Exemplo n.º 1
0
    public void ApplyToTangents()
    {
        List <VPaintObject> vcs = new List <VPaintObject>();

        foreach (var t in colorers)
        {
            var cols = t.GetComponentsInChildren <VPaintObject>();
            foreach (var vc in cols)
            {
                if (!vcs.Contains(vc))
                {
                    vcs.Add(vc);
                }
            }
        }

        foreach (var vc in vcs)
        {
            var data = paintLayer.Get(vc);
            if (data == null)
            {
                continue;
            }
            vc.SetTangents(data.colors);
        }
    }
Exemplo n.º 2
0
    void LoadLayer(VPaintLayer layer, List <VPaintObject> affectedColorers)
    {
        foreach (var vc in colorers)
        {
            if (!vc)
            {
                continue;
            }

            var paintData = layer.Get(vc);
            if (paintData != null)
            {
                PaintObject(vc, layer, paintData);
                if (!affectedColorers.Contains(vc))
                {
                    affectedColorers.Add(vc);
                }
            }
        }
    }
Exemplo n.º 3
0
    void CenterPanel()
    {
        GUI.enabled = selectedObjects.Count == 1;
        if (GUILayout.Button("< Copy"))
        {
            VPaintLayer layer = null;
            if (copyLayer == 0)
            {
                layer = currentLayer;
            }
            if (copyLayer == 1)
            {
                layer = currentLayerStack.GetMergedLayer();
            }
            int selectedObj = -1;
            foreach (var so in selectedObjects)
            {
                selectedObj = so;
            }
            var obj = VPaint.Instance.objectInfo[selectedObj].vpaintObject;
            var pd  = layer.Get(obj);
            if (pd == null)
            {
                Debug.LogError("Could not copy VPaint object, it has no paint data!");
            }
            else
            {
                AddToClipboard(pd.colors, pd.transparency, obj.name);
            }
        }
        GUI.enabled = true;

        GUILayout.Space(20);

        GUI.enabled = selectedObjects.Count != 0 && selectedClipboardItem != -1;

        if (GUI.enabled)
        {
            var clipData = clipboard[selectedClipboardItem];
            foreach (var so in selectedObjects)
            {
                var obj = VPaint.Instance.objectInfo[so].vpaintObject;
                GUI.enabled &= obj.GetMeshInstance().vertices.Length == clipData.colors.Length;
            }
        }

        if (GUILayout.Button("Paste >"))
        {
            VPaint.Instance.PushUndo("Paste Colors");
            var clipData = clipboard[selectedClipboardItem];

            if (pasteLayer == 0)
            {
                foreach (var so in selectedObjects)
                {
                    var obj = VPaint.Instance.objectInfo[so].vpaintObject;

                    var pd = currentLayer.GetOrCreate(obj);
                    pd.colors       = clipData.colors;
                    pd.transparency = clipData.transparency;
                }
            }
            if (pasteLayer == 1)
            {
                var layer = new VPaintLayer();
                foreach (var so in selectedObjects)
                {
                    var obj = VPaint.Instance.objectInfo[so].vpaintObject;
                    layer.paintData.Add(
                        new VPaintVertexData()
                    {
                        colorer      = obj,
                        colors       = clipData.colors,
                        transparency = clipData.transparency
                    }
                        );
                }
                currentLayerStack.layers.Add(layer);
            }
            VPaint.Instance.ReloadLayers();
        }
        GUI.enabled = true;
    }
    public void ImportTexture(bool preview)
    {
        try
        {
            var   objectSizes = new Dictionary <VPaintObject, float>();
            float objectMax   = 0f;

            foreach (VPaintObject vc in VPaint.Instance.maskedVPaintObjects())
            {
                if (!vc)
                {
                    continue;
                }
                Bounds b    = vc.GetMeshInstance().bounds;
                float  size = (b.max - b.min).magnitude;
                objectMax = Mathf.Max(objectMax, size);
                objectSizes.Add(vc, size);
            }

            bool overwriteExistingLayer = Settings.targetLayer == 1;

            VPaintLayer             layer     = overwriteExistingLayer ? currentLayer.Clone() : new VPaintLayer();
            List <VPaintVertexData> paintData = new List <VPaintVertexData>();
            foreach (var vc in VPaint.Instance.maskedVPaintObjects())
            {
                if (!vc)
                {
                    continue;
                }
                if (!IsValid(vc))
                {
                    continue;
                }

                Texture2D tx = GetTexture(vc);

                string          texPath  = AssetDatabase.GetAssetPath(tx);
                TextureImporter importer = TextureImporter.GetAtPath(texPath) as TextureImporter;
                if (!importer.isReadable)
                {
                    importer.isReadable = true;
                    AssetDatabase.ImportAsset(texPath, ImportAssetOptions.ForceUpdate);
                }

                VPaintVertexData pd  = new VPaintVertexData();
                Mesh             m   = vc.GetMeshInstance();
                Vector2[]        uvs = GetUVs(m);
                pd.colors       = new Color[uvs.Length];
                pd.transparency = new float[uvs.Length];
                Vector2 txSize = new Vector2(tx.width, tx.height);
                Func <Vector2, Vector2> uvTransformation = GetUVTransformation(vc);

                for (int i = 0; i < pd.colors.Length; i++)
                {
                    if (EditorUtility.DisplayCancelableProgressBar("Sampling...", "Sampling texture onto '" + vc.name + "'", (float)i / pd.colors.Length))
                    {
                        EditorUtility.ClearProgressBar();
                        return;
                    }

