Completed tight Sprite export

This commit is contained in:
Perfare 2018-11-25 12:37:55 +08:00
parent ec9184ba93
commit ab24f049cf
2 changed files with 125 additions and 9 deletions

View File

@ -79,6 +79,8 @@ namespace AssetStudio
public byte dividerOp;
public ushort frequency;
public StreamInfo() { }
public StreamInfo(ObjectReader reader)
{
var version = reader.version;

View File

@ -1,7 +1,11 @@
using System.Drawing;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using SharpDX;
using RectangleF = System.Drawing.RectangleF;
namespace AssetStudio
{
@ -53,25 +57,23 @@ namespace AssetStudio
break;
}
/* TODO Tight
* 2017PhysicsShape
* 5.6使vertices
* 5.6使VertexData
*/
if (settingsRaw.packingMode == SpritePackingMode.kSPMTight && m_Sprite.m_PhysicsShape?.Length > 0) //Tight
//Tight
//TODO 2017 and up use m_PhysicsShape should be better
if (settingsRaw.packingMode == SpritePackingMode.kSPMTight)
{
try
{
var polygon = GetPolygon(m_Sprite.m_RD);
var points = polygon.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
using (var brush = new TextureBrush(spriteImage))
{
using (var path = new GraphicsPath())
{
var points = m_Sprite.m_PhysicsShape.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
foreach (var p in points)
{
path.AddPolygon(p);
}
using (var matr = new Matrix())
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);
@ -103,5 +105,117 @@ namespace AssetStudio
return null;
}
private static Vector2[][] GetPolygon(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++)
{
polygon[0][i] = (Vector2)vertices[i].pos;
}
return polygon;
}
return GetTriangles(m_RD); //5.6 and up
}
private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
{
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 (var vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)))
{
foreach (var subMesh in m_RD.m_SubMeshes)
{
var vertices = new Vector2[subMesh.vertexCount];
vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
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;
using (var indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
{
indexReader.BaseStream.Position = subMesh.firstByte;
for (int i = 0; i < triangleCount; i++)
{
int first = indexReader.ReadInt16();
int second = indexReader.ReadInt16();
int third = indexReader.ReadInt16();
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
triangles.Add(triangle);
}
}
}
}
return triangles.ToArray();
}
private static void GetStreams(VertexData vertexData)
{
var m_Channels = vertexData.m_Channels;
var streamCount = m_Channels.Max(x => x.stream) + 1;
var m_Streams = new StreamInfo[streamCount];
uint offset = 0;
for (int s = 0; s < streamCount; s++)
{
uint chnMask = 0;
uint stride = 0;
for (int chn = 0; chn < m_Channels.Length; chn++)
{
var m_Channel = m_Channels[chn];
if (m_Channel.stream == s)
{
if (m_Channel.dimension > 0)
{
chnMask |= 1u << chn;
stride += m_Channel.dimension * GetChannelFormatSize(m_Channel.format);
}
}
}
m_Streams[s] = new StreamInfo
{
channelMask = chnMask,
offset = offset,
stride = stride,
dividerOp = 0,
frequency = 0
};
offset += vertexData.m_VertexCount * stride;
//static size_t AlignStreamSize (size_t size) { return (size + (kVertexStreamAlign-1)) & ~(kVertexStreamAlign-1); }
offset = (offset + (16u - 1u)) & ~(16u - 1u);
}
vertexData.m_Streams = m_Streams;
}
private static uint GetChannelFormatSize(int format)
{
switch (format)
{
case 0: //kChannelFormatFloat
return 4u;
case 1: //kChannelFormatFloat16
return 2u;
case 2: //kChannelFormatColor, in 4.x is size 4
return 1u;
case 3: //kChannelFormatByte
return 1u;
case 11: //kChannelFormatInt32
return 4u;
default:
return 0;
}
}
}
}