11 Commits
1.3 ... 1.6

Author SHA1 Message Date
max
a728366035 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.
2019-11-06 18:08:01 +01:00
max
e81a4ec119 Merged goto01 and reworked some code.
Implemented the texture scaler provided by goto01 (Kiryl Tkachou) and removed the old ones.
Implmented the mesh export bugfixes.
Changed mesh export names.
Changed texture export names.
Updated the the export window.
Updated export functionality.
Updated hotkeys.
Fixed quad duplication bug.
Minor visual changes.

Co-Authored-By: Kiryl Tkachou <goto01@users.noreply.github.com>
2019-08-30 01:11:33 +02:00
26a0f68454 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.)
2019-08-29 18:56:01 +02:00
9f5240967a Added bilinear scaling and mesh replacing export mode 2019-07-26 15:52:40 +03:00
9a13ddb24e Fixed quad title 2019-07-26 15:51:51 +03:00
6ac386c1b5 Fixed quad title 2019-07-23 23:56:38 +03:00
e2abb77afe Fixed quad title 2019-07-23 23:53:53 +03:00
68b3ddaaa1 Fixed importing. 2019-07-23 23:48:36 +03:00
9d53f74c4b Fixed mesh duplication. 2019-07-23 18:51:39 +03:00
max
7f17793af0 Fixed gray texture on export.
Fixed gray texture on export bug, it was caused by the texture scale function (during upscaling), right now it's required to have the texture dimensions be a power of 2 width/height.
Optional OBJ/PNG/sprite export options.
Chanaged readme.
TODO: Cleanup export code. Make proper scale options (bilinear & point).
2019-07-16 14:12:32 +02:00
09f7c488b9 Update README.md 2019-07-04 23:22:57 +02:00
17 changed files with 769 additions and 229 deletions

View File

@ -16,7 +16,7 @@ namespace MA_TextureAtlasserPro
public MA_TextureAtlasserProQuad selectedTextureQuad;
private Rect editorWorkRect;
public bool showTextures = false;
public MA_TextureAtlasserProExportSettings exportSettings;
//Data
public Vector2 textureAtlasSize;
@ -36,7 +36,8 @@ namespace MA_TextureAtlasserPro
editorWorkRect = new Rect(Vector2.zero - zoomCoordsOrigin, textureAtlasSize);
GUI.backgroundColor = new Color(0, 0, 0, 0.1f);
GUI.Box(editorWorkRect, this.name);
GUI.Box(editorWorkRect, "");
GUI.Box(new Rect(editorWorkRect.x, editorWorkRect.y - 25, editorWorkRect.width, 20), this.name);
GUI.backgroundColor = Color.white;
MA_Editor.Grid.Grid.DrawZoomableGrid(editorWorkRect, 64, new Color(0, 0, 0, 0.1f), zoomCoordsOrigin);

View File

@ -0,0 +1,63 @@
using UnityEngine;
using System.Collections;
using MA_Texture;
namespace MA_TextureAtlasserPro
{
[System.Serializable]
public class MA_TextureAtlasserProExportSettings : ScriptableObject
{
[HideInInspector]
public bool canModify = true;
public ModelExportSettings modelExportSettings = new ModelExportSettings();
public TextureExportSettings textureExportSettings = new TextureExportSettings();
}
[System.Serializable]
public class ModelExportSettings
{
[Header("Model settings:")]
public ModelFormat modelFormat = ModelFormat.Obj;
public bool replaceModel = false;
public bool uvFlipY = true;
public int uvChannel = 0;
public bool uvWrap = true;
}
[System.Serializable]
public class TextureExportSettings
{
[Header("Texture settings:")]
public TextureFormat textureFormat = TextureFormat.Png;
public TextureType textureType = TextureType.Default;
public MA_TextureUtils.TextureScaleMode textureScaleMode = MA_TextureUtils.TextureScaleMode.Bilinear;
}
public enum ExportPreset
{
Custom,
Default,
Sprites,
ReplaceObjMeshes
}
public enum ModelFormat
{
None,
Obj
}
public enum TextureFormat
{
None,
Png
}
public enum TextureType
{
Default,
Sprite,
SpriteSliced
}
}

