예제 #1
0
    private static void HandleNodeActionEnd(EditorInputInfo inputInfo)
    {
        CombinMeshEditor cme = inputInfo.editorState.editor as CombinMeshEditor;

        if (inputInfo.editorState.action == EditorState.Action.None && inputInfo.inputEvent.button == 0)
        {
            for (int i = 0; i < cme.nodeList.Count; ++i)
            {
                CombinNode cn = cme.nodeList[i];
                if (cn.drawRect.Contains(inputInfo.inputPos))
                {
                    cme.focusedNode = cn;
                    break;
                }
            }
        }

        if (inputInfo.editorState.action == EditorState.Action.Move && cme.focusedNode != null)
        {
            CombinNode cn = cme.focusedNode;

            cn.rect.x += inputInfo.editorState.dragOffset.x * inputInfo.editorState.zoom;
            cn.rect.y += inputInfo.editorState.dragOffset.y * inputInfo.editorState.zoom;
            cn.offset  = Vector2.zero;
            inputInfo.editorState.dragOffset = Vector2.zero;
        }

        if (inputInfo.editorState.action == EditorState.Action.Scale && cme.focusedNode != null)
        {
            CombinNode cn   = cme.focusedNode;
            Rect       rect = cn.drawRect;

            float zoom = inputInfo.editorState.zoom;

            if (cme.powerOfTwo)
            {
                cn.rect.width  = EditorUtil.ToNearPowerOfTwo((int)(rect.width * zoom));
                cn.rect.height = EditorUtil.ToNearPowerOfTwo((int)(rect.height * zoom));
            }
            else
            {
                cn.rect.width  = rect.width * zoom;
                cn.rect.height = rect.height * zoom;
            }


            cn.rect.x = rect.x * zoom - inputInfo.editorState.panOffset.x;
            cn.rect.y = rect.y * zoom - inputInfo.editorState.panOffset.y;


            cn.scale = Vector2.zero;
            inputInfo.editorState.dragOffset = Vector2.zero;
        }


        inputInfo.editorState.action = EditorState.Action.None;
    }
예제 #2
0
 void CheckList()
 {
     if (nodeList.Count == 0)
     {
         ShaderName  = string.Empty;
         hadNormal   = false;
         hadSpecular = false;
         focusedNode = null;
     }
 }
예제 #3
0
    private static void HandleNodeAction(EditorInputInfo inputInfo)
    {
        CombinMeshEditor cme = inputInfo.editorState.editor as CombinMeshEditor;

        if (inputInfo.editorState.action == EditorState.Action.None || cme.focusedNode == null)
        {
            return;
        }

        inputInfo.editorState.dragOffset = inputInfo.inputPos - inputInfo.editorState.dragMouseStart;
        if (inputInfo.editorState.action == EditorState.Action.Move)
        {
            CombinNode cn = cme.focusedNode;
            cn.offset = inputInfo.editorState.dragOffset;
        }

        if (inputInfo.editorState.action == EditorState.Action.Scale)
        {
            CombinNode cn     = cme.focusedNode;
            Vector2    offset = inputInfo.editorState.dragOffset;
            if (inputInfo.inputEvent.shift)
            {
                switch (inputInfo.editorState.pivot)
                {
                case EditorState.Pivot.LeftTop:
                {
                    float max = Mathf.Max(-offset.x, -offset.y);
                    offset = new Vector2(-max, -max);
                }; break;

                case EditorState.Pivot.LeftBottom:
                {
                    float max = Mathf.Max(-offset.x, offset.y);
                    offset = new Vector2(-max, max);
                }; break;

                case EditorState.Pivot.RightTop:
                {
                    float max = Mathf.Max(offset.x, -offset.y);
                    offset = new Vector2(max, -max);
                }; break;

                case EditorState.Pivot.RightBottom:
                {
                    float max = Mathf.Max(offset.x, offset.y);
                    offset = new Vector2(max, max);
                }; break;
                }
            }

            cn.scale = offset;
        }
    }
예제 #4
0
    // 自动对齐贴图
    public void AutoPackTexture()
    {
        Texture2D packingTex = new Texture2D(1, 1, TextureFormat.Alpha8, false);

        float            s            = 1;
        List <Texture2D> readyTexList = new List <Texture2D>();

        for (int i = 0; i < nodeList.Count; ++i)
        {
            CombinNode ti = nodeList[i];

