improve Sprite export

This commit is contained in:
Perfare 2018-11-28 15:02:31 +08:00
parent 7452d4275e
commit 3addb0e894
1 changed files with 74 additions and 61 deletions

View File

@ -17,20 +17,20 @@ namespace AssetStudio
{
if (m_SpriteAtlas.m_RenderDataMap.TryGetValue(m_Sprite.m_RenderDataKey, out var spriteAtlasData) && spriteAtlasData.texture.TryGet(out var m_Texture2D))
{
return CutImage(m_Texture2D, spriteAtlasData.textureRect, m_Sprite, spriteAtlasData.settingsRaw);
return CutImage(m_Texture2D, m_Sprite, spriteAtlasData.textureRect, spriteAtlasData.settingsRaw);
}
}
else
{
if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D))
{
return CutImage(m_Texture2D, m_Sprite.m_RD.textureRect, m_Sprite, m_Sprite.m_RD.settingsRaw);
return CutImage(m_Texture2D, m_Sprite, m_Sprite.m_RD.textureRect, m_Sprite.m_RD.settingsRaw);
}
}
return null;
}
private static Bitmap CutImage(Texture2D m_Texture2D, RectangleF textureRect, Sprite m_Sprite, SpriteSettings settingsRaw)
private static Bitmap CutImage(Texture2D m_Texture2D, Sprite m_Sprite, RectangleF textureRect, SpriteSettings settingsRaw)
{
var texture2D = new Texture2DConverter(m_Texture2D);
var originalImage = texture2D.ConvertToBitmap(false);
@ -40,59 +40,68 @@ namespace AssetStudio
{
var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
//RotateAndFlip
switch (settingsRaw.packingRotation)
if (settingsRaw.packed == 1)
{
case SpritePackingRotation.kSPRFlipHorizontal:
spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipX);
break;
case SpritePackingRotation.kSPRFlipVertical:
spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
break;
case SpritePackingRotation.kSPRRotate180:
spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone);
break;
case SpritePackingRotation.kSPRRotate90:
spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone);
break;
}
//Tight
//TODO 2017 and up use m_PhysicsShape should be better
if (settingsRaw.packingMode == SpritePackingMode.kSPMTight)
{
try
//RotateAndFlip
switch (settingsRaw.packingRotation)
{
var polygon = GetPolygon(m_Sprite.m_RD);
var points = polygon.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
using (var path = new GraphicsPath())
case SpritePackingRotation.kSPRFlipHorizontal:
spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipX);
break;
case SpritePackingRotation.kSPRFlipVertical:
spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
break;
case SpritePackingRotation.kSPRRotate180:
spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone);
break;
case SpritePackingRotation.kSPRRotate90:
spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone);
break;
}
//Tight
//TODO 2017 and up use m_PhysicsShape should be better
if (settingsRaw.packingMode == SpritePackingMode.kSPMTight)
{
try
{
foreach (var p in points)
var triangles = GetTriangles(m_Sprite.m_RD);
var points = triangles.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
using (var path = new GraphicsPath())
{
path.AddPolygon(p);
}
using (var matr = new System.Drawing.Drawing2D.Matrix())
{
matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
path.Transform(matr);
var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
using (var graphic = Graphics.FromImage(bitmap))
foreach (var p in points)
{
using (var brush = new TextureBrush(spriteImage))
path.AddPolygon(p);
}
using (var matr = new System.Drawing.Drawing2D.Matrix())
{
if (m_Sprite.m_Pivot == Vector2.Zero) //5.4.2 down
{
graphic.FillPath(brush, path);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
return bitmap;
matr.Translate(m_Sprite.m_Rect.Width * 0.5f, m_Sprite.m_Rect.Height * 0.5f);
}
else
{
matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
}
matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
path.Transform(matr);
var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
using (var graphic = Graphics.FromImage(bitmap))
{
using (var brush = new TextureBrush(spriteImage))
{
graphic.FillPath(brush, path);
bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
return bitmap;
}
}
}
}
}
}
catch
{
spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
return spriteImage;
catch
{
// ignored
}
}
}
@ -105,46 +114,50 @@ namespace AssetStudio
return null;
}
private static Vector2[][] GetPolygon(SpriteRenderData m_RD)
private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
{
if (m_RD.vertices != null) //5.6 down
{
var vertices = m_RD.vertices;
var polygon = new Vector2[1][];
polygon[0] = new Vector2[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray();
var triangleCount = m_RD.indices.Length / 3;
var triangles = new Vector2[triangleCount][];
for (int i = 0; i < triangleCount; i++)
{
polygon[0][i] = (Vector2)vertices[i].pos;
var first = m_RD.indices[i * 3];
var second = m_RD.indices[i * 3 + 1];
var third = m_RD.indices[i * 3 + 2];
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
triangles[i] = triangle;
}
return polygon;
return triangles;
}
return GetTriangles(m_RD); //5.6 and up
return GetTriangles(m_RD.m_VertexData, m_RD.m_SubMeshes, m_RD.m_IndexBuffer); //5.6 and up
}
private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
private static Vector2[][] GetTriangles(VertexData m_VertexData, SubMesh[] m_SubMeshes, byte[] m_IndexBuffer)
{
var triangles = new List<Vector2[]>();
var m_VertexData = m_RD.m_VertexData;
GetStreams(m_VertexData);
var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
indexReader = new BinaryReader(new MemoryStream(m_IndexBuffer)))
{
foreach (var subMesh in m_RD.m_SubMeshes)
foreach (var subMesh in m_SubMeshes)
{
var vertices = new Vector2[subMesh.vertexCount];
vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
var vertices = new Vector2[subMesh.vertexCount];
for (int v = 0; v < subMesh.vertexCount; v++)
{
vertices[v] = (Vector2)vertexReader.ReadVector3();
vertexReader.BaseStream.Position += m_Stream.stride - 12;
}
var triangleCount = subMesh.indexCount / 3u;
indexReader.BaseStream.Position = subMesh.firstByte;
var triangleCount = subMesh.indexCount / 3u;
for (int i = 0; i < triangleCount; i++)
{
var first = indexReader.ReadUInt16() - subMesh.firstVertex;