mirror of
https://github.com/maxartz15/MA_TextureAtlasser.git
synced 2024-11-13 00:55:33 +01:00
max
406720d718
Moved/changed replace OBJ to ReplaceMesh. Optional model/texture/material export. Added Material export option, set shader and shader properties to assign exported textures. Added Prefab export option, exports mesh as an Unity .asset file and creates a prefab to link it to the mesh filter/renderer, added the option for auto assignment of the exported material (New default).
262 lines
6.6 KiB
C#
262 lines
6.6 KiB
C#
//https://github.com/maxartz15/MA_MeshUtils
|
|
|
|
//References:
|
|
//http://wiki.unity3d.com/index.php?title=ObjExporter
|
|
|
|
#if UNITY_EDITOR
|
|
using System;
|
|
using System.IO;
|
|
using System.Text;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEngine;
|
|
using UnityEditor;
|
|
|
|
namespace MA_Mesh
|
|
{
|
|
public static class MA_MeshUtils
|
|
{
|
|
public static string MA_SaveMeshAsset(Mesh mesh, string meshName, string savePath)
|
|
{
|
|
Mesh newMesh = mesh;
|
|
|
|
if(meshName == "")
|
|
{
|
|
newMesh.name = mesh.name;
|
|
}
|
|
else
|
|
{
|
|
newMesh.name = meshName;
|
|
}
|
|
|
|
string assetPath = savePath + newMesh.name + ".asset";
|
|
|
|
AssetDatabase.CreateAsset(newMesh, assetPath);
|
|
AssetDatabase.SaveAssets();
|
|
|
|
return assetPath;
|
|
}
|
|
|
|
public static string MA_SaveMeshPrefab(Mesh mesh, string meshName, string savePath, string material)
|
|
{
|
|
string assetPath = "";
|
|
|
|
if (meshName == "")
|
|
{
|
|
meshName = mesh.name;
|
|
}
|
|
|
|
string meshPath = MA_SaveMeshAsset(mesh, meshName, savePath);
|
|
Mesh curMesh = AssetDatabase.LoadAssetAtPath<Mesh>(meshPath);
|
|
|
|
if (curMesh != null)
|
|
{
|
|
GameObject gameObject = new GameObject
|
|
{
|
|
name = meshName
|
|
};
|
|
|
|
gameObject.AddComponent<MeshFilter>().mesh = curMesh;
|
|
gameObject.AddComponent<MeshRenderer>();
|
|
|
|
Material curMaterial = AssetDatabase.LoadAssetAtPath<Material>(material);
|
|
if (curMaterial != null)
|
|
{
|
|
gameObject.GetComponent<MeshRenderer>().material = curMaterial;
|
|
}
|
|
|
|
assetPath = savePath + meshName + ".prefab";
|
|
PrefabUtility.SaveAsPrefabAsset(gameObject, assetPath);
|
|
|
|
UnityEngine.GameObject.DestroyImmediate(gameObject);
|
|
}
|
|
|
|
return assetPath;
|
|
}
|
|
|
|
public static Mesh MA_DuplicateMesh(Mesh mesh)
|
|
{
|
|
Mesh newMesh = new Mesh
|
|
{
|
|
name = mesh.name,
|
|
bounds = mesh.bounds,
|
|
subMeshCount = mesh.subMeshCount
|
|
};
|
|
|
|
newMesh.SetVertices(new List<Vector3>(mesh.vertices));
|
|
for (int i = 0; i < mesh.subMeshCount; i++)
|
|
{
|
|
newMesh.SetTriangles(mesh.GetTriangles(i), i);
|
|
}
|
|
newMesh.SetNormals(new List<Vector3>(mesh.normals));
|
|
newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
|
|
newMesh.SetTangents(new List<Vector4>(mesh.tangents));
|
|
newMesh.SetColors(new List<Color>(mesh.colors));
|
|
|
|
return newMesh;
|
|
}
|
|
|
|
public static Mesh MA_ReMapUV(this Mesh mesh, Vector2 atlasSize, Vector2 textureSize, Vector2 texturePosition, int uvChannel = 0)
|
|
{
|
|
/*
|
|
0 1
|
|
512 x 512
|
|
|
|
0 .5 = 1 / 512 * 256
|
|
256 x 256
|
|
|
|
+ pos
|
|
*/
|
|
|
