mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2025-07-07 08:46:07 +02:00
Compare commits
10 Commits
Author | SHA1 | Date | |
---|---|---|---|
e81a4ec119 | |||
26a0f68454 | |||
9f5240967a | |||
9a13ddb24e | |||
6ac386c1b5 | |||
e2abb77afe | |||
68b3ddaaa1 | |||
9d53f74c4b | |||
7f17793af0 | |||
09f7c488b9 |
@ -36,7 +36,8 @@ namespace MA_TextureAtlasserPro
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editorWorkRect = new Rect(Vector2.zero - zoomCoordsOrigin, textureAtlasSize);
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GUI.backgroundColor = new Color(0, 0, 0, 0.1f);
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GUI.Box(editorWorkRect, this.name);
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GUI.Box(editorWorkRect, "");
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GUI.Box(new Rect(editorWorkRect.x, editorWorkRect.y - 25, editorWorkRect.width, 20), this.name);
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GUI.backgroundColor = Color.white;
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MA_Editor.Grid.Grid.DrawZoomableGrid(editorWorkRect, 64, new Color(0, 0, 0, 0.1f), zoomCoordsOrigin);
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@ -25,7 +25,6 @@ namespace MA_TextureAtlasserPro
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public Rect dragRectPos;
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//Data
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public Texture texture; //Replace this with texture groups
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public List<MA_TextureGroup> textureGroups;
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public List<Mesh> meshes;
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@ -43,7 +42,7 @@ namespace MA_TextureAtlasserPro
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//Clamp and snap the guiRect
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guiRect = new Rect(Mathf.RoundToInt(rect.x / 32) * 32, Mathf.RoundToInt(rect.y / 32) * 32, Mathf.RoundToInt(rect.width / 32) * 32, Mathf.RoundToInt(rect.height / 32) * 32);
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//Draw the sqaud background
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//Draw the quad background
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if(showTexture && textureGroups != null && textureGroups.Count > 0 && textureGroups[0].texture != null)
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GUI.DrawTexture(new Rect(guiRect.x - zoomCoordsOrigin.x, guiRect.y - zoomCoordsOrigin.y, guiRect.width, guiRect.height), textureGroups[0].texture, ScaleMode.StretchToFill);
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else
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@ -53,7 +52,10 @@ 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 = new Color(1, 1, 1, 0.7f);
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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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@ -10,18 +10,31 @@ namespace MA_TextureAtlasserPro
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[System.Serializable]
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public class MA_TextureAtlasserProSettings : ScriptableObject
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{
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[Header("Selection")]
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public bool autoFocus = false;
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[Header("Duplication:")]
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public bool copySelectedQuadData = false;
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public string duplicatedQuadNamePrefix = "new ";
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[Header("Hotkeys:")]
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public bool useHotkeys = false;
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public EventModifiers modifierKey = EventModifiers.Alt;
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public KeyCode addQuadHotKey = KeyCode.Q;
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public KeyCode removeQuadHotKey = KeyCode.R;
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public KeyCode duplicateHotKey = KeyCode.D;
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public KeyCode zoomInHotKey = KeyCode.Equals;
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public KeyCode zoomOutHotKey = KeyCode.Minus;
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[Header("Duplication:")]
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public bool copySelectedQuadData = true;
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public string duplicatedQuadNamePrefix = "new ";
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[Header("Selection")]
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public bool autoFocus = true;
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public bool GetHotKey(Event e, KeyCode shortKey)
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{
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if (e.type == EventType.KeyDown && e.modifiers == modifierKey && e.keyCode == shortKey)
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{
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return true;
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}
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return false;
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}
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}
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}
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#endif
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@ -8,6 +8,34 @@ using MA_Texture;
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namespace MA_TextureAtlasserPro
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{
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public enum ExportPreset
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{
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Custom,
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Default,
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Sprites,
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ReplaceObjMeshes
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}
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public enum ModelFormat
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{
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None,
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Obj,
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ReplaceObj
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}
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public enum TextureFormat
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{
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None,
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Png
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}
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public enum TextureType
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{
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Default,
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Sprite,
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SpriteSliced
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}
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public static class MA_TextureAtlasserProUtils
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{
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public const string SETTINGSASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Settings/";
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@ -19,7 +47,7 @@ namespace MA_TextureAtlasserPro
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public static MA_TextureAtlasserProSettings CreateSettings()
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{
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MA_TextureAtlasserProSettings _settings = (MA_TextureAtlasserProSettings)ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>();
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MA_TextureAtlasserProSettings _settings = ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>();
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if(_settings != null)
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{
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@ -49,7 +77,7 @@ namespace MA_TextureAtlasserPro
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public static MA_TextureAtlasserProAtlas CreateTextureAtlas(string name, Vector2 size)
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{
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MA_TextureAtlasserProAtlas _atlas = (MA_TextureAtlasserProAtlas)ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>();
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MA_TextureAtlasserProAtlas _atlas = ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>();
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if(_atlas != null)
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{
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@ -145,7 +173,7 @@ namespace MA_TextureAtlasserPro
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}
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}
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public static void CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
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public static MA_TextureAtlasserProQuad CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
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{
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if(atlas != null)
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{
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@ -156,7 +184,7 @@ namespace MA_TextureAtlasserPro
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}
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//Create new quad
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MA_TextureAtlasserProQuad _quad = (MA_TextureAtlasserProQuad)ScriptableObject.CreateInstance("MA_TextureAtlasserProQuad");
