mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
236 lines
9.6 KiB
C#
236 lines
9.6 KiB
C#
using UnityEditor;
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using UnityEngine;
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using UnityEditor.Sprites;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityEditor.U2D
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{
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public static class EditorSpriteGUIUtility
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{
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public enum FitMode
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{
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BestFit,
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FitHorizontal,
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FitVertical,
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Fill,
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Tiled
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}
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private static Material s_SpriteMaterial;
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public static Material spriteMaterial
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{
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get
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{
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if (s_SpriteMaterial == null)
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{
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s_SpriteMaterial = new Material(Shader.Find("Hidden/InternalSpritesInspector"));
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s_SpriteMaterial.hideFlags = HideFlags.DontSave;
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}
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s_SpriteMaterial.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f);
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return s_SpriteMaterial;
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}
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}
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public static Texture GetOriginalSpriteTexture(Sprite sprite)
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{
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return UnityEditor.Sprites.SpriteUtility.GetSpriteTexture(sprite, false);
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}
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public static Vector2[] GetOriginalSpriteUvs(Sprite sprite)
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{
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return UnityEditor.Sprites.SpriteUtility.GetSpriteUVs(sprite, false);
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}
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public static void DrawSpriteInRectPrepare(Rect rect, Sprite sprite, FitMode fitMode, bool excludeBorders, bool forceQuad, Mesh mesh)
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{
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var vertices = new List<Vector3>();
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var uvs = new List<Vector2>();
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var indices = new List<int>();
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mesh.Clear();
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if (!sprite)
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{
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mesh.UploadMeshData(false);
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return;
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}
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Vector2 scale = Vector2.one;
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Rect spriteRect = sprite.textureRect;
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Vector2 bottomLeftBorderOffset = sprite.rect.position + new Vector2(sprite.border.x, sprite.border.y) - spriteRect.position;
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Vector2 topRightBorderOffset = new Vector2(sprite.border.z, sprite.border.w) + (spriteRect.position + spriteRect.size) - (sprite.rect.position + sprite.rect.size);
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if (excludeBorders)
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{
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forceQuad = true;
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spriteRect.position = spriteRect.position + bottomLeftBorderOffset;
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spriteRect.size = spriteRect.size - bottomLeftBorderOffset - topRightBorderOffset;
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}
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bool tiled = false;
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if (fitMode == FitMode.Tiled)
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{
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tiled = true;
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forceQuad = true;
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fitMode = FitMode.BestFit;
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}
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if (fitMode == FitMode.BestFit)
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{
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float spriteRatio = spriteRect.width / spriteRect.height;
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float frameRatio = rect.width / rect.height;
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if (spriteRatio < frameRatio)
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fitMode = FitMode.FitVertical;
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else
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fitMode = FitMode.FitHorizontal;
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}
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if (fitMode == FitMode.FitHorizontal)
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scale = Vector2.one * (rect.width / spriteRect.width);
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if (fitMode == FitMode.FitVertical)
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scale = Vector2.one * (rect.height / spriteRect.height);
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if (fitMode == FitMode.Fill)
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{
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scale.x = rect.width / spriteRect.width;
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scale.y = rect.height / spriteRect.height;
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}
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Texture spriteTexture = GetOriginalSpriteTexture(sprite);
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if (spriteTexture == null)
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return;
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if (forceQuad)
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{
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Vector2 uvScale = new Vector2(1f / spriteTexture.width, 1f / spriteTexture.height);
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Vector2 uvPos = Vector2.Scale(spriteRect.position, uvScale);
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Vector2 uvSize = Vector2.Scale(spriteRect.size, uvScale);
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Vector2 uv0 = uvPos;
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Vector2 uv1 = uvPos + Vector2.up * uvSize.y;
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Vector2 uv2 = uvPos + Vector2.right * uvSize.x;
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Vector2 uv3 = uvPos + uvSize;
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Vector3 v0 = new Vector3(uv0.x * spriteTexture.width - spriteRect.position.x - spriteRect.width * 0.5f, uv0.y * spriteTexture.height - spriteRect.position.y - spriteRect.height * 0.5f, 0f);
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Vector3 v1 = new Vector3(uv1.x * spriteTexture.width - spriteRect.position.x - spriteRect.width * 0.5f, uv1.y * spriteTexture.height - spriteRect.position.y - spriteRect.height * 0.5f, 0f);
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Vector3 v2 = new Vector3(uv2.x * spriteTexture.width - spriteRect.position.x - spriteRect.width * 0.5f, uv2.y * spriteTexture.height - spriteRect.position.y - spriteRect.height * 0.5f, 0f);