                    Vector2 uv              = uvs[i];
                    Vector2 normalizedPos   = uvTransformation(uv);
                    Vector2 pixelPos        = Vector2.Scale(normalizedPos, txSize);
                    var     samplePositions = new List <Vector2>();
                    int     sampleRadius    = Settings.sampleRadius;
                    sampleRadius = Mathf.RoundToInt(sampleRadius * Mathf.Clamp01(objectSizes[vc] / objectMax));
                    if (sampleRadius == 0)
                    {
                        samplePositions.Add(pixelPos);
                    }
                    else
                    {
                        for (int r = -sampleRadius; r <= sampleRadius; r++)
                        {
                            float f   = Mathf.Cos((((r / sampleRadius) + 1) / 2) * Mathf.PI);
                            int   div = Mathf.RoundToInt(f * sampleRadius);
                            for (int y = -div; y <= div; y++)
                            {
                                samplePositions.Add(pixelPos + new Vector2(r, y));
                            }
                        }
                    }
                    float cr = 0;
                    float cg = 0;
                    float cb = 0;
                    float ca = 0;
                    foreach (Vector2 v in samplePositions)
                    {
                        Color c = tx.GetPixelBilinear((int)v.x / txSize.x, (int)v.y / txSize.y);
                        cr += c.r;
                        cg += c.g;
                        cb += c.b;
                        ca += c.a;
                    }
                    int count = samplePositions.Count;
                    cr /= count;
                    cg /= count;
                    cb /= count;
                    ca /= count;

                    Color col = new Color();
                    if (Settings.swizzleR != -1)
                    {
                        col[Settings.swizzleR] = cr;
                    }
                    if (Settings.swizzleG != -1)
                    {
                        col[Settings.swizzleG] = cg;
                    }
                    if (Settings.swizzleB != -1)
                    {
                        col[Settings.swizzleB] = cb;
                    }
                    if (Settings.swizzleA != -1)
                    {
                        col[Settings.swizzleA] = ca;
                    }

                    col = PostProcessColor(col);

                    pd.colors[i]       = col;
                    pd.transparency[i] = Settings.importOpacity;
                }

                pd.vpaintObject = vc;

                paintData.Add(pd);
            }
            if (paintData.Count != 0)
            {
                layer.paintData = paintData;
            }

            if (Settings.blurRadius != 0)
            {
                var colorsToApply = new Dictionary <VPaintVertexData, Color[]>();
                foreach (var vc in VPaint.Instance.maskedVPaintObjects())
                {
                    var vcrenderer = vc.GetComponent <Renderer>();
                    if (!vcrenderer)
                    {
                        continue;
                    }
                    var data = layer.Get(vc);
                    if (data == null)
                    {
                        continue;
                    }

                    var colors = new Color[data.colors.Length];
                    var verts  = vc.GetMeshInstance().vertices;

                    var checkBounds = vcrenderer.bounds;
                    checkBounds.Expand(Settings.blurRadius);

                    var checkColorers = new List <VPaintVertexData>();
                    foreach (var vc2 in VPaint.Instance.maskedVPaintObjects())
                    {
                        var vc2renderer = vc2.GetComponent <Renderer>();
                        if (!vc2renderer)
                        {
                            continue;
                        }

                        var b = vc2renderer.bounds;
                        b.Expand(Settings.blurRadius);
                        if (!checkBounds.Intersects(b))
                        {
                            continue;
                        }

                        var data2 = layer.Get(vc2);
                        if (data2 == null)
                        {
                            continue;
                        }

                        checkColorers.Add(data2);
                    }

                    for (int i = 0; i < colors.Length; i++)
                    {
                        EditorUtility.DisplayProgressBar("Blurring...", "Blurring imported colors on '" + vc.name + "'", (float)i / colors.Length);

                        var color   = data.colors[i];
                        var colorV4 = new Vector4(color.r, color.g, color.b, color.a);

                        Vector4 composite = colorV4;
                        float   factor    = 1f;

                        var v = verts[i];

                        foreach (var data2 in checkColorers)
                        {
//							var vc2 = data2.colorer;
//							var verts2 = vc2.GetMeshInstance().vertices;
                            var vp = data2.vpaintObject as VPaintObject;
                            if (!vp)
                            {
                                continue;
                            }
                            var verts2  = vp.GetVertices();
                            var colors2 = data2.colors;

                            for (int d = 0; d < colors2.Length; d++)
                            {
                                var v2   = verts2[d];
                                var dist = Vector3.Distance(v, v2);

                                if (Settings.blurRadius < dist)
                                {
                                    continue;
                                }

                                float fac = 1 - dist / Settings.blurRadius;

                                var col   = colors2[d];
                                var colV4 = new Vector4(col.r, col.g, col.b, col.a);

                                float dot = Vector4.Dot(colorV4, colV4);

                                fac *= 1 - Mathf.Clamp01(Settings.blurThreshhold / dot);

                                composite += colV4 * fac;
                                factor    += fac;
                            }
                        }
                        colors[i] = (Color)(composite / factor);
                    }

                    colorsToApply.Add(data, colors);
                }

                foreach (var kvp in colorsToApply)
                {
                    kvp.Key.colors = kvp.Value;
                }
            }

            VPaint.Instance.PushUndo("Import Texture");
            layer.blendMode = VPaintBlendMode.Opaque;
            if (preview)
            {
                VPaint.Instance.LoadLayer(layer);
            }
            else
            {
                if (overwriteExistingLayer)
                {
                    VPaint.Instance.layerStack.layers[VPaint.Instance._currentPaintLayer] = layer;
                }
                else
                {
                    VPaint.Instance.layerStack.layers.Add(layer);
                }
                VPaint.Instance.ReloadLayers();
            }
        }
        finally
        {
            EditorUtility.ClearProgressBar();
        }
    }