View File

@ -25,7 +25,6 @@ namespace MA_TextureAtlasserPro
public Rect dragRectPos;
//Data
public Texture texture; //Replace this with texture groups
public List<MA_TextureGroup> textureGroups;
public List<Mesh> meshes;
@ -43,7 +42,7 @@ namespace MA_TextureAtlasserPro
//Clamp and snap the guiRect
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);
//Draw the sqaud background
//Draw the quad background
if(showTexture && textureGroups != null && textureGroups.Count > 0 && textureGroups[0].texture != null)
GUI.DrawTexture(new Rect(guiRect.x - zoomCoordsOrigin.x, guiRect.y - zoomCoordsOrigin.y, guiRect.width, guiRect.height), textureGroups[0].texture, ScaleMode.StretchToFill);
else
@ -53,7 +52,10 @@ namespace MA_TextureAtlasserPro
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
GUILayout.Label(this.name);
var tempColor = GUI.backgroundColor;
GUI.backgroundColor = new Color(1, 1, 1, 0.7f);
GUILayout.Label(" " + this.name + " ", GUI.skin.box);
GUI.backgroundColor = tempColor;
GUILayout.FlexibleSpace();
GUILayout.EndHorizontal();

View File

@ -10,18 +10,31 @@ namespace MA_TextureAtlasserPro
[System.Serializable]
public class MA_TextureAtlasserProSettings : ScriptableObject
{
[Header("Selection")]
public bool autoFocus = false;
[Header("Duplication:")]
public bool copySelectedQuadData = false;
public string duplicatedQuadNamePrefix = "new ";
[Header("Hotkeys:")]
public bool useHotkeys = false;
public EventModifiers modifierKey = EventModifiers.Alt;
public KeyCode addQuadHotKey = KeyCode.Q;
public KeyCode removeQuadHotKey = KeyCode.R;
public KeyCode duplicateHotKey = KeyCode.D;
public KeyCode zoomInHotKey = KeyCode.Equals;
public KeyCode zoomOutHotKey = KeyCode.Minus;
[Header("Duplication:")]
public bool copySelectedQuadData = true;
public string duplicatedQuadNamePrefix = "new ";
[Header("Selection")]
public bool autoFocus = true;
public bool GetHotKey(Event e, KeyCode shortKey)
{
if (e.type == EventType.KeyDown && e.modifiers == modifierKey && e.keyCode == shortKey)
{
return true;
}
return false;
}
}
}
#endif

