/// <summary> /// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed. /// </summary> static bool PackTextures(Texture2D tex, List <SpriteEntry> sprites) { Texture2D[] textures = new Texture2D[sprites.Count]; Rect[] rects; #if UNITY_3_5 || UNITY_4_0 int maxSize = 4096; #else int maxSize = SystemInfo.maxTextureSize; #endif #if UNITY_ANDROID || UNITY_IPHONE maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048); #endif if (NGUISettings.unityPacking) { for (int i = 0; i < sprites.Count; ++i) { textures[i] = sprites[i].tex; } rects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize); } else { sprites.Sort(Compare); for (int i = 0; i < sprites.Count; ++i) { textures[i] = sprites[i].tex; } rects = UITexturePackerNGUI.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize); } for (int i = 0; i < sprites.Count; ++i) { Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true); // Apparently Unity can take the liberty of destroying temporary textures without any warning if (textures[i] == null) { return(false); } // Make sure that we don't shrink the textures if (Mathf.RoundToInt(rect.width) != textures[i].width) { return(false); } SpriteEntry se = sprites[i]; se.x = Mathf.RoundToInt(rect.x); se.y = Mathf.RoundToInt(rect.y); se.width = Mathf.RoundToInt(rect.width); se.height = Mathf.RoundToInt(rect.height); } return(true); }
public static Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize) { if (width > maxSize && height > maxSize) return null; if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; } // Force square by sizing up if (NGUISettings.forceSquareAtlas) { if (width > height) height = width; else if (height > width) width = height; } UITexturePackerNGUI bp = new UITexturePackerNGUI(width, height, false); Storage[] storage = new Storage[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) continue; Rect rect = new Rect(); int xPadding = 1; int yPadding = 1; for (xPadding = 1; xPadding >= 0; --xPadding) { for (yPadding = 1; yPadding >= 0; --yPadding) { rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding), UITexturePackerNGUI.FreeRectChoiceHeuristic.RectBestAreaFit); if (rect.width != 0 && rect.height != 0) break; // After having no padding if it still doesn't fit -- increase texture size. else if (xPadding == 0 && yPadding == 0) { return PackTextures(texture, textures, width * (width <= height ? 2 : 1), height * (height < width ? 2 : 1), padding, maxSize); } } if (rect.width != 0 && rect.height != 0) break; } storage[i] = new Storage(); storage[i].rect = rect; storage[i].paddingX = (xPadding != 0); storage[i].paddingY = (yPadding != 0); } texture.Resize(width, height); texture.SetPixels(new Color[width * height]); // The returned rects Rect[] rects = new Rect[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) continue; Rect rect = storage[i].rect; int xPadding = (storage[i].paddingX ? padding : 0); int yPadding = (storage[i].paddingY ? padding : 0); Color[] colors = tex.GetPixels(); // Would be used to rotate the texture if need be. if (rect.width != tex.width + xPadding) { Color[] newColors = tex.GetPixels(); for (int x = 0; x < rect.width; x++) { for (int y = 0; y < rect.height; y++) { int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width; newColors[x + y * (int)rect.width] = colors[prevIndex]; } } colors = newColors; } texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors); rect.x /= width; rect.y /= height; rect.width = (rect.width - xPadding) / width; rect.height = (rect.height - yPadding) / height; rects[i] = rect; } texture.Apply(); return rects; }
public static Rect[] PackTextures(Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize) { if (width > maxSize && height > maxSize) { return(null); } if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; } // Force square by sizing up if (NGUISettings.forceSquareAtlas) { if (width > height) { height = width; } else if (height > width) { width = height; } } UITexturePackerNGUI bp = new UITexturePackerNGUI(width, height, false); Storage[] storage = new Storage[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) { continue; } Rect rect = new Rect(); int xPadding = 1; int yPadding = 1; for (xPadding = 1; xPadding >= 0; --xPadding) { for (yPadding = 1; yPadding >= 0; --yPadding) { rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding), UITexturePackerNGUI.FreeRectChoiceHeuristic.RectBestAreaFit); if (rect.width != 0 && rect.height != 0) { break; } // After having no padding if it still doesn't fit -- increase texture size. else if (xPadding == 0 && yPadding == 0) { return(PackTextures(texture, textures, width * (width <= height ? 2 : 1), height * (height < width ? 2 : 1), padding, maxSize)); } } if (rect.width != 0 && rect.height != 0) { break; } } storage[i] = new Storage(); storage[i].rect = rect; storage[i].paddingX = (xPadding != 0); storage[i].paddingY = (yPadding != 0); } texture.Resize(width, height); texture.SetPixels(new Color[width * height]); // The returned rects Rect[] rects = new Rect[textures.Length]; for (int i = 0; i < textures.Length; i++) { Texture2D tex = textures[i]; if (!tex) { continue; } Rect rect = storage[i].rect; int xPadding = (storage[i].paddingX ? padding : 0); int yPadding = (storage[i].paddingY ? padding : 0); Color[] colors = tex.GetPixels(); // Would be used to rotate the texture if need be. if (rect.width != tex.width + xPadding) { Color[] newColors = tex.GetPixels(); for (int x = 0; x < rect.width; x++) { for (int y = 0; y < rect.height; y++) { int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width; newColors[x + y * (int)rect.width] = colors[prevIndex]; } } colors = newColors; } texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors); rect.x /= width; rect.y /= height; rect.width = (rect.width - xPadding) / width; rect.height = (rect.height - yPadding) / height; rects[i] = rect; } texture.Apply(); return(rects); }