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MA_TextureAtlasserProQuad _quad = ScriptableObject.CreateInstance<MA_TextureAtlasserProQuad>();
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//Add quad to asset
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if(_quad != null)
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@ -167,7 +195,7 @@ namespace MA_TextureAtlasserPro
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SetTextureGroups(atlas, _quad);
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atlas.textureQuads.Add((MA_TextureAtlasserProQuad)_quad);
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atlas.textureQuads.Add(_quad);
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AssetDatabase.AddObjectToAsset(_quad, atlas);
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AssetDatabase.SaveAssets();
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@ -177,6 +205,8 @@ namespace MA_TextureAtlasserPro
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{
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atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
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}
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return _quad;
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}
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else
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{
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@ -187,6 +217,8 @@ namespace MA_TextureAtlasserPro
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{
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Debug.LogError("CreateTextureQuad Failed: textureAtlas");
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}
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return null;
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}
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public static void RemoveTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true)
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@ -196,7 +228,7 @@ namespace MA_TextureAtlasserPro
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int _index = atlas.textureQuads.IndexOf(atlas.selectedTextureQuad);
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atlas.textureQuads.RemoveAt(_index);
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GameObject.DestroyImmediate(atlas.selectedTextureQuad, true);
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Object.DestroyImmediate(atlas.selectedTextureQuad, true);
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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@ -212,18 +244,25 @@ namespace MA_TextureAtlasserPro
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{
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if(atlas != null && atlas.selectedTextureQuad != null)
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{
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CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
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MA_TextureAtlasserProQuad q = CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
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if (copyData)
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{
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atlas.textureQuads[atlas.textureQuads.Count - 1].meshes = atlas.selectedTextureQuad.meshes;
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atlas.textureQuads[atlas.textureQuads.Count - 1].textureGroups = atlas.selectedTextureQuad.textureGroups;
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q.meshes = atlas.selectedTextureQuad.meshes;
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for (int i = 0; i < atlas.selectedTextureQuad.textureGroups.Count; i++)
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{
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q.textureGroups[i].texture = atlas.selectedTextureQuad.textureGroups[i].texture;
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}
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}
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if(focus)
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{
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atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
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atlas.selectedTextureQuad = q;
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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@ -276,21 +315,40 @@ namespace MA_TextureAtlasserPro
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curWindow.Close();
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}
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public static void ExportAtlas(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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public static bool IsPowerOfTwo(int value)
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{
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if(atlas != null && atlas.textureQuads != null)
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//While x is even and > 1
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while (((value % 2) == 0) && value > 1)
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{
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ExportAtlasMeshesObj(atlas);
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ExportAtlasTexturesPNG(atlas);
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value /= 2;
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}
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AssetDatabase.Refresh();
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return (value == 1);
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}
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#region Export
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public static void ExportAtlasModels(MA_TextureAtlasserProAtlas atlas, ModelFormat modelFormat, string savePath = EXPORTASSETPATH)
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{
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switch (modelFormat)
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{
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case ModelFormat.None:
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break;
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case ModelFormat.Obj:
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ExportAtlasObj(atlas, savePath);
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break;
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case ModelFormat.ReplaceObj:
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ModifyAtlasObj(atlas);
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break;
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default:
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break;
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}
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}
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public static void ExportAtlasMeshesObj(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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{
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if(atlas != null && atlas.textureQuads != null)
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public static void ExportAtlasObj(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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{
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if (atlas == null || atlas.textureQuads == null)
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return;
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foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
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{
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//Export Mesh
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@ -304,51 +362,67 @@ namespace MA_TextureAtlasserPro
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Mesh newMesh = new Mesh();
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//Duplicate it from the current one
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newMesh = MA_MeshUtils.MA_DuplicateMesh(ta.meshes[m]);
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//Remap uvs
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//Remap UV's
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newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, ta.guiRect);
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//Save it
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MA_MeshUtils.MeshToFile(newMesh, "MA_" + ta.name, savePath);
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}
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string modelName = string.IsNullOrEmpty(ta.name) ? "": ta.name + "-";
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modelName += ta.meshes[m].name;
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int n = m + 1;
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modelName += "_" + n.ToString("#000");
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MA_MeshUtils.MeshToFile(newMesh, modelName, savePath);
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}
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}
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}
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}
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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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// {
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// //Create new Texture Atlas
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// Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
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// newTexture.name = atlas.name;
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// foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
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// {
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// //Export Texture Atlas
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// //TODO: Replace with texture groups (foreacht ...)
