コード例 #1
0
        public void GenerateOutline_WithScaledDownTexture_ProducesVerticesAndEdges()
        {
            var path = "OutlineTests/scaled-down-square";

            var textureAsset = Resources.Load <Texture2D>(path);

            Assert.IsNotNull(textureAsset, "texture asset not found");

            var spriteEditorDataProvider = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(textureAsset)) as ISpriteEditorDataProvider;

            spriteEditorDataProvider.InitSpriteEditorDataProvider();

            var textureDataProvider = spriteEditorDataProvider.GetDataProvider <ITextureDataProvider>();
            var rects = spriteEditorDataProvider.GetSpriteRects();

            Assert.AreEqual(1, rects.Length, "Sprite rect not found");

            var spriteRect = rects[0];

            m_SpriteMeshData.frame = spriteRect.rect;
            m_SpriteMeshDataController.OutlineFromAlpha(new OutlineGenerator(), textureDataProvider, 0f, 0);

            Assert.AreEqual(30, m_SpriteMeshData.vertices.Count, "Incorrect number of vertices generated");
            Assert.AreEqual(30, m_SpriteMeshData.edges.Count, "Incorrect number of edges generated");
        }
コード例 #2
0
        void AutoGenerateSpriteSkinData(SpriteMetaData metaData)
        {
            //If bone data exist but skinning data doesn't exist, auto generate them
            if (metaData.spriteBone != null && metaData.spriteBone.Count > 0 &&
                (metaData.vertices == null || metaData.vertices.Count == 0))
            {
                var spriteMeshDataController = new SpriteMeshDataController();
                var smd = new SpriteMeshData();
                smd.spriteID = metaData.spriteID;
                smd.frame    = metaData.rect;
                smd.pivot    = metaData.pivot;
                smd.bones    = ModuleUtility.CreateSpriteBoneData(metaData.spriteBone.ToArray(), Matrix4x4.TRS(metaData.rect.position, Quaternion.identity, Vector3.one));
                spriteMeshDataController.spriteMeshData = smd;
                spriteMeshDataController.OutlineFromAlpha(new OutlineGenerator(), GetDataProvider <ITextureDataProvider>(), 0.05f, 200);
                spriteMeshDataController.Triangulate(new Triangulator());
                spriteMeshDataController.Subdivide(new Triangulator(), 0.25f);
                spriteMeshDataController.CalculateWeights(new BoundedBiharmonicWeightsGenerator(), null, 0.01f);
                spriteMeshDataController.SortTrianglesByDepth();

                List <Vertex2DMetaData> vmd = new List <Vertex2DMetaData>(smd.vertices.Count);
                foreach (var v in smd.vertices)
                {
                    vmd.Add(new Vertex2DMetaData()
                    {
                        position = v.position - smd.frame.position, boneWeight = v.editableBoneWeight.ToBoneWeight(true)
                    });
                }
                List <Vector2Int> emd = new List <Vector2Int>(smd.edges.Count);
                foreach (var e in smd.edges)
                {
                    emd.Add(new Vector2Int(e.index1, e.index2));
                }

                metaData.vertices = vmd;
                metaData.indices  = smd.indices.ToArray();
                metaData.edges    = emd.ToArray();
            }
        }