Exemple #1
0
        /// <summary>
        /// Exports the textures and materials of the atlased objects
        /// </summary>
        /// <param name="realAssetPath">Real asset path used by System.IO</param>
        private void ExportTexturesAndMaterials(string realAssetPath)
        {
            foreach (Transform t in _hiddenCombinedObject.transform)
            {
                Renderer currentRenderer = t.GetComponentInChildren <Renderer>();
                if (currentRenderer != null)
                {
                    foreach (ShaderProperties property in TextureCombineUtility.GetShaderProperties(currentRenderer.sharedMaterial, _textureAtlasProperties))
                    {
                        currentRenderer.sharedMaterial.SetTexture(property.propertyName, ExportTexture(currentRenderer.sharedMaterial.GetTexture(property.propertyName), currentRenderer.name + property.propertyName, realAssetPath, property.markAsNormal));
                    }

                    currentRenderer.sharedMaterial = ExportMaterial(currentRenderer.sharedMaterial, currentRenderer.name + "_MAT");
                }
            }
        }
Exemple #2
0
        /// <summary>
        /// Builds the combined meshes using data from the atlased dictionary
        /// </summary>
        void BuildAtlasedMeshes()
        {
            _numOfExportedMeshes = 0;
            foreach (KeyValuePair <string, Dictionary <Material, List <MeshInstance> > > firstPass in _dataTreeWithAtlasing)
            {
                List <Material> allMaterialTextures = new List <Material> (firstPass.Value.Keys);

                ReimportNonReadonlyTextures(allMaterialTextures);

                TextureCombineOutput textureCombineOutput = TextureCombineUtility.Combine(allMaterialTextures, _textureAtlasProperties, true);

                if (textureCombineOutput != null && textureCombineOutput.texturePositions != null)
                {
                    List <MeshInstance> meshIntermediates = new List <MeshInstance> ();
                    foreach (KeyValuePair <Material, List <MeshInstance> > kv in firstPass.Value)
                    {
                        TexturePosition refTexture = GetReferenceTexturePosition(textureCombineOutput.texturePositions, kv.Key.mainTexture.name);

                        for (int i = 0; i < kv.Value.Count; i++)
                        {
                            OffsetUvs(kv.Value [i].mesh, refTexture.position);
                            meshIntermediates.Add(kv.Value [i]);
                        }
                    }

                    IList <Mesh> combinedMeshes = MeshCombineUtility.Combine(meshIntermediates);
                    string       objectName     = firstPass.Key.Remove(firstPass.Key.LastIndexOf(' '));
                    GameObject   parent         = new GameObject("Combined " + objectName + " Mesh Parent");
                    parent.transform.parent   = _hiddenCombinedObject.transform;
                    parent.transform.position = _hiddenCombinedObject.transform.position;
                    parent.transform.rotation = _hiddenCombinedObject.transform.rotation;
                    for (int i = 0; i < combinedMeshes.Count; i++)
                    {
                        GameObject go = new GameObject("Combined " + objectName + " Mesh");
                        go.transform.parent        = parent.transform;
                        go.transform.localScale    = Vector3.one;
                        go.transform.localRotation = Quaternion.identity;
                        go.transform.localPosition = Vector3.zero;
                        MeshFilter filter = go.AddComponent <MeshFilter> ();
                        go.AddComponent <MeshRenderer> ().sharedMaterial = textureCombineOutput.combinedMaterial;
                        filter.mesh = combinedMeshes [i];
                        _numOfExportedMeshes++;
                    }
                }
            }
        }
        /// <summary>
        /// The main combining method. This calls combining methods and organizes game objects in the scene
        /// </summary>
        /// <param name="allMeshesAndMaterials">The dictionary containing all of the data</param>
        void CreateBatchedAtlasedObjects(IDictionary <string, Dictionary <Material, List <MeshInstance> > > allMeshesAndMaterials)
        {
            foreach (KeyValuePair <string, Dictionary <Material, List <MeshInstance> > > firstPass in allMeshesAndMaterials)
            {
                List <Material> allMaterialTextures = new List <Material>(firstPass.Value.Keys);

                TextureCombineOutput textureCombineOutput = TextureCombineUtility.Combine(allMaterialTextures, _textureAtlasProperties);

                if (textureCombineOutput != null && textureCombineOutput.texturePositions != null)
                {
                    List <MeshInstance> meshIntermediates = new List <MeshInstance>();
                    foreach (KeyValuePair <Material, List <MeshInstance> > kv in firstPass.Value)
                    {
                        TexturePosition refTexture = GetReferenceTexturePosition(textureCombineOutput.texturePositions, kv.Key.mainTexture.name);

                        for (int i = 0; i < kv.Value.Count; i++)
                        {
                            OffsetUvs(kv.Value[i].mesh, refTexture.position);
                            meshIntermediates.Add(kv.Value[i]);
                        }
                    }

                    IList <Mesh> combinedMeshes = MeshCombineUtility.Combine(meshIntermediates);
                    GameObject   parent         = new GameObject("Combined " + gameObject.name + " " + firstPass.Key + " Mesh Parent");
                    parent.transform.position = transform.position;
                    parent.transform.rotation = transform.rotation;
                    for (int i = 0; i < combinedMeshes.Count; i++)
                    {
                        GameObject go = new GameObject("Combined " + gameObject.name + " Mesh");
                        go.transform.parent = parent.transform;
                        go.tag   = gameObject.tag;
                        go.layer = gameObject.layer;
                        go.transform.localScale    = Vector3.one;
                        go.transform.localRotation = Quaternion.identity;
                        go.transform.localPosition = Vector3.zero;
                        MeshFilter filter = go.AddComponent <MeshFilter>();
                        go.AddComponent <MeshRenderer>().sharedMaterial = textureCombineOutput.combinedMaterial;
                        filter.mesh = combinedMeshes[i];
                    }
                }
            }
        }