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// if(ta.texture != null)
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// {
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// //Create new texture part
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// Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(ta.texture);
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// //Scale it
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// newTexturePart = newTexturePart.MA_Scale2D((int)ta.guiRect.width, (int)ta.guiRect.height);
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// //Add it
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// newTexture = newTexture.MA_Combine2D(newTexturePart, (int)ta.guiRect.x, (int)ta.guiRect.y);
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// }
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// }
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// //Save it
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// newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
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// //Refresh
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// AssetDatabase.Refresh();
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// }
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// }
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public static void ExportAtlasTexturesPNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
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public static void ModifyAtlasObj(MA_TextureAtlasserProAtlas atlas)
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{
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if(atlas != null && atlas.textureQuads != null && atlas.textureGroupRegistration != null)
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if (atlas == null || atlas.textureQuads == null)
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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)
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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)
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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 ExportAtlasTextures(MA_TextureAtlasserProAtlas atlas, TextureFormat textureFormat, TextureType textureType, MA_TextureUtils.TextureScaleMode scaleMode, string savePath = EXPORTASSETPATH)
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{
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switch (textureFormat)
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{
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case TextureFormat.None:
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break;
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case TextureFormat.Png:
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ExportAtlasPNG(atlas, textureType, scaleMode, savePath);
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break;
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default:
|
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break;
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}
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}
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|
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private static void ExportAtlasPNG(MA_TextureAtlasserProAtlas atlas, TextureType textureType, MA_TextureUtils.TextureScaleMode scaleMode, string savePath = EXPORTASSETPATH)
|
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{
|
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if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
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return;
|
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|
||||
//Foreach texture group
|
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for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
|
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{
|
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@ -363,20 +437,81 @@ namespace MA_TextureAtlasserPro
|
||||
//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_Scale2D((int)q.guiRect.width, (int)q.guiRect.height);
|
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newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height, scaleMode);
|
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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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}
|
||||
|
||||
//Save it
|
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newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
|
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newTexture.MA_Save2D(newTexture.name, savePath);
|
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|
||||
TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + newTexture.name + ".png");
|
||||
textureImporter.textureType = TextureImporterType.Default;
|
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textureImporter.SaveAndReimport();
|
||||
}
|
||||
|
||||
switch (textureType)
|
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{
|
||||
case TextureType.Default:
|
||||
break;
|
||||
case TextureType.Sprite:
|
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SetAtlasPNGSpriteSettings(atlas, textureType, savePath);
|
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break;
|
||||
case TextureType.SpriteSliced:
|
||||
SetAtlasPNGSpriteSettings(atlas, textureType, savePath);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
//Refresh
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
private static void SetAtlasPNGSpriteSettings(MA_TextureAtlasserProAtlas atlas, TextureType textureType, string savePath = EXPORTASSETPATH)
|
||||
{
|
||||
//Foreach texture group
|
||||
for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
|
||||
{
|
||||
//Convert
|
||||
string textureName = atlas.name + "_" + atlas.textureGroupRegistration[i].name + ".png";
|
||||
TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + textureName);
|
||||
textureImporter.textureType = TextureImporterType.Sprite;
|
||||
textureImporter.alphaIsTransparency = true;
|
||||
|
||||
//Slice sprites.
|
||||
if (textureType == TextureType.SpriteSliced)
|
||||
{
|
||||
textureImporter.spriteImportMode = SpriteImportMode.None; //Reset it to update?
|
||||
textureImporter.spriteImportMode = SpriteImportMode.Multiple;
|
||||
List<SpriteMetaData> spriteMetaData = new List<SpriteMetaData>();
|
||||
|
||||
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
|
||||
{
|
||||
if (q.textureGroups != null && q.textureGroups[i].texture != null)
|
||||
{
|
||||
//Create new SpriteMetaData.
