Code cleaning of SvgToFlatMeshEditor

This commit is contained in:
Banane_Rotative
2025-11-15 15:22:06 +01:00
parent 69cc3542a6
commit 03b42a65e5

View File

@@ -9,15 +9,14 @@ using UnityEngine;
using UnityEditor;
using Unity.VectorGraphics; // From com.unity.vectorgraphics
public class SvgToFlatMeshEditor : EditorWindow
public class SvgToFlatMeshEditor : EditorWindow
{
TextAsset svgFile;
Material editorMaterial;
float pixelsPerUnit = 100.0f;
Transform parentTransform;
float meshScale = 1f;
VectorUtils.TessellationOptions tessOptions = new VectorUtils.TessellationOptions()
{
VectorUtils.TessellationOptions tessOptions = new VectorUtils.TessellationOptions() {
StepDistance = 1.0f,
MaxCordDeviation = 0.5f,
MaxTanAngleDeviation = 0.1f,
@@ -25,14 +24,12 @@ public class SvgToFlatMeshEditor : EditorWindow
};
[MenuItem("Tools/SVG → Flat Mesh Regions")]
static void OpenWindow()
{
static void OpenWindow() {
var w = GetWindow<SvgToFlatMeshEditor>("SVG → Flat Mesh");
w.minSize = new Vector2(460, 320);
}
void OnGUI()
{
void OnGUI() {
EditorGUILayout.LabelField("SVG → Flat Mesh (separate GameObjects per fill color)", EditorStyles.boldLabel);
EditorGUILayout.Space();
@@ -44,27 +41,22 @@ public class SvgToFlatMeshEditor : EditorWindow
EditorGUILayout.Space();
EditorGUILayout.LabelField("Tessellation Options", EditorStyles.boldLabel);
tessOptions.StepDistance = EditorGUILayout.FloatField("Step Distance", tessOptions.StepDistance);
tessOptions.MaxCordDeviation = EditorGUILayout.FloatField("Max Cord Deviation", tessOptions.MaxCordDeviation);
tessOptions.MaxTanAngleDeviation = EditorGUILayout.FloatField("Max Tan Angle Deviation", tessOptions.MaxTanAngleDeviation);
tessOptions.SamplingStepSize = EditorGUILayout.FloatField("Sampling Step Size", tessOptions.SamplingStepSize);
tessOptions.StepDistance = EditorGUILayout.FloatField(new GUIContent("Step Distance", "From manual: The uniform tessellation step distance."), tessOptions.StepDistance);
tessOptions.MaxCordDeviation = EditorGUILayout.FloatField(new GUIContent("Max Cord Deviation", "From manual: The maximum distance on the cord to a straight line between to points after which more tessellation will be generated"), tessOptions.MaxCordDeviation);
tessOptions.MaxTanAngleDeviation = EditorGUILayout.FloatField(new GUIContent("Max Tan Angle Deviation", "From manual: The maximum angle (in degrees) between the curve tangent and the next point after which more tessellation will be generated"), tessOptions.MaxTanAngleDeviation);
tessOptions.SamplingStepSize = EditorGUILayout.FloatField(new GUIContent("Sampling Step Size", "From manual: The number of samples used internally to evaluate the curves. More samples = higher quality. Should be between 0 and 1 (inclusive)"), tessOptions.SamplingStepSize);
EditorGUILayout.Space();
if (GUILayout.Button("Generate Meshes from SVG"))
{
if (svgFile == null)
{
if (GUILayout.Button("Generate Meshes from SVG")) {
if (svgFile == null) {
EditorUtility.DisplayDialog("Error", "Please assign an SVG (.svg) TextAsset.", "OK");
}
else
{
try
{
else {
try {
GenerateMeshesFromSVG();
}
catch (Exception e)
{
catch (Exception e) {
Debug.LogException(e);
EditorUtility.DisplayDialog("Error", "Exception: " + e.Message, "OK");
}
@@ -72,22 +64,19 @@ public class SvgToFlatMeshEditor : EditorWindow
}
EditorGUILayout.Space();
EditorGUILayout.HelpBox("This tool creates one GameObject per fill-color region in the SVG. Each GameObject receives a MeshRenderer + MeshFilter and, optionally, a MeshCollider. Output meshes lie flat on the XZ plane (Y = 0).", MessageType.Info);
EditorGUILayout.HelpBox("This tool creates one GameObject per fill-color region in the SVG. Each GameObject receives a MeshRenderer + MeshFilter and a MeshCollider. Output meshes lie flat on the XZ plane (Y = 0).", MessageType.Info);
}
void GenerateMeshesFromSVG()
{
void GenerateMeshesFromSVG() {
// Parse SVG
var svgText = svgFile.text;
if (string.IsNullOrEmpty(svgText))
{
if (string.IsNullOrEmpty(svgText)) {
EditorUtility.DisplayDialog("Error", "SVG file is empty.", "OK");
return;
}
var sceneInfo = SVGParser.ImportSVG(new StringReader(svgText));
if (sceneInfo.Equals(default(SVGParser.SceneInfo)) || sceneInfo.Scene == null)
{
if (sceneInfo.Equals(default(SVGParser.SceneInfo)) || sceneInfo.Scene == null) {
EditorUtility.DisplayDialog("Error", "Failed to import SVG. Make sure the file is valid and Vector Graphics package is installed.", "OK");
return;
}
@@ -99,19 +88,19 @@ public class SvgToFlatMeshEditor : EditorWindow
TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor);