View File

@ -8,9 +8,12 @@ using MA_Texture;
namespace MA_TextureAtlasserPro
{
public static class MA_TextureAtlasserProUtils
{
public const string SETTINGSASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Settings/";
public const string EXPORTSETTINGSASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Settings/ExportSettings/";
public const string SAVEASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Atlasses/";
public const string LOADASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Atlasses/";
public const string EXPORTASSETPATH = "Assets/MA_ToolBox/MA_TextureAtlasserPro/Exports/";
@ -19,7 +22,7 @@ namespace MA_TextureAtlasserPro
public static MA_TextureAtlasserProSettings CreateSettings()
{
MA_TextureAtlasserProSettings _settings = (MA_TextureAtlasserProSettings)ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>();
MA_TextureAtlasserProSettings _settings = ScriptableObject.CreateInstance<MA_TextureAtlasserProSettings>();
if(_settings != null)
{
@ -47,9 +50,41 @@ namespace MA_TextureAtlasserPro
return _settings;
}
public static MA_TextureAtlasserProExportSettings CreateExportSettings(string name, bool canModify = true)
{
MA_TextureAtlasserProExportSettings _settings = ScriptableObject.CreateInstance<MA_TextureAtlasserProExportSettings>();
_settings.canModify = canModify;
if (_settings != null)
{
AssetDatabase.CreateAsset(_settings, EXPORTSETTINGSASSETPATH + name + ".asset");
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return _settings;
}
else
{
return null;
}
}
public static MA_TextureAtlasserProExportSettings LoadExportSettings()
{
string name = "MA_DefaultExportSettings";
MA_TextureAtlasserProExportSettings _settings = AssetDatabase.LoadAssetAtPath(EXPORTSETTINGSASSETPATH + name + ".asset", typeof(MA_TextureAtlasserProExportSettings)) as MA_TextureAtlasserProExportSettings;
if (_settings == null)
{
_settings = CreateExportSettings(name, false);
}
return _settings;
}
public static MA_TextureAtlasserProAtlas CreateTextureAtlas(string name, Vector2 size)
{
MA_TextureAtlasserProAtlas _atlas = (MA_TextureAtlasserProAtlas)ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>();
MA_TextureAtlasserProAtlas _atlas = ScriptableObject.CreateInstance<MA_TextureAtlasserProAtlas>();
if(_atlas != null)
{
@ -104,8 +139,10 @@ namespace MA_TextureAtlasserPro
{
atlas.textureGroupRegistration = new List<MA_TextureGroupRegistration>();
MA_TextureGroupRegistration groupRegistration = new MA_TextureGroupRegistration();
groupRegistration.name = DEFAULTTEXTUREGROUPNAME;
MA_TextureGroupRegistration groupRegistration = new MA_TextureGroupRegistration
{
name = DEFAULTTEXTUREGROUPNAME
};
atlas.textureGroupRegistration.Add(groupRegistration);
}
@ -143,9 +180,14 @@ namespace MA_TextureAtlasserPro
}
}
}
if(atlas.exportSettings == null)
{
atlas.exportSettings = LoadExportSettings();
}
}
public static void CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
public static MA_TextureAtlasserProQuad CreateTextureQuad(MA_TextureAtlasserProAtlas atlas, string name, Rect rect, bool focus = true)
{
if(atlas != null)
{
@ -156,7 +198,7 @@ namespace MA_TextureAtlasserPro
}
//Create new quad
MA_TextureAtlasserProQuad _quad = (MA_TextureAtlasserProQuad)ScriptableObject.CreateInstance("MA_TextureAtlasserProQuad");
MA_TextureAtlasserProQuad _quad = ScriptableObject.CreateInstance<MA_TextureAtlasserProQuad>();
//Add quad to asset
if(_quad != null)
@ -167,7 +209,7 @@ namespace MA_TextureAtlasserPro
SetTextureGroups(atlas, _quad);
atlas.textureQuads.Add((MA_TextureAtlasserProQuad)_quad);
atlas.textureQuads.Add(_quad);
AssetDatabase.AddObjectToAsset(_quad, atlas);
AssetDatabase.SaveAssets();
@ -177,6 +219,8 @@ namespace MA_TextureAtlasserPro
{
atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
}
return _quad;
}
else
{
@ -187,6 +231,8 @@ namespace MA_TextureAtlasserPro
{
Debug.LogError("CreateTextureQuad Failed: textureAtlas");
}
return null;
}
public static void RemoveTextureQuad(MA_TextureAtlasserProAtlas atlas, bool focus = true)
@ -196,7 +242,7 @@ namespace MA_TextureAtlasserPro
int _index = atlas.textureQuads.IndexOf(atlas.selectedTextureQuad);
atlas.textureQuads.RemoveAt(_index);
GameObject.DestroyImmediate(atlas.selectedTextureQuad, true);