|
||||
SpriteMetaData smd = new SpriteMetaData();
|
||||
|
||||
smd.name = q.name;
|
||||
smd.rect = new Rect(q.guiRect.x, atlas.textureAtlasSize.y - q.guiRect.y - q.guiRect.height, q.guiRect.width, q.guiRect.height);
|
||||
|
||||
spriteMetaData.Add(smd);
|
||||
}
|
||||
}
|
||||
|
||||
textureImporter.spritesheet = spriteMetaData.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
textureImporter.spriteImportMode = SpriteImportMode.Single;
|
||||
}
|
||||
|
||||
textureImporter.SaveAndReimport();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
#endif
|
@ -13,6 +13,8 @@ namespace MA_TextureAtlasserPro
|
||||
|
||||
private bool isEditing = false;
|
||||
|
||||
private GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
|
||||
|
||||
public MA_TextureAtlasserProInspectorView(MA_TextureAtlasserProWindow currentEditorWindow, string title) : base(currentEditorWindow, title)
|
||||
{
|
||||
|
||||
@ -115,8 +117,17 @@ namespace MA_TextureAtlasserPro
|
||||
}
|
||||
|
||||
GUILayout.FlexibleSpace();
|
||||
if(!MA_TextureAtlasserProUtils.IsPowerOfTwo((int)curWindow.textureAtlas.selectedTextureQuad.guiRect.width) || !MA_TextureAtlasserProUtils.IsPowerOfTwo((int)curWindow.textureAtlas.selectedTextureQuad.guiRect.height))
|
||||
{
|
||||
labelStyle.normal.textColor = Color.red;
|
||||
}
|
||||
else
|
||||
{
|
||||
labelStyle.normal.textColor = Color.black;
|
||||
}
|
||||
|
||||
GUILayout.Label("x " + curWindow.textureAtlas.selectedTextureQuad.guiRect.x.ToString() + ", y " + curWindow.textureAtlas.selectedTextureQuad.guiRect.y.ToString());
|
||||
GUILayout.Label("w " + curWindow.textureAtlas.selectedTextureQuad.guiRect.width.ToString() + ", h " + curWindow.textureAtlas.selectedTextureQuad.guiRect.height.ToString());
|
||||
GUILayout.Label("w " + curWindow.textureAtlas.selectedTextureQuad.guiRect.width.ToString() + ", h " + curWindow.textureAtlas.selectedTextureQuad.guiRect.height.ToString(), labelStyle);
|
||||
|
||||
GUILayout.EndVertical();
|
||||
GUILayout.EndArea();
|
||||
|
@ -19,7 +19,7 @@ namespace MA_TextureAtlasserPro
|
||||
private const float kZoomMax = 2.0f;
|
||||
private Rect zoomArea;
|
||||
private float zoom = 1.0f;
|
||||
public float Zoom { get { return zoom; } }
|
||||
public float Zoom { get { return zoom; } set { zoom = Mathf.Clamp(value, kZoomMin, kZoomMax); } }
|
||||
private Vector2 zoomCoordsOrigin = Vector2.zero;
|
||||
|
||||
public override void UpdateView(Event e, Rect editorViewRect)
|
||||
@ -96,21 +96,32 @@ namespace MA_TextureAtlasserPro
|
||||
{
|
||||
if(curWindow.textureAtlas != null)
|
||||
{
|
||||
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.addQuadHotKey)
|
||||
if (curWindow.settings.GetHotKey(e, curWindow.settings.addQuadHotKey))
|
||||
{
|
||||
MA_TextureAtlasserProUtils.CreateTextureQuad(curWindow.textureAtlas, "new Quad", new Rect(0, 0, 128, 128), curWindow.settings.autoFocus);
|
||||
e.Use();
|
||||
}
|
||||
|
||||
if(curWindow.settings.GetHotKey(e, curWindow.settings.zoomInHotKey))
|
||||
{
|
||||
Zoom += 0.25f;
|
||||
e.Use();
|
||||
}
|
||||
if(curWindow.settings.GetHotKey(e, curWindow.settings.zoomOutHotKey))
|
||||
{
|
||||
Zoom -= 0.25f;
|
||||
e.Use();
|
||||
}
|
||||
|
||||
if (curWindow.textureAtlas.selectedTextureQuad != null)
|
||||
{
|
||||
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.removeQuadHotKey)
|
||||
if (curWindow.settings.GetHotKey(e, curWindow.settings.removeQuadHotKey))
|
||||
{
|
||||
MA_TextureAtlasserProUtils.RemoveTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus);
|
||||
e.Use();
|
||||
}
|
||||
|
||||
if (e.type == EventType.KeyDown && e.keyCode == curWindow.settings.duplicateHotKey)
|
||||
if (curWindow.settings.GetHotKey(e, curWindow.settings.duplicateHotKey))
|
||||
{
|
||||
MA_TextureAtlasserProUtils.DuplicateTextureQuad(curWindow.textureAtlas, curWindow.settings.autoFocus, curWindow.settings.copySelectedQuadData, curWindow.settings.duplicatedQuadNamePrefix);
|
||||
e.Use();
|
||||
|
@ -4,11 +4,14 @@ using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using MA_Editor;
|
||||
using MA_Texture;
|
||||
|
||||
namespace MA_TextureAtlasserPro
|
||||
{
|
||||
public class MA_TextureAtlasserProExportWindow : EditorWindow
|
||||
{
|
||||
private const int WindowHeight = 235;
|
||||
|
||||
//Editor
|
||||
private static MA_TextureAtlasserProExportWindow thisWindow;
|
||||
public static MA_TextureAtlasserProWindow curWindow;
|
||||
@ -16,13 +19,20 @@ namespace MA_TextureAtlasserPro
|
||||
//Data
|
||||
private static bool isLoaded = false; //Make sure we wait a frame at the start to setup and don't draw.
