Esempio n. 1
0
        /// <summary>
        /// 合并贴图
        /// </summary>
        /// <param name="textureList"></param>
        /// <param name="atlasName"></param>
        /// <param name="isTransparent"></param>
        /// <param name="atlasWidth"></param>
        /// <param name="atlasHeight"></param>
        /// <returns></returns>
        private static List <TextureAtlas> PackAtlas(List <Texture2D> textureList, string atlasName, bool isTransparent, int atlasWidth, int atlasHeight)
        {
            int atlasIndex   = 0;
            int textureCount = textureList.Count;

            textureList.Sort((a, b) => { return(a.width * a.height - b.width * b.height); });

            List <TextureAtlas> atlasList = new List <TextureAtlas>();

            string fileName  = atlasName + "_" + atlasIndex;
            string assetPath = TextureAtlas.GetAssetPath(isTransparent, fileName);

            while (File.Exists(assetPath))
            {
                TextureAtlas atlas = AssetDatabase.LoadAssetAtPath <TextureAtlas>(assetPath);

                if (null != atlas)
                {
                    atlas.Layout();
                    atlasList.Add(atlas);
                }

                atlasIndex++;

                fileName  = atlasName + "_" + atlasIndex;
                assetPath = TextureAtlas.GetAssetPath(isTransparent, fileName);
            }

            List <Texture2D> newlyTextures = new List <Texture2D>();

            //找出新增的图片
            for (int i = 0; i < textureList.Count; ++i)
            {
                bool found = false;

                for (int j = 0; j < atlasList.Count; ++j)
                {
                    TextureAtlas atlas = atlasList[j];

                    if (null != atlas)
                    {
                        TextureAtlasElement element = atlas.GetElement(textureList[i]);
                        if (null != element)
                        {
                            found = true;
                            break;
                        }
                    }
                }

                if (!found)
                {
                    newlyTextures.Add(textureList[i]);
                }
            }

            //Asset中删除图片已经删除的记录
            for (int i = 0; i < atlasList.Count; ++i)
            {
                TextureAtlas atlas = atlasList[i];

                for (int j = atlas.ElementList.Count - 1; j >= 0; --j)
                {
                    Texture2D elementTex = atlas.ElementList[j].Tex;

                    bool found = false;
                    for (int m = 0; m < textureList.Count; ++m)
                    {
                        if (elementTex == textureList[m])
                        {
                            found = true;
                            break;
                        }
                    }
                    if (!found)
                    {
                        atlas.RemoveElementAt(j);
                    }
                }
            }

            //排列新增的图片
            for (int i = 0; i < newlyTextures.Count; ++i)
            {
                Texture2D newlyTexture = newlyTextures[i];

                if (null != newlyTexture)
                {
                    bool added = false;

                    for (int j = 0; j < atlasList.Count; ++j)
                    {
                        if (atlasList[j].AddTexture(newlyTexture))
                        {
                            added = true;
                            break;
                        }
                    }

                    if (!added)
                    {
                        fileName  = atlasName + "_" + atlasList.Count;
                        assetPath = TextureAtlas.GetAssetPath(isTransparent, fileName);

                        TextureAtlas atlas = ScriptableObject.CreateInstance <TextureAtlas>();
                        if (null != atlas)
                        {
                            atlas.Init(atlasWidth, atlasHeight, false, isTransparent, fileName);
                            atlas.AddTexture(newlyTexture);

                            atlasList.Add(atlas);
                        }
                        else
                        {
                            Debug.Log("Create atlas instance failed.");
                        }
                    }
                }
            }

            for (int i = 0; i < atlasList.Count; ++i)
            {
                EditorUtility.DisplayProgressBar("", "Pack atlas ", (i + 1) / atlasList.Count);

                atlasList[i].Pack();
            }

            EditorUtility.ClearProgressBar();

            return(atlasList);
        }
Esempio n. 2
0
        public static Mesh DoCombine(List <MeshData> meshDatas, string newMeshName)
        {
            Mesh combineMesh = new Mesh
            {
                name = newMeshName
            };

            int vertexCount   = 0;
            int triangleCount = 0;