            Texture2D tex = new Texture2D((int)ti.rect.width, (int)(ti.rect.height), TextureFormat.Alpha8, false);
            readyTexList.Add(tex);
        }

        if (readyTexList.Count == 0)
        {
            return;
        }

        Rect[] rects = packingTex.PackTextures(readyTexList.ToArray(), padding, 2048);

        if (rects == null)
        {
            EditorUtility.DisplayDialog("错误", "自动排列失败,贴图太多太大,2048装不下,对贴图缩放一下", "确定");
        }

        int w = packingTex.width;
        int h = packingTex.height;

        combinTextureWidth  = w;
        combinTextureHeight = h;

        targetHeightSize = (Size)h;
        targetWidthSize  = (Size)w;

        for (int i = 0; i < nodeList.Count; ++i)
        {
            Rect       rect = rects[i];
            CombinNode ti   = nodeList[i];
            ti.rect.x      = rect.x * w;
            ti.rect.y      = rect.y * h;
            ti.rect.width  = rect.width * w;
            ti.rect.height = rect.height * h;
        }

        readyTexList.Clear();
        readyTexList = null;
        rects        = null;
    }
예제 #5
0
    // 处理UV并导出模型
    public static void ExportMesh(CombinMeshEditor cme)
    {
        int w = cme.combinTextureWidth;
        int h = cme.combinTextureHeight;

        for (int i = 0; i < cme.nodeList.Count; ++i)
        {
            CombinNode ti     = cme.nodeList[i];
            Matrix2x2  matrix = Matrix2x2.identity.Clone();
            matrix.Rotate(-ti.rotation * Mathf.PI / 180);
            for (int j = 0; j < ti.objects.Count; ++j)
            {
                Mesh      mesh    = ti.meshs[j];
                string    fileDir = Path.GetDirectoryName(AssetDatabase.GetAssetPath(mesh));
                string    fbxName = Path.GetFileNameWithoutExtension(AssetDatabase.GetAssetPath(mesh)) + "_combin.FBX";
                Vector2[] uvBak   = new Vector2[mesh.uv.Length];
                Array.Copy(mesh.uv, uvBak, mesh.uv.Length);
                Vector2[] uv = new Vector2[mesh.uv.Length];

                for (int mi = 0; mi < mesh.uv.Length; ++mi)
                {
                    Vector2 u = Vector2.zero;
                    Vector2 v = mesh.uv[mi];
                    v.x -= 0.5f;
                    v.y -= 0.5f;
                    v    = matrix * v;
                    v.x += 0.5f;
                    v.y += 0.5f;

                    u.x    = v.x * ti.rect.width / w + ti.rect.x / w;
                    u.y    = v.y * ti.rect.height / h + (h - ti.rect.y - ti.rect.height) / h;
                    uv[mi] = u;
                }

                mesh.uv = uv;

                var options = new ExportModelSettingsSerialize();
                options.exportFormat     = ExportSettings.ExportFormat.Binary;
                options.include          = ExportSettings.Include.Model;
                options.objectPosition   = ExportSettings.ObjectPosition.LocalCentered;
                options.exportUnrendered = true;
                ModelExporter.ExportObject(fileDir + "/" + fbxName, ti.objects[j], options);
                mesh.uv = uvBak;
            }
        }
    }
예제 #6
0
    public static void CreateMesh(Transform parent, CombinNode ti, float offset)
    {
        GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad);

        quad.layer     = LayerMask.NameToLayer("UI");
        ti.bakedObject = quad;
        Transform quadTrans = quad.transform;

        quadTrans.parent = parent;

        quadTrans.localScale    = new Vector3(ti.rect.width / 1024.0f, ti.rect.height / 1024.0f, 1);
        quadTrans.localPosition = new Vector3(ti.rect.center.x / 1024.0f - 1, ti.rect.center.y / 1024.0f * -1 + 1, 1 + offset);
        MeshRenderer mr  = quad.GetComponent <MeshRenderer>();
        Material     mat = new Material(Shader.Find("Unlit/Texture"));

        mr.material = mat;
        ti.bakeMat  = mat;
    }
예제 #7
0
    public override void OnGUI()
    {
        using (new Vertical())
        {
            using (new Horizontal())
            {
                GUILayout.Label("贴图宽:");
                GUILayout.FlexibleSpace();
                targetWidthSize    = (Size)EditorGUILayout.EnumPopup(targetWidthSize, "OL Title", GUILayout.Height(30));
                combinTextureWidth = (int)targetWidthSize;
            }