|
||||
|
||||
//Export settings.
|
||||
private ExportPreset exportPreset = ExportPreset.Default;
|
||||
private ModelFormat modelFormat = ModelFormat.Obj;
|
||||
private TextureFormat textureFormat = TextureFormat.Png;
|
||||
private TextureType textureType = TextureType.Default;
|
||||
private MA_TextureUtils.TextureScaleMode textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
|
||||
|
||||
[MenuItem("MA_ToolKit/MA_TextureAtlasserPro/Export Atlas")]
|
||||
private static void Init()
|
||||
{
|
||||
GetCurrentWindow();
|
||||
|
||||
thisWindow.minSize = new Vector2(500,160);
|
||||
thisWindow.maxSize = new Vector2(500,160);
|
||||
thisWindow.minSize = new Vector2(420, WindowHeight);
|
||||
thisWindow.maxSize = new Vector2(420, WindowHeight);
|
||||
|
||||
thisWindow.titleContent.text = "MA_ExportTextureAtlas";
|
||||
|
||||
@ -35,8 +45,8 @@ namespace MA_TextureAtlasserPro
|
||||
|
||||
GetCurrentWindow();
|
||||
|
||||
thisWindow.minSize = new Vector2(500,160);
|
||||
thisWindow.maxSize = new Vector2(500,160);
|
||||
thisWindow.minSize = new Vector2(420, WindowHeight);
|
||||
thisWindow.maxSize = new Vector2(420, WindowHeight);
|
||||
|
||||
thisWindow.titleContent.text = "MA_ExportTextureAtlas";
|
||||
|
||||
@ -94,18 +104,47 @@ namespace MA_TextureAtlasserPro
|
||||
|
||||
if(curWindow != null && curWindow.textureAtlas != null)
|
||||
{
|
||||
//Export options
|
||||
GUILayout.Box("Note: No custom export options right now.. :<", EditorStyles.helpBox);
|
||||
|
||||
//Export
|
||||
GUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
GUILayout.BeginVertical();
|
||||
|
||||
GUILayout.Label("Meshes: OBJ | Textures: PNG");
|
||||
if(GUILayout.Button("Export Atlas", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
|
||||
DrawExportPresetMenu();
|
||||
DrawExportAdvancedOptions();
|
||||
|
||||
GUILayout.BeginHorizontal(EditorStyles.helpBox);
|
||||
|
||||
switch (exportPreset)
|
||||
{
|
||||
MA_TextureAtlasserProUtils.ExportAtlas(curWindow.textureAtlas);
|
||||
case ExportPreset.Custom:
|
||||
break;
|
||||
case ExportPreset.Default:
|
||||
modelFormat = ModelFormat.Obj;
|
||||
textureFormat = TextureFormat.Png;
|
||||
textureType = TextureType.Default;
|
||||
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
|
||||
break;
|
||||
case ExportPreset.Sprites:
|
||||
modelFormat = ModelFormat.None;
|
||||
textureFormat = TextureFormat.Png;
|
||||
textureType = TextureType.SpriteSliced;
|
||||
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
|
||||
break;
|
||||
case ExportPreset.ReplaceObjMeshes:
|
||||
modelFormat = ModelFormat.ReplaceObj;
|
||||
textureFormat = TextureFormat.Png;
|
||||
textureType = TextureType.Default;
|
||||
textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (GUILayout.Button("Export", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
|
||||
{
|
||||
MA_TextureAtlasserProUtils.ExportAtlasModels(curWindow.textureAtlas, modelFormat);
|
||||
MA_TextureAtlasserProUtils.ExportAtlasTextures(curWindow.textureAtlas, textureFormat, textureType, textureScaleMode);
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
GUILayout.EndVertical();
|
||||
}
|
||||
else if(curWindow == null)
|
||||
@ -132,6 +171,43 @@ namespace MA_TextureAtlasserPro
|
||||
if(e.type == EventType.Repaint)
|
||||
isLoaded = true;
|
||||
}
|
||||
|
||||
private void DrawExportPresetMenu()
|
||||
{
|
||||
GUILayout.BeginHorizontal(EditorStyles.helpBox);
|
||||
|
||||
exportPreset = (ExportPreset)EditorGUILayout.EnumPopup("ExportPreset:", exportPreset, GUILayout.ExpandWidth(true));