if (shapesByColor.Count == 0)
{
if (shapesByColor.Count == 0) {
EditorUtility.DisplayDialog("Result", "No filled shapes found in the SVG.", "OK");
return;
}
// Create parent container
GameObject container = new GameObject(Path.GetFileNameWithoutExtension(svgFile.name) + "_SVG_Meshes");
if (parentTransform != null) container.transform.SetParent(parentTransform, false);
if (parentTransform != null) {
container.transform.SetParent(parentTransform, false);
}
// For each color group, tessellate shapes into geometry and build a mesh
foreach (var kv in shapesByColor)
{
foreach (var kv in shapesByColor) {
Color color = kv.Key;
List<SceneNodeShapeEntry> entries = kv.Value;
@@ -120,11 +109,9 @@ public class SvgToFlatMeshEditor : EditorWindow
tmpScene.Root = new SceneNode();
tmpScene.Root.Children = new List<SceneNode>();
foreach (var entry in entries)
{
foreach (var entry in entries) {
// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
SceneNode copyNode = new SceneNode()
{
SceneNode copyNode = new SceneNode() {
Transform = entry.Node.Transform, // keep transform
Shapes = new List<Shape>() { entry.Shape }
};
@@ -134,8 +121,7 @@ public class SvgToFlatMeshEditor : EditorWindow
// Tessellate the tmpScene
var geoms = VectorUtils.TessellateScene(tmpScene, tessOptions);
if (geoms == null || geoms.Count == 0)
{
if (geoms == null || geoms.Count == 0) {
Debug.LogWarning($"No geometry generated for color {color} (skipping).");
continue;
}
@@ -153,15 +139,13 @@ public class SvgToFlatMeshEditor : EditorWindow
var mr = go.AddComponent<MeshRenderer>();
if (editorMaterial != null)
{
if (editorMaterial != null) {
// instantiate a material so each region can have its own color without overwriting the original asset
Material matInstance = new Material(editorMaterial);
matInstance.color = color;
mr.sharedMaterial = matInstance;
}
else
{
else {
// Create a quick default material
var mat = new Material(Shader.Find("Standard"));
mat.color = color;
@@ -185,32 +169,30 @@ public class SvgToFlatMeshEditor : EditorWindow
}
// Recursively traverse scene nodes and collect filled shapes
void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor)
{
if (node == null) return;
void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor) {
if (node == null) {
return;
}
// Combine transforms (VectorGraphics uses Matrix2D)
Matrix2D currentTransform = parentTransform * node.Transform;
if (node.Shapes != null && node.Shapes.Count > 0)
{
foreach (var shape in node.Shapes)
{
if (shape == null) continue;
if (node.Shapes != null && node.Shapes.Count > 0) {
foreach (var shape in node.Shapes) {
if (shape == null) {
continue;
}
// Only treat fills (SolidFill)
if (shape.Fill is SolidFill sf)
{
if (shape.Fill is SolidFill sf) {
Color col = sf.Color;
// Note: color comes as linear RGBA. Convert to Unity's Color (already same type)
if (!shapesByColor.TryGetValue(col, out List<SceneNodeShapeEntry> list))
{
if (!shapesByColor.TryGetValue(col, out List<SceneNodeShapeEntry> list)) {
list = new List<SceneNodeShapeEntry>();
shapesByColor[col] = list;
}
// Store the shape together with a node that carries the proper transform
SceneNode fakeNode = new SceneNode()
{
SceneNode fakeNode = new SceneNode() {
Transform = currentTransform,
Shapes = new List<Shape>() { shape }
};
@@ -219,28 +201,27 @@ public class SvgToFlatMeshEditor : EditorWindow
}
}
if (node.Children != null && node.Children.Count > 0)
{
foreach (var c in node.Children)
if (node.Children != null && node.Children.Count > 0) {
foreach (var c in node.Children) {
TraverseAndCollectShapes(c, currentTransform, shapesByColor);
}
}
}
// Build a Mesh from VectorUtils.Geometry list
Mesh BuildMeshFromGeometries(List<VectorUtils.Geometry> geoms, Vector2 geomsCenter, float globalScale)
{
Mesh BuildMeshFromGeometries(List<VectorUtils.Geometry> geoms, Vector2 geomsCenter, float globalScale) {
var verts = new List<Vector3>();
var uvs = new List<Vector2>();
var indices = new List<int>();
int baseIndex = 0;
foreach (var g in geoms)
{
if (g == null || g.Vertices == null || g.Indices == null) continue;
foreach (var g in geoms) {
if (g == null || g.Vertices == null || g.Indices == null) {
continue;
}
// Add vertices (VectorUtils uses Vector2 for geometry XY)
for (int i = 0; i < g.Vertices.Length; i++)
{
for (int i = 0; i < g.Vertices.Length; i++) {
var v2 = g.Vertices[i];
// Map XY -> XZ plane; Y = 0
@@ -248,15 +229,16 @@ public class SvgToFlatMeshEditor : EditorWindow
verts.Add(v3);
// UVs: If geometry provides UV, use it; otherwise use XY mapped