            using (new Horizontal())
            {
                GUILayout.Label("贴图高:");
                GUILayout.FlexibleSpace();
                targetHeightSize    = (Size)EditorGUILayout.EnumPopup(targetHeightSize, "OL Title", GUILayout.Height(30));
                combinTextureHeight = (int)targetHeightSize;
            }

            using (new Horizontal())
            {
                GUILayout.Label("Padding:");
                GUILayout.FlexibleSpace();
                padding = EditorGUILayout.IntField(padding);
            }

            using (new Horizontal())
            {
                powerOfTwo = GUILayout.Toggle(powerOfTwo, "2的N次方?");
            }

            if (GUILayout.Button("自动排列", "OL Title"))
            {
                AutoPackTexture();
            }
            GUILayout.Space(20);
            if (GUILayout.Button("合并", "OL Title", GUILayout.MinHeight(30)))
            {
                if (combinTextureWidth * 1.0f / combinTextureHeight > 2 || combinTextureHeight * 1.0f / combinTextureWidth > 2)
                {
                    EditorUtility.DisplayDialog("错误", "合并的贴图宽高或高宽比不能超过2", "确定");
                    return;
                }

                bakeTexture = true;
            }

            if (Selection.gameObjects.Length > 0)
            {
                List <GameObject> selectObject = new List <GameObject>();
                for (int k = 0; k < Selection.gameObjects.Length; ++k)
                {
                    bool       has = false;
                    GameObject obj = Selection.gameObjects[k];
                    for (int i = 0; i < nodeList.Count; ++i)
                    {
                        for (int j = 0; j < nodeList[i].objects.Count; ++j)
                        {
                            if (nodeList[i].objects[j] == obj)
                            {
                                has = true;
                                break;
                            }
                        }

                        if (has)
                        {
                            break;
                        }
                    }

                    if (!has)
                    {
                        selectObject.Add(obj);
                    }
                }


                if (selectObject.Count > 0)
                {
                    using (new Horizontal())
                    {
                        GUI.color = Color.red;
                        GUILayout.Button("", "MiniSliderHorizontal", GUILayout.Width(200));
                        GUI.color = Color.white;
                    }

                    GUI.backgroundColor = Color.blue;
                    if (GUILayout.Button("添加选中物体", "OL Title"))
                    {
                        AddNewMesh(selectObject);
                    }
                    GUI.backgroundColor = Color.white;

                    for (int i = 0; i < selectObject.Count; ++i)
                    {
                        GUI.backgroundColor = i % 2 == 0 ? new Color(0, 255, 0) : new Color(0, 155, 155);
                        GUILayout.Button(selectObject[i].name, "OL Title");
                    }

                    GUI.backgroundColor = Color.white;
                }
            }

            using (new Horizontal())
            {
                GUI.color = Color.red;
                GUILayout.Button("", "MiniSliderHorizontal", GUILayout.Width(200));
                GUI.color = Color.white;
            }
            scrollPos = GUILayout.BeginScrollView(scrollPos);
            int index = 0;
            for (int i = 0; i < nodeList.Count; ++i)
            {
                for (int j = 0; j < nodeList[i].objects.Count; ++j)
                {
                    using (new Horizontal())
                    {
                        GUI.backgroundColor = Color.yellow;
                        GUILayout.Button("" + (index++), "OL Title", GUILayout.MaxWidth(20));
                        GUI.backgroundColor = index % 2 == 0 ? new Color(0, 255, 0) : new Color(0, 155, 155);
                        if (GUILayout.Button(nodeList[i].objects[j].name, "OL Title"))
                        {
                            Selection.activeGameObject = nodeList[i].objects[j];
                        }
                        GUI.backgroundColor = Color.red;
                        if (GUILayout.Button("×", "OL Title", GUILayout.MaxWidth(20)))
                        {
                            nodeList[i].objects.RemoveAt(j);
                            if (nodeList[i].objects.Count == 0)
                            {
                                nodeList.RemoveAt(i);
                            }

                            focusedNode = null;
                            return;
                        }
                        GUI.backgroundColor = Color.white;
                    }
                }
            }