            //只要有一个元素没有值,则设为没有值
            bool hasUV2Data    = true;
            bool hasNormalData = true;
            bool hasColorData  = true;

            for (int i = 0; i < meshDatas.Count; ++i)
            {
                MeshData meshData = meshDatas[i];

                int vertexLength = meshData.vertices.Length;

                vertexCount   += vertexLength;
                triangleCount += meshData.triangles.Length;

                if (null == meshData.uv2 || meshData.uv2.Length != vertexLength)
                {
                    hasUV2Data = false;
                }

                if (null == meshData.normals || meshData.normals.Length != vertexLength)
                {
                    hasNormalData = false;
                }

                if (null == meshData.colors || meshData.colors.Length != vertexLength)
                {
                    hasColorData = false;
                }
            }


            Vector3[] vertices  = new Vector3[vertexCount];
            int[]     triangles = new int[triangleCount];

            Vector2[] uvs  = new Vector2[vertexCount];
            Vector2[] uv2s = new Vector2[vertexCount];

            Color[] colors = new Color[vertexCount];

            Vector3[] normals = new Vector3[vertexCount];

            int vertexArrayIndex   = 0;
            int triangleArrayIndex = 0;

            for (int i = 0; i < meshDatas.Count; ++i)
            {
                MeshData meshData = meshDatas[i];

                if (null != meshData)
                {
                    meshData.vertices.CopyTo(vertices, vertexArrayIndex);

                    for (int j = 0; j < meshData.triangles.Length; ++j)
                    {
                        triangles[triangleArrayIndex + j] = meshData.triangles[j] + vertexArrayIndex;
                    }

                    IntVector2 elementOffset = meshData.texData.Element.Offset;

                    TextureAtlas atlas = meshData.texData.Atlas;

                    int atlasWidth  = atlas.Width;
                    int atlasHeight = atlas.Height;

                    Vector2 uvOffset = new Vector2(elementOffset.x / (float)atlasWidth, elementOffset.y / (float)atlasHeight);

                    float atlasRealWidth  = atlas.Atlas.width;
                    float atlasRealHeight = atlas.Atlas.height;

                    Vector2 atlasScale = new Vector2(atlasRealWidth / atlasWidth, atlasRealHeight / atlasHeight);

                    IntVector2 texSize        = meshData.texData.Element.Size;
                    Vector2    texLocalOffset = new Vector2(texSize.x / (float)atlasWidth, texSize.y / (float)atlasHeight);

                    for (int j = 0; j < meshData.uv.Length; ++j)
                    {
                        uvs[vertexArrayIndex + j] = new Vector2(meshData.uv[j].x * texLocalOffset.x, meshData.uv[j].y * texLocalOffset.y) +
                                                    new Vector2(uvOffset.x * atlasScale.x, uvOffset.y * atlasScale.y);
                    }

                    if (hasUV2Data)
                    {
                        meshData.uv2.CopyTo(uv2s, vertexArrayIndex);
                    }

                    if (hasColorData)
                    {
                        meshData.colors.CopyTo(colors, vertexArrayIndex);
                    }

                    if (hasNormalData)
                    {
                        meshData.normals.CopyTo(normals, vertexArrayIndex);
                    }

                    vertexArrayIndex   += meshData.vertices.Length;
                    triangleArrayIndex += meshData.triangles.Length;
                }
            }

            combineMesh.vertices = vertices;
            combineMesh.SetTriangles(triangles, 0);
            combineMesh.uv     = uvs;
            combineMesh.uv2    = uv2s;
            combineMesh.colors = colors;
            combineMesh.RecalculateNormals();// FIXME

            return(combineMesh);
        }