append("\n");
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foreach (Vector3 v in mesh.vertices)
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{
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//This is sort of ugly - inverting x-component since we're in
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//a different coordinate system than "everyone" is "used to".
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sb.Append(string.Format("v {0} {1} {2}\n", -v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in mesh.normals)
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{
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sb.Append(string.Format("vn {0} {1} {2}\n", -v.x, v.y, v.z));
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}
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sb.Append("\n");
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foreach (Vector3 v in mesh.uv)
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{
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sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
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}
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for (int m = 0; m < mesh.subMeshCount; m++)
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{
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sb.Append("\n");
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sb.Append("usemtl ").Append(material.name + m).Append("\n");
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sb.Append("usemap ").Append(material.name + m).Append("\n");
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// int[] triangles = mesh.GetTriangles(m);
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// for (int i = 0; i < triangles.Length; i += 3)
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// {
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// sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1));
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// }
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int[] triangles = mesh.GetTriangles(m);
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for (int i = 0; i < triangles.Length; i += 3)
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{
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//Because we inverted the x-component, we also needed to alter the triangle winding.
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sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n", triangles[i] + 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i + 2] + 1 + uvOffset));
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}
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}
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//vertexOffset += mesh.vertices.Length;
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//normalOffset += mesh.normals.Length;
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//uvOffset += mesh.uv.Length;
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return sb.ToString();
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}
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public static string MeshToFile(Mesh mesh, string filename, string savePath)
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{
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string assetPath = savePath + filename + ".obj";
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using (StreamWriter sw = new StreamWriter(assetPath))
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{
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sw.Write(MeshToString(mesh));
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}
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AssetDatabase.Refresh();
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return assetPath;
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}
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//End
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}
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//struct ObjMaterial
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//{
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// public string name;
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// public string textureName;
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//}
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public static float Wrap(float val, float min, float max)
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{
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val -= (float)Math.Round((val - min) / (max - min)) * (max - min);
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if (val < min)
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val = val + max - min;
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return val;
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}
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}
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}
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#endif
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Reference in New Issue
Block a user