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Vector3 v3 = new Vector3(uv3.x * spriteTexture.width - spriteRect.position.x - spriteRect.width * 0.5f, uv3.y * spriteTexture.height - spriteRect.position.y - spriteRect.height * 0.5f, 0f);
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v0 = Vector3.Scale(v0, scale);
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v1 = Vector3.Scale(v1, scale);
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v2 = Vector3.Scale(v2, scale);
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v3 = Vector3.Scale(v3, scale);
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//TODO: Support vertical tiling when horizontal fitted
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if (tiled && fitMode == FitMode.FitVertical)
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{
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Vector2 scaledRectSize = Vector2.Scale(rect.size, new Vector2(1f / scale.x, 1f / scale.y));
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float halfDistanceToFill = (scaledRectSize.x - spriteRect.width) * 0.5f;
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int halfFillSegmentCount = (int)Mathf.Ceil(halfDistanceToFill / spriteRect.width);
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int segmentCount = halfFillSegmentCount * 2 + 1;
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int vertexCount = segmentCount * 4;
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vertices.Capacity = vertexCount;
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uvs.Capacity = vertexCount;
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indices.Capacity = vertexCount;
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Vector3 offset = Vector3.zero;
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Vector3 offsetStep = Vector3.Scale(Vector3.right * spriteRect.width, scale);
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float distanceStep = spriteRect.width;
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float distanceToFill = halfDistanceToFill + distanceStep;
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int vertexIndex = 0;
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for (int i = 0; i <= halfFillSegmentCount; ++i)
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{
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float t = Mathf.Clamp01(distanceToFill / spriteRect.width);
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uvs.Add(uv0);
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uvs.Add(uv1);
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uvs.Add(Vector3.Lerp(uv0, uv2, t));
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uvs.Add(Vector3.Lerp(uv1, uv3, t));
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vertices.Add(v0 + offset);
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vertices.Add(v1 + offset);
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vertices.Add(Vector3.Lerp(v0, v2, t) + offset);
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vertices.Add(Vector3.Lerp(v1, v3, t) + offset);
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indices.Add(vertexIndex);
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indices.Add(vertexIndex + 2);
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indices.Add(vertexIndex + 1);
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indices.Add(vertexIndex + 2);
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indices.Add(vertexIndex + 3);
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indices.Add(vertexIndex + 1);
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vertexIndex += 4;
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if (i > 0)
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{
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uvs.Add(Vector2.Lerp(uv0, uv2, 1f - t));
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uvs.Add(Vector2.Lerp(uv1, uv3, 1f - t));
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uvs.Add(uv2);
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uvs.Add(uv3);
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vertices.Add(Vector3.Lerp(v0, v2, 1f - t) - offset);
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vertices.Add(Vector3.Lerp(v1, v3, 1f - t) - offset);
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vertices.Add(v2 - offset);
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vertices.Add(v3 - offset);
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indices.Add(vertexIndex);
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indices.Add(vertexIndex + 2);
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indices.Add(vertexIndex + 1);
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indices.Add(vertexIndex + 2);
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indices.Add(vertexIndex + 3);
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indices.Add(vertexIndex + 1);
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vertexIndex += 4;
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}
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offset += offsetStep;
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distanceToFill -= distanceStep;
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}
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}
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else
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{
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vertices.AddRange(new Vector3[] { v0, v1, v2, v3 });
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uvs.AddRange(new Vector2[] { uv0, uv1, uv2, uv3 });
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indices.AddRange(new int[] { 0, 2, 1, 2, 3, 1 });
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}
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}
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else
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{
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ushort[] triangles = sprite.triangles;
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indices.Capacity = triangles.Length;
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for (int i = 0; i < triangles.Length; ++i)
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indices.Add((int)triangles[i]);
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uvs.AddRange(GetOriginalSpriteUvs(sprite));
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vertices.Capacity = uvs.Count;
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for (int i = 0; i < uvs.Count; ++i)
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{
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Vector3 v = new Vector3(uvs[i].x * spriteTexture.width - spriteRect.position.x - spriteRect.width * 0.5f, uvs[i].y * spriteTexture.height - spriteRect.position.y - spriteRect.height * 0.5f, 0f);
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vertices.Add(Vector3.Scale(v, scale));
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}
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}
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mesh.SetVertices(vertices);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(indices, 0);
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mesh.UploadMeshData(false);
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}
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public static void DrawMesh(Mesh mesh, Material material, Vector3 position, Quaternion rotation, Vector3 scale)
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{
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if (Event.current.type != EventType.Repaint)
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return;
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Matrix4x4 matrix = new Matrix4x4();
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matrix.SetTRS(position, rotation, scale);
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material.SetPass(0);
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Graphics.DrawMeshNow(mesh, matrix);
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}
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}
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}
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