Object.DestroyImmediate(atlas.selectedTextureQuad, true);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
@ -212,18 +258,29 @@ namespace MA_TextureAtlasserPro
{
if(atlas != null && atlas.selectedTextureQuad != null)
{
CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
MA_TextureAtlasserProQuad q = CreateTextureQuad(atlas, namePrefix + atlas.selectedTextureQuad.name, atlas.selectedTextureQuad.rect, false);
if(copyData)
if (copyData)
{
atlas.textureQuads[atlas.textureQuads.Count - 1].meshes = atlas.selectedTextureQuad.meshes;
atlas.textureQuads[atlas.textureQuads.Count - 1].textureGroups = atlas.selectedTextureQuad.textureGroups;
q.meshes = new List<Mesh>();
for (int i = 0; i < atlas.selectedTextureQuad.meshes.Count; i++)
{
q.meshes.Add(atlas.selectedTextureQuad.meshes[i]);
}
for (int i = 0; i < atlas.selectedTextureQuad.textureGroups.Count; i++)
{
q.textureGroups[i].texture = atlas.selectedTextureQuad.textureGroups[i].texture;
}
}
if(focus)
{
atlas.selectedTextureQuad = atlas.textureQuads[atlas.textureQuads.Count - 1];
atlas.selectedTextureQuad = q;
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
@ -237,22 +294,28 @@ namespace MA_TextureAtlasserPro
//Add texture groups
foreach (MA_TextureGroupRegistration tgr in atlas.textureGroupRegistration)
{
MA_TextureGroup textureGroup = new MA_TextureGroup();
textureGroup.name = tgr.name;
MA_TextureGroup textureGroup = new MA_TextureGroup
{
name = tgr.name
};
quad.textureGroups.Add(textureGroup);
}
}
public static void CreateTextureGroup(MA_TextureAtlasserProAtlas atlas, string name)
{
MA_TextureGroupRegistration _textureGroupRegistration = new MA_TextureGroupRegistration();
_textureGroupRegistration.name = name;
MA_TextureGroupRegistration _textureGroupRegistration = new MA_TextureGroupRegistration
{
name = name
};
atlas.textureGroupRegistration.Add(_textureGroupRegistration);
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
{
MA_TextureGroup _textureGroup = new MA_TextureGroup();
_textureGroup.name = name;
MA_TextureGroup _textureGroup = new MA_TextureGroup
{
name = name
};
q.textureGroups.Add(_textureGroup);
}
}
@ -276,38 +339,84 @@ namespace MA_TextureAtlasserPro
curWindow.Close();
}
public static void ExportAtlas(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
public static bool IsPowerOfTwo(int value)
{
if(atlas != null && atlas.textureQuads != null)
//While x is even and > 1
while (((value % 2) == 0) && value > 1)
{
ExportAtlasMeshesObj(atlas);
ExportAtlasTexturesPNG(atlas);
value /= 2;
}
AssetDatabase.Refresh();
return (value == 1);
}
#region Export
public static void ExportAtlasModels(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string savePath = EXPORTASSETPATH)
{
switch(modelExportSettings.modelFormat)
{
case ModelFormat.None:
break;
case ModelFormat.Obj:
ExportAtlasObj(atlas, modelExportSettings, savePath);
break;
default:
break;
}
}
public static void ExportAtlasMeshesObj(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
private static void ExportAtlasObj(MA_TextureAtlasserProAtlas atlas, ModelExportSettings modelExportSettings, string savePath = EXPORTASSETPATH)
{
if(atlas != null && atlas.textureQuads != null)
if (atlas == null || atlas.textureQuads == null)
return;
if(modelExportSettings.replaceModel)
{
foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
var quads = atlas.textureQuads;
for (var index = 0; index < quads.Count; index++)
{
var quad = quads[index];
if (quad.meshes == null)
continue;
var meshes = quad.meshes;
for (var meshIndex = 0; meshIndex < quad.meshes.Count; meshIndex++)
{
if (meshes[meshIndex] == null)
continue;
MA_MeshUtils.MA_UVReMap(meshes[meshIndex], atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
EditorUtility.SetDirty(meshes[meshIndex]);
}
}
AssetDatabase.SaveAssets();
}
else
{
foreach (MA_TextureAtlasserProQuad quad in atlas.textureQuads)
{
//Export Mesh
if(ta.meshes != null)
if (quad.meshes != null)
{
for (int m = 0; m < ta.meshes.Count; m++)
for (int m = 0; m < quad.meshes.Count; m++)
{
if(ta.meshes[m] != null)
if (quad.meshes[m] != null)
{
//Create new mesh
Mesh newMesh = new Mesh();
//Duplicate it from the current one
newMesh = MA_MeshUtils.MA_DuplicateMesh(ta.meshes[m]);
//Remap uvs
newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, ta.guiRect);
newMesh = MA_MeshUtils.MA_DuplicateMesh(quad.meshes[m]);
//Remap UV's
newMesh = MA_MeshUtils.MA_UVReMap(newMesh, atlas.textureAtlasSize, quad.guiRect, modelExportSettings.uvChannel, modelExportSettings.uvFlipY, modelExportSettings.uvWrap);
//Save it
MA_MeshUtils.MeshToFile(newMesh, "MA_" + ta.name, savePath);
string modelName = string.IsNullOrEmpty(quad.name) ? "" : quad.name + "-";
modelName += quad.meshes[m].name;
int n = m + 1;
modelName += "_" + n.ToString("#000");
MA_MeshUtils.MeshToFile(newMesh, modelName, savePath);
}
}
}
@ -315,68 +424,105 @@ namespace MA_TextureAtlasserPro
}
}
// public static void ExportAtlasTexturePNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
// {
// if(atlas != null && atlas.textureQuads != null)
// {
// //Create new Texture Atlas
// Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
// newTexture.name = atlas.name;
// foreach (MA_TextureAtlasserProQuad ta in atlas.textureQuads)
// {
// //Export Texture Atlas
// //TODO: Replace with texture groups (foreacht ...)
// if(ta.texture != null)
// {
// //Create new texture part
// Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(ta.texture);
// //Scale it
// newTexturePart = newTexturePart.MA_Scale2D((int)ta.guiRect.width, (int)ta.guiRect.height);
// //Add it
// newTexture = newTexture.MA_Combine2D(newTexturePart, (int)ta.guiRect.x, (int)ta.guiRect.y);
// }
// }
// //Save it
// newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
// //Refresh
// AssetDatabase.Refresh();
// }
// }
public static void ExportAtlasTexturesPNG(MA_TextureAtlasserProAtlas atlas, string savePath = EXPORTASSETPATH)
public static void ExportAtlasTextures(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORTASSETPATH)
{
if(atlas != null && atlas.textureQuads != null && atlas.textureGroupRegistration != null)
switch (textureExportSettings.textureFormat)
{
case TextureFormat.None:
break;
case TextureFormat.Png:
ExportAtlasPNG(atlas, textureExportSettings, savePath);
break;
default:
break;
}
}
private static void ExportAtlasPNG(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, string savePath = EXPORTASSETPATH)
{
if (atlas == null || atlas.textureQuads == null || atlas.textureGroupRegistration == null)
return;
//Foreach texture group
for (int i = 0; i < atlas.textureGroupRegistration.Count; i++)
{
//Create new Texture Atlas
Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y);
newTexture.name = atlas.name + "_" + atlas.textureGroupRegistration[i].name;
Texture2D newTexture = new Texture2D((int)atlas.textureAtlasSize.x, (int)atlas.textureAtlasSize.y)
{
name = atlas.name + "_" + atlas.textureGroupRegistration[i].name
};
foreach (MA_TextureAtlasserProQuad q in atlas.textureQuads)
{
if(q.textureGroups != null && q.textureGroups[i].texture != null)
if (q.textureGroups != null && q.textureGroups[i].texture != null)
{
//Create new texture part
Texture2D newTexturePart = (Texture2D)MA_Texture.MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
Texture2D newTexturePart = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(q.textureGroups[i].texture);
//Scale it
newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height);
newTexturePart = newTexturePart.MA_Scale2D((int)q.guiRect.width, (int)q.guiRect.height, textureExportSettings.textureScaleMode);
//Add it
newTexture = newTexture.MA_Combine2D(newTexturePart, (int)q.guiRect.x, (int)q.guiRect.y);
}
}
//Save it
newTexture.MA_Save2D("MA_" + newTexture.name, savePath);
newTexture.MA_Save2D(newTexture.name, savePath);
TextureImporter textureImporter = (TextureImporter)AssetImporter.GetAtPath(savePath + newTexture.name + ".png");
textureImporter.textureType = TextureImporterType.Default;
textureImporter.SaveAndReimport();
}
SetAtlasPNGSpriteSettings(atlas, textureExportSettings, savePath);
//Refresh
AssetDatabase.Refresh();
}
private static void SetAtlasPNGSpriteSettings(MA_TextureAtlasserProAtlas atlas, TextureExportSettings textureExportSettings, 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 (textureExportSettings.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
{
name = q.name,
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

