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