|
List<Vector2> uvs = new List<Vector2>();
|
|
|
|
//Get UV's
|
|
mesh.GetUVs(uvChannel, uvs);
|
|
|
|
foreach (Vector2 uvCordinate in uvs)
|
|
{
|
|
float x = (uvCordinate.x / atlasSize.x * textureSize.x) + texturePosition.x;
|
|
float y = (uvCordinate.y / atlasSize.y * textureSize.y) + texturePosition.y;
|
|
uvCordinate.Set(x, y);
|
|
}
|
|
|
|
mesh.SetUVs(uvChannel, uvs);
|
|
|
|
return mesh;
|
|
}
|
|
|
|
public static Mesh MA_UVReMap(this Mesh mesh, Vector2 atlasSize, Rect textureRect, int uvChannel = 0, bool flipY = true, bool wrap = true)
|
|
{
|
|
//Get UV's
|
|
List<Vector2> uvs = new List<Vector2>();
|
|
mesh.GetUVs(uvChannel, uvs);
|
|
|
|
//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)
|
|
{
|
|
yMax = (1f / atlasSize.y * (atlasSize.y - textureRect.height - textureRect.y));
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
|
|
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)
|
|
{
|
|
int vertexOffset = 0;
|
|
int normalOffset = 0;
|
|
int uvOffset = 0;
|
|
|
|
Material material = new Material(Shader.Find("Standard"));
|
|
|
|
StringBuilder sb = new StringBuilder();
|
|
|
|
sb.Append("g ").Append(mesh.name).Append("\n");
|
|
|
|
foreach(Vector3 v in mesh.vertices)
|
|
{
|
|
//This is sort of ugly - inverting x-component since we're in
|
|
//a different coordinate system than "everyone" is "used to".
|
|
sb.Append(string.Format("v {0} {1} {2}\n", -v.x, v.y, v.z));
|
|
}
|
|
|
|
sb.Append("\n");
|
|
|
|
foreach(Vector3 v in mesh.normals)
|
|
{
|
|
sb.Append(string.Format("vn {0} {1} {2}\n", -v.x, v.y, v.z));
|
|
}
|
|
|
|
sb.Append("\n");
|
|
|
|
foreach(Vector3 v in mesh.uv)
|
|
{
|
|
sb.Append(string.Format("vt {0} {1}\n", v.x, v.y));
|
|
}
|
|
|
|
for (int m = 0 ; m < mesh.subMeshCount; m++)
|
|
{
|
|
sb.Append("\n");
|
|
sb.Append("usemtl ").Append(material.name + m).Append("\n");
|
|
sb.Append("usemap ").Append(material.name + m).Append("\n");
|
|
|
|
// int[] triangles = mesh.GetTriangles(m);
|
|
// for (int i = 0; i < triangles.Length; i += 3)
|
|
// {
|
|
// sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n", triangles[i]+1, triangles[i+1]+1, triangles[i+2]+1));
|
|
// }
|
|
|
|
int[] triangles = mesh.GetTriangles(m);
|
|
for (int i = 0; i < triangles.Length; i += 3)
|
|
{
|
|
//Because we inverted the x-component, we also needed to alter the triangle winding.
|
|
sb.Append(string.Format("f {1}/{1}/{1} {0}/{0}/{0} {2}/{2}/{2}\n", triangles[i]+ 1 + vertexOffset, triangles[i + 1] + 1 + normalOffset, triangles[i +2 ] + 1 + uvOffset));
|
|
}
|
|
}
|
|
|
|
//vertexOffset += mesh.vertices.Length;
|
|
//normalOffset += mesh.normals.Length;
|
|
//uvOffset += mesh.uv.Length;
|
|
|
|
return sb.ToString();
|
|
}
|
|
|
|
public static string MeshToFile(Mesh mesh, string filename, string savePath)
|
|
{
|
|
string assetPath = savePath + filename + ".obj";
|
|
|
|
using (StreamWriter sw = new StreamWriter(assetPath))
|
|
{
|
|
sw.Write(MeshToString(mesh));
|
|
}
|
|
|
|
AssetDatabase.Refresh();
|
|
|
|
return assetPath;
|
|
}
|
|
//End
|
|
}
|
|
|
|
//struct ObjMaterial
|
|
//{
|
|
// public string name;
|
|
// public string textureName;
|
|
//}
|
|
}
|
|
#endif |