            CheckList();

            GUILayout.EndScrollView();
        }
    }
예제 #8
0
    // 添加新物体,并作检查
    public void AddNewMesh(List <GameObject> objects)
    {
        for (int i = 0; i < objects.Count; ++i)
        {
            GameObject obj = objects[i];
            MeshFilter mf  = obj.GetComponent <MeshFilter>();
            if (mf == null || mf.sharedMesh == null)
            {
                EditorUtility.DisplayDialog("错误", "添加的物体[" + obj.name + "]不包含mesh!", "确定");
                return;
            }

            Renderer rd = obj.GetComponent <Renderer>();
            if (rd == null || rd.sharedMaterial == null)
            {
                EditorUtility.DisplayDialog("错误", "添加的物体[" + obj.name + "]不包含材质球,最好是添加预制件!", "确定");
                return;
            }

            Material mat = rd.sharedMaterial;

            if (mat.mainTexture == null || mat.mainTexture.height > 2048 || mat.mainTexture.width > 2048)
            {
                EditorUtility.DisplayDialog("错误", "添加的物体[" + obj.name + "]材质球没有贴图!或者贴图的尺寸>2048", "确定");
                return;
            }

            if (string.IsNullOrEmpty(ShaderName))
            {
                ShaderName  = mat.shader.name;
                hadNormal   = mat.HasProperty("_Normal") && mat.GetTexture("_Normal") != null;
                hadSpecular = mat.HasProperty("_SpecTex") && mat.GetTexture("_SpecTex") != null;
            }

            if (mat.shader.name != ShaderName)
            {
                EditorUtility.DisplayDialog("错误", "添加的物体[" + obj.name + "]材质球和之前添加的物体的着色器不相同!", "确定");
                return;
            }

            Mesh mesh = mf.sharedMesh;

            Texture2D texNormal   = mat.HasProperty("_Normal") ? mat.GetTexture("_Normal") as Texture2D : null;
            Texture2D texSpecular = mat.HasProperty("_SpecTex") ? mat.GetTexture("_SpecTex") as Texture2D : null;
            if (hadNormal && texNormal == null)
            {
                EditorUtility.DisplayDialog("错误", "[" + obj.name + "]材质包含法线贴图,添加的物体不包含!", "确定");
                return;
            }

            if (hadSpecular && texSpecular == null)
            {
                EditorUtility.DisplayDialog("错误", "[" + obj.name + "]材质包含高光贴图,添加的物体不包含!", "确定");
                return;
            }

            for (int j = 0; j < nodeList.Count; ++j)
            {
                CombinNode ti = nodeList[j];
                if (ti.meshs.Contains(mesh))
                {
                    EditorUtility.DisplayDialog("错误", "已经添加过包含此Mesh的物体了!", "确定");
                    return;
                }
            }
        }

        for (int i = 0; i < objects.Count; ++i)
        {
            GameObject obj  = objects[i];
            MeshFilter mf   = obj.GetComponent <MeshFilter>();
            Mesh       mesh = mf.sharedMesh;
            Renderer   rd   = obj.GetComponent <Renderer>();
            Material   mat  = rd.sharedMaterial;

            Texture2D texNormal   = mat.HasProperty("_Normal") ? mat.GetTexture("_Normal") as Texture2D : null;
            Texture2D texSpecular = mat.HasProperty("_SpecTex") ? mat.GetTexture("_SpecTex") as Texture2D : null;
            for (int j = 0; j < nodeList.Count; ++j)
            {
                CombinNode ti = nodeList[j];
                if (ti.texture == mat.mainTexture)
                {
                    ti.meshs.Add(mesh);
                    ti.objects.Add(obj);
                    focusedNode = ti;
                    return;
                }
            }

            CombinNode combinNode = new CombinNode();
            combinNode.texture         = mat.mainTexture as Texture2D;
            combinNode.textureNormal   = texNormal;
            combinNode.textureSpecular = texSpecular;
            combinNode.rect            = new Rect(0, 0, combinNode.texture.width, combinNode.texture.height);
            combinNode.path            = Path.GetDirectoryName(AssetDatabase.GetAssetPath(combinNode.texture));
            combinNode.objects.Add(obj);
            combinNode.meshs.Add(mesh);
            nodeList.Add(combinNode);
            focusedNode = combinNode;
        }
    }