View File

@ -33,7 +33,7 @@ namespace MA_TextureAtlasserPro
curWindow.workView.ResetWindow();
}
if(curWindow.textureAtlas != null)
if (curWindow.textureAtlas != null)
{
GUILayout.FlexibleSpace();
//GUILayout.Label(curWindow.textureAtlas.textureAtlasSize.ToString());

View File

@ -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();

View File

@ -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();

View File

@ -0,0 +1,88 @@
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using MA_Editor;
using MA_Texture;
namespace MA_TextureAtlasserPro
{
public class MA_TextureAtlasserProCreateExportWindow : EditorWindow
{
private const int windowHeight = 97;
private const int windowWidth = 320;
//Editor
private static MA_TextureAtlasserProCreateExportWindow thisWindow;
public static MA_TextureAtlasserProWindow curWindow;
//Data
string settingsName = "Settings name";
bool nameError = true;
[MenuItem("MA_ToolKit/MA_TextureAtlasserPro/New Export Settings")]
public static void Init()
{
InitWindow(null);
}
public static void InitWindow(MA_TextureAtlasserProWindow currentEditorWindow)
{
curWindow = currentEditorWindow;
GetCurrentWindow();
thisWindow.minSize = new Vector2(windowWidth, windowHeight);
thisWindow.maxSize = new Vector2(windowWidth, windowHeight);
thisWindow.titleContent.text = "MA_CreateExportSettings";
thisWindow.Show();
}
private static void GetCurrentWindow()
{
thisWindow = (MA_TextureAtlasserProCreateExportWindow)EditorWindow.GetWindow<MA_TextureAtlasserProCreateExportWindow>();
}
void OnGUI()
{
GUILayout.BeginArea(new Rect(MA_TextureAtlasserProUtils.VIEWOFFSET, MA_TextureAtlasserProUtils.VIEWOFFSET, position.width - (MA_TextureAtlasserProUtils.VIEWOFFSET * 2), position.height - (MA_TextureAtlasserProUtils.VIEWOFFSET * 2)));
GUILayout.BeginVertical();
//Input options
settingsName = EditorGUILayout.TextField("Settings name", settingsName, GUILayout.ExpandWidth(true));
if (settingsName == "Settings name" || string.IsNullOrEmpty(settingsName))
{
nameError = true;
GUI.backgroundColor = Color.red;
GUILayout.Box("Error: Enter a valid settings name!", EditorStyles.helpBox);
GUI.backgroundColor = Color.white;
}
else
{
nameError = false;
}
//Create
if (!nameError)
{
if (GUILayout.Button("Create!", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
{
MA_TextureAtlasserProExportSettings exportSettings = MA_TextureAtlasserProUtils.CreateExportSettings(settingsName, true);
if (curWindow != null && curWindow.textureAtlas != null)
{
curWindow.textureAtlas.exportSettings = exportSettings;
}
this.Close();
}
}
GUILayout.EndVertical();
GUILayout.EndArea();
}
}
}
#endif

