mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2025-06-29 21:46:03 +02:00
Export presets, wrap uv's, bugfixes and formatting.
[MA_TextureAtlas] Updated export window to use scriptable asset export presets. The option to wrap uv's (default = true). Bigfixes and code formatting.
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@ -39,17 +39,19 @@ 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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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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colors = mesh.colors,
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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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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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@ -86,27 +88,41 @@ namespace MA_Mesh
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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)
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{
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List<Vector2> uvs = new List<Vector2>();
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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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//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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if(flipY)
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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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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),
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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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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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mesh.SetUVs(uvChannel, uvs);
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@ -114,6 +130,14 @@ namespace MA_Mesh
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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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@ -121,7 +145,6 @@ namespace MA_Mesh
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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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@ -169,9 +192,9 @@ namespace MA_Mesh
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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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//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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@ -186,10 +209,10 @@ namespace MA_Mesh
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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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//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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}
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#endif
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@ -218,7 +218,7 @@ namespace MA_Texture
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public static Texture MA_Combine(this Texture texture, Texture combineTexture, int offsetX, int offsetY)
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{
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Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
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Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
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Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(combineTexture);
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texture = texture2D.MA_Combine2D(combineTexture2D, offsetX, offsetY);
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