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawExportAdvancedOptions()
|
||||
{
|
||||
bool wasEnabled = GUI.enabled;
|
||||
|
||||
if(exportPreset == ExportPreset.Custom)
|
||||
{
|
||||
GUI.enabled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
GUI.enabled = false;
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
|
||||
|
||||
GUILayout.Label("Models:", EditorStyles.miniBoldLabel);
|
||||
modelFormat = (ModelFormat)EditorGUILayout.EnumPopup("ModelFormat:", modelFormat);
|
||||
|
||||
GUILayout.Label("Textures:", EditorStyles.miniBoldLabel);
|
||||
textureFormat = (TextureFormat)EditorGUILayout.EnumPopup("TextureFormat:", textureFormat);
|
||||
textureType = (TextureType)EditorGUILayout.EnumPopup("TextureType:", textureType);
|
||||
textureScaleMode = (MA_TextureUtils.TextureScaleMode)EditorGUILayout.EnumPopup("TextureScaleMode:", textureScaleMode);
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
GUI.enabled = wasEnabled;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
@ -9,6 +9,7 @@ using System.IO;
|
||||
using System.Text;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
@ -39,12 +40,16 @@ namespace MA_Mesh
|
||||
public static Mesh MA_DuplicateMesh(Mesh mesh)
|
||||
{
|
||||
Mesh newMesh = new Mesh();
|
||||
|
||||
newMesh.name = mesh.name;
|
||||
newMesh.SetVertices(new List<Vector3>(mesh.vertices));
|
||||
newMesh.bounds = mesh.bounds;
|
||||
newMesh.colors = mesh.colors.ToArray();
|
||||
newMesh.subMeshCount = mesh.subMeshCount;
|
||||
for (int i = 0; i < mesh.subMeshCount; i++)
|
||||
{
|
||||
newMesh.SetTriangles(mesh.GetTriangles(i), i);
|
||||
}
|
||||
newMesh.subMeshCount = mesh.subMeshCount;
|
||||
newMesh.SetNormals(new List<Vector3>(mesh.normals));
|
||||
newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
|
||||
newMesh.SetTangents(new List<Vector4>(mesh.tangents));
|
||||
@ -92,14 +97,14 @@ namespace MA_Mesh
|
||||
{
|
||||
if(flipY)
|
||||
{
|
||||
//Debug.Log("01" + uvs[i].x);
|
||||
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)));
|
||||
//Debug.Log("02" + uvs[i].x);
|
||||
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)));
|
||||
}
|
||||
else
|
||||
{
|
||||
//Debug.Log("01" + uvs[i].x);
|
||||
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));
|
||||
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));
|
||||
//Debug.Log("02" + uvs[i].x);
|
||||
}
|
||||
}
|
||||
@ -176,7 +181,6 @@ namespace MA_Mesh
|
||||
using (StreamWriter sw = new StreamWriter(savePath + filename + ".obj"))
|
||||
{
|
||||
sw.Write(MeshToString(mesh));
|
||||
Debug.Log(savePath + filename);
|
||||
}
|
||||
}
|
||||
//End
|
||||
|
@ -5,6 +5,7 @@
|
||||
//https://forum.unity3d.com/threads/contribution-texture2d-blur-in-c.185694/
|
||||
//http://orbcreation.com/orbcreation/page.orb?1180
|
||||
//https://support.unity3d.com/hc/en-us/articles/206486626-How-can-I-get-pixels-from-unreadable-textures-
|
||||
//https://github.com/maxartz15/MA_TextureAtlasser/commit/9f5240967a51692fa2a17a6b3c8d124dd5dc60f9
|
||||
|
||||
#if UNITY_EDITOR
|
||||
using UnityEngine;
|
||||
@ -12,6 +13,7 @@ using UnityEditor;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
|
||||
namespace MA_Texture
|
||||
{
|
||||
@ -44,6 +46,7 @@ namespace MA_Texture
|
||||
// Copy the pixels from the RenderTexture to the new Texture
|
||||
myTexture2D.ReadPixels(new Rect(0, 0, tmp.width, tmp.height), 0, 0);
|
||||
myTexture2D.Apply();
|
||||
myTexture2D.name = texture.name;
|
||||
|
||||
// Reset the active RenderTexture
|
||||
RenderTexture.active = previous;
|
||||
@ -68,8 +71,6 @@ namespace MA_Texture
|
||||
bw.Close();
|
||||
fs.Close();
|
||||
|
||||
Debug.Log("Saved texture: " + texture.name);
|
||||
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
return texture;
|
||||
@ -88,73 +89,103 @@ namespace MA_Texture
|
||||
#endregion
|
||||
|
||||
#region Scale
|
||||
public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight)
|
||||
public enum TextureScaleMode
|
||||
{
|
||||
Texture2D texture2D = new Texture2D(newWidth, newHeight);
|
||||
float ratioWidth = texture.width / newWidth;
|
||||
float ratioHeight = texture.height / newHeight;
|
||||
|
||||
for (int x = 0; x < texture.width; x++)
|
||||
{
|
||||
for (int y = 0; y < texture.height; y++)
|
||||
{
|
||||
Color pixel = texture.GetPixel(x, y);
|
||||
int posX = Mathf.FloorToInt(x / ratioWidth);
|
||||
int posY = Mathf.FloorToInt(y / ratioHeight);
|
||||
texture2D.SetPixel(posX, posY, new Color(pixel.r, pixel.g, pixel.b, pixel.a));
|
||||
}
|
||||
}
|
||||
texture2D.Apply();
|
||||
|
||||
return texture2D;
|
||||
Bilinear,
|
||||
Point
|
||||
}
|
||||
|
||||
public static Texture MA_Scale(this Texture texture, int newWidth, int newHeight)
|
||||
public static Texture MA_Scale(this Texture texture, int width, int height, TextureScaleMode scaleMode)
|
||||
{
|
||||
Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
|
||||
|
||||
texture2D.MA_Scale2D(newWidth, newHeight);
|
||||
texture2D.MA_Scale2D(width, height, scaleMode);
|
||||
|
||||
texture = texture2D;
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
public static Texture2D MA_Scale22D(this Texture2D texture, float width, float height)
|
||||
public static Texture2D MA_Scale2D(this Texture2D texture, int newWidth, int newHeight, TextureScaleMode scaleMode)
|
||||
{
|
||||
float ratioWidth = width / texture.width;
|
||||
float ratioHeight = height / texture.height;
|
||||
Color[] curColors = texture.GetPixels();
|
||||
Color[] newColors = new Color[newWidth * newHeight];
|
||||
|
||||
int newWidth = Mathf.RoundToInt(texture.width * ratioWidth);
|
||||
int newHeight = Mathf.RoundToInt(texture.height * ratioHeight);
|
||||
|
||||
Texture2D newTexture = new Texture2D(newWidth, newHeight);
|
||||
|
||||
for (int x = 0; x < texture.width; x++)
|
||||
switch (scaleMode)
|
||||
{
|
||||
for (int y = 0; y < texture.height; y++)
|
||||
{
|
||||
Color pixel = texture.GetPixel(x, y);
|
||||
int posX = Mathf.RoundToInt(x * ratioWidth);
|
||||
int posY = Mathf.RoundToInt(y * ratioHeight);
|
||||
newTexture.SetPixel(posX, posY, new Color(pixel.r, pixel.g, pixel.b, pixel.a));
|
||||
}
|
||||
case TextureScaleMode.Bilinear:
|
||||
newColors = MA_BilinearScale(curColors, texture.width, texture.height, newWidth, newHeight);
|
||||
break;
|
||||
case TextureScaleMode.Point:
|
||||
newColors = MA_PointScale(curColors, texture.width, texture.height, newWidth, newHeight);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
newTexture.name = texture.name;
|
||||
|
||||
newTexture.Apply();
|
||||
return newTexture;
|
||||
}
|
||||
|
||||
public static Texture MA_Scale2(this Texture texture, float newWidth, float newHeight)
|
||||
{
|
||||
Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
|
||||
|
||||
texture = texture2D.MA_Scale22D(newWidth, newHeight);
|
||||
texture.Resize(newWidth, newHeight);
|
||||
texture.SetPixels(newColors);
|
||||
texture.Apply();
|
||||
|
||||
return texture;
|
||||
}
|
||||
|
||||
private static Color[] MA_BilinearScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
|
||||
{
|
||||
Color[] newColors = new Color[newWidth * newHeight];
|
||||
|
||||
float ratioX = 1.0f / ((float)newWidth / (curWidth - 1));
|
||||
float ratioY = 1.0f / ((float)newHeight / (curHeight - 1));
|
||||
|
||||
for (int y = 0; y < newHeight; y++)
|
||||
{
|
||||
int yFloor = Mathf.FloorToInt(y * ratioY);
|
||||
var y1 = yFloor * curWidth;
|
||||
var y2 = (yFloor + 1) * curWidth;
|
||||
var yw = y * newWidth;
|
||||
|
||||
for (int x = 0; x < newWidth; x++)
|
||||
{
|
||||
int xFloor = Mathf.FloorToInt(x * ratioX);
|
||||
var xLerp = x * ratioX - xFloor;
|
||||
|
||||
newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(curColors[y1 + xFloor], curColors[y1 + xFloor + 1], xLerp),
|
||||
ColorLerpUnclamped(curColors[y2 + xFloor], curColors[y2 + xFloor + 1], xLerp),
|
||||
y * ratioY - yFloor);
|
||||
}
|
||||
}
|
||||
|
||||
return newColors;
|
||||
}
|
||||
|
||||
private static Color[] MA_PointScale(Color[] curColors, int curWidth, int curHeight, int newWidth, int newHeight)
|
||||
{
|
||||
Color[] newColors = new Color[newWidth * newHeight];
|
||||
|
||||
float ratioX = ((float)curWidth) / newWidth;
|
||||
float ratioY = ((float)curHeight) / newHeight;
|
||||
|
||||
for (int y = 0; y < newHeight; y++)
|
||||
{
|
||||
var thisY = Mathf.RoundToInt((ratioY * y) * curWidth);
|
||||
var yw = y * newWidth;
|
||||
|
||||
for (int x = 0; x < newWidth; x++)
|
||||
{
|
||||
newColors[yw + x] = curColors[Mathf.RoundToInt(thisY + ratioX * x)];
|
||||
}
|
||||
}
|
||||
|
||||
return newColors;
|
||||
}
|
||||
|
||||
private static Color ColorLerpUnclamped(Color c1, Color c2, float value)
|
||||
{
|
||||
return new Color(c1.r + (c2.r - c1.r) * value,
|
||||
c1.g + (c2.g - c1.g) * value,
|
||||
c1.b + (c2.b - c1.b) * value,
|
||||
c1.a + (c2.a - c1.a) * value);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region combine
|
||||
@ -167,7 +198,7 @@ namespace MA_Texture
|
||||
//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.
|
||||
for (int y = combineTexture.height; y > 0; y--)
|
||||
{
|
||||
texture.SetPixel(x + offsetX, texture.height - y - offsetY, combineTexture.GetPixel(x, texture.height - y));
|
||||
texture.SetPixel(x + offsetX, y + (texture.height - offsetY - combineTexture.height), combineTexture.GetPixel(x, y));
|
||||
}
|
||||
}
|
||||
else
|
||||
|
16
README.md
16
README.md
@ -1,11 +1,21 @@
|
||||
# MA_TextureAtlasser
|
||||
Texture atlas creator for Unity
|
||||
|
||||
You can combine textures and/or remap the UV’s for the 3D models.
|
||||
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority.
|
||||
[]()
|
||||
|
||||
https://youtu.be/PBRKlopkZP0
|
||||
You can combine textures and/or remap the UV’s for the 3D models.
|
||||
By having full control over the size and position of the textures that are being placed in the atlas you will never stand for surprises when exporting. This will cost some more time than auto-generating your texture atlases but you know whats going on and which models/textures are getting priority. The tool can also be used to make 2D sprite sheets.
|
||||
|
||||
- Combine textures/sprites.
|
||||
- Automatically adjusts the UV's of the assigned meshes to match the new texture atlas.
|
||||
- Exports meshes as OBJ.
|
||||
- Exports texture atlas as PNG.
|
||||
- Exports texture atlas as a (sliced) sprite sheet.
|
||||
|
||||
[Example video](https://youtu.be/PBRKlopkZP0)
|
||||
|
||||
Download the UnityPackage here: https://github.com/maxartz15/MA_TextureAtlasser/releases
|
||||
|
||||
[]()
|
||||
|
||||
For more information: https://maxartz15.com/ma_textureatlas/
|
Reference in New Issue
Block a user