View File

@ -4,11 +4,15 @@ 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 = 300;
private const int windowWidth = 320;
//Editor
private static MA_TextureAtlasserProExportWindow thisWindow;
public static MA_TextureAtlasserProWindow curWindow;
@ -21,9 +25,7 @@ namespace MA_TextureAtlasserPro
{
GetCurrentWindow();
thisWindow.minSize = new Vector2(500,160);
thisWindow.maxSize = new Vector2(500,160);
thisWindow.minSize = new Vector2(windowWidth, windowHeight);
thisWindow.titleContent.text = "MA_ExportTextureAtlas";
thisWindow.Show();
@ -35,9 +37,7 @@ namespace MA_TextureAtlasserPro
GetCurrentWindow();
thisWindow.minSize = new Vector2(500,160);
thisWindow.maxSize = new Vector2(500,160);
thisWindow.minSize = new Vector2(windowWidth, windowHeight);
thisWindow.titleContent.text = "MA_ExportTextureAtlas";
thisWindow.Show();
@ -94,16 +94,15 @@ 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();
DrawExportMenu();
GUILayout.Label("Meshes: OBJ | Textures: PNG");
if(GUILayout.Button("Export Atlas", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
curWindow.textureAtlas.exportSettings = (MA_TextureAtlasserProExportSettings)EditorGUILayout.ObjectField(curWindow.textureAtlas.exportSettings, typeof(MA_TextureAtlasserProExportSettings), false);
if(curWindow.textureAtlas.exportSettings != null)
{
MA_TextureAtlasserProUtils.ExportAtlas(curWindow.textureAtlas);
DrawExportAdvancedOptions();
}
GUILayout.EndVertical();
@ -132,6 +131,69 @@ namespace MA_TextureAtlasserPro
if(e.type == EventType.Repaint)
isLoaded = true;
}
private void DrawExportMenu()
{
GUILayout.BeginHorizontal(EditorStyles.helpBox, GUILayout.Height(44));
if (GUILayout.Button(MA_TextureAtlasserProIcons.createAtlasIcon, GUILayout.ExpandWidth(false), GUILayout.ExpandHeight(true)))
{
MA_TextureAtlasserProCreateExportWindow.InitWindow(curWindow);
}
bool wasEnabled = GUI.enabled;
if (curWindow.textureAtlas.exportSettings != null)
{
GUI.enabled = true;
}
else
{
GUI.enabled = false;
}
if (GUILayout.Button("Export", GUILayout.ExpandWidth(true), GUILayout.Height(37)))
{
MA_TextureAtlasserProUtils.ExportAtlasModels(curWindow.textureAtlas, curWindow.textureAtlas.exportSettings.modelExportSettings);
MA_TextureAtlasserProUtils.ExportAtlasTextures(curWindow.textureAtlas, curWindow.textureAtlas.exportSettings.textureExportSettings);
}
GUI.enabled = wasEnabled;
GUILayout.EndHorizontal();
}
private void DrawExportAdvancedOptions()
{
bool wasEnabled = GUI.enabled;
if (curWindow.textureAtlas.exportSettings.canModify)
{
GUI.enabled = true;
}
else
{
GUI.enabled = false;
}
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
GUILayout.Label("Models:", EditorStyles.miniBoldLabel);
curWindow.textureAtlas.exportSettings.modelExportSettings.modelFormat = (ModelFormat)EditorGUILayout.EnumPopup("ModelFormat:", curWindow.textureAtlas.exportSettings.modelExportSettings.modelFormat);
curWindow.textureAtlas.exportSettings.modelExportSettings.replaceModel = EditorGUILayout.Toggle("ReplaceModels:", curWindow.textureAtlas.exportSettings.modelExportSettings.replaceModel);
curWindow.textureAtlas.exportSettings.modelExportSettings.uvFlipY = EditorGUILayout.Toggle("UV FlipY:", curWindow.textureAtlas.exportSettings.modelExportSettings.uvFlipY);
curWindow.textureAtlas.exportSettings.modelExportSettings.uvChannel = EditorGUILayout.IntField("UV Channel:", curWindow.textureAtlas.exportSettings.modelExportSettings.uvChannel);
curWindow.textureAtlas.exportSettings.modelExportSettings.uvWrap = EditorGUILayout.Toggle("UV Wrap:", curWindow.textureAtlas.exportSettings.modelExportSettings.uvWrap);
GUILayout.Label("Textures:", EditorStyles.miniBoldLabel);
curWindow.textureAtlas.exportSettings.textureExportSettings.textureFormat = (TextureFormat)EditorGUILayout.EnumPopup("TextureFormat:", curWindow.textureAtlas.exportSettings.textureExportSettings.textureFormat);
curWindow.textureAtlas.exportSettings.textureExportSettings.textureType = (TextureType)EditorGUILayout.EnumPopup("TextureType:", curWindow.textureAtlas.exportSettings.textureExportSettings.textureType);
curWindow.textureAtlas.exportSettings.textureExportSettings.textureScaleMode = (MA_TextureUtils.TextureScaleMode)EditorGUILayout.EnumPopup("TextureScaleMode:", curWindow.textureAtlas.exportSettings.textureExportSettings.textureScaleMode);
EditorGUILayout.EndVertical();
GUI.enabled = wasEnabled;
}
}
}
#endif

View File

@ -0,0 +1 @@
Export settigns are supposed to be here.

View File

@ -0,0 +1,25 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 81466035f9fafc64db33b9e6114d774b, type: 3}
m_Name: MA_DefaultExportSettings
m_EditorClassIdentifier:
canModify: 0
modelExportSettings:
modelFormat: 1
replaceModel: 0
uvFlipY: 1
uvChannel: 0
uvWrap: 1
textureExportSettings:
textureFormat: 1
textureType: 0
textureScaleMode: 0

View File

@ -0,0 +1,25 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 81466035f9fafc64db33b9e6114d774b, type: 3}
m_Name: MA_DefaultSpriteExportSettings
m_EditorClassIdentifier:
canModify: 0
modelExportSettings:
modelFormat: 1
replaceModel: 0
uvFlipY: 1
uvChannel: 0
uvWrap: 1
textureExportSettings:
textureFormat: 1
textureType: 0
textureScaleMode: 0

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@ -0,0 +1,24 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 73f5e66553c13034e9b894ef2cc31b66, type: 3}
m_Name: MA_TextureAtlasserProSettings
m_EditorClassIdentifier:
useHotkeys: 1
modifierKey: 1
addQuadHotKey: 113
removeQuadHotKey: 114
duplicateHotKey: 100
zoomInHotKey: 61
zoomOutHotKey: 45
copySelectedQuadData: 1
duplicatedQuadNamePrefix: 'new '
autoFocus: 1

View File

@ -9,6 +9,7 @@ using System.IO;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
@ -38,7 +39,13 @@ namespace MA_Mesh
public static Mesh MA_DuplicateMesh(Mesh mesh)
{
Mesh newMesh = new Mesh();
Mesh newMesh = new Mesh
{
name = mesh.name,
bounds = mesh.bounds,
colors = mesh.colors,
subMeshCount = mesh.subMeshCount
};
newMesh.SetVertices(new List<Vector3>(mesh.vertices));
for (int i = 0; i < mesh.subMeshCount; i++)
@ -81,27 +88,41 @@ namespace MA_Mesh
return mesh;
}
public static Mesh MA_UVReMap(this Mesh mesh, Vector2 atlasSize, Rect textureRect, int uvChannel = 0, bool flipY = true)
public static Mesh MA_UVReMap(this Mesh mesh, Vector2 atlasSize, Rect textureRect, int uvChannel = 0, bool flipY = true, bool wrap = true)
{
List<Vector2> uvs = new List<Vector2>();
//Get UV's
List<Vector2> uvs = new List<Vector2>();
mesh.GetUVs(uvChannel, uvs);
for (int i = 0; i < uvs.Count; i++)
//Min and max bounds in 0-1 space.
float xMin, xMax, yMin, yMax;
xMin = (1f / atlasSize.x * textureRect.width);
xMax = (1f / atlasSize.x * textureRect.x);
yMin = (1f / atlasSize.y * textureRect.height);
//Flip uv's if needed.
if (flipY)
{
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);
yMax = (1f / 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));
//Debug.Log("02" + uvs[i].x);
yMax = (1f / atlasSize.y * textureRect.y);
}
for (int i = 0; i < uvs.Count; i++)
{
float newX = uvs[i].x * xMin + xMax;
float newY = uvs[i].y * yMin + yMax;
//Wrap the verts outside of the uv space around back into the uv space.
if (wrap)
{
newX = Wrap(newX, xMax, xMin + xMax);
newY = Wrap(newY, yMax, yMin + yMax);
}
uvs[i] = new Vector2(newX, newY);
}
mesh.SetUVs(uvChannel, uvs);
@ -109,6 +130,14 @@ namespace MA_Mesh
return mesh;
}
public static float Wrap(float val, float min, float max)
{
val -= (float)Math.Round((val - min) / (max - min)) * (max - min);
if (val < min)
val = val + max - min;
return val;
}
//Start http://wiki.unity3d.com/index.php?title=ObjExporter
public static string MeshToString(Mesh mesh)
{
@ -116,7 +145,6 @@ namespace MA_Mesh
int normalOffset = 0;
int uvOffset = 0;
Material material = new Material(Shader.Find("Standard"));
StringBuilder sb = new StringBuilder();
@ -164,9 +192,9 @@ namespace MA_Mesh
}
}
vertexOffset += mesh.vertices.Length;
normalOffset += mesh.normals.Length;
uvOffset += mesh.uv.Length;
//vertexOffset += mesh.vertices.Length;
//normalOffset += mesh.normals.Length;
//uvOffset += mesh.uv.Length;
return sb.ToString();
}
@ -176,16 +204,15 @@ namespace MA_Mesh
using (StreamWriter sw = new StreamWriter(savePath + filename + ".obj"))
{
sw.Write(MeshToString(mesh));
Debug.Log(savePath + filename);
}
}
//End
}
struct ObjMaterial
{
public string name;
public string textureName;
}
//struct ObjMaterial
//{
// public string name;
// public string textureName;
//}
}
#endif

View File

@ -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
@ -187,7 +218,7 @@ namespace MA_Texture
public static Texture MA_Combine(this Texture texture, Texture combineTexture, int offsetX, int offsetY)
{
Texture2D texture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(texture);
Texture2D combineTexture2D = (Texture2D)MA_TextureUtils.ConvertToReadableTexture(combineTexture);
texture = texture2D.MA_Combine2D(combineTexture2D, offsetX, offsetY);

View File

@ -1,11 +1,21 @@
# MA_TextureAtlasser
Texture atlas creator for Unity
You can combine textures and/or remap the UVs 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.
[![Image](https://maxartz15.com/wp-content/uploads/2019/04/MA_TextureAtlas.png)]()
https://youtu.be/PBRKlopkZP0
You can combine textures and/or remap the UVs 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/
[![Github All Releases](https://img.shields.io/github/downloads/maxartz15/MA_TextureAtlasser/total.svg)]()
For more information: https://maxartz15.com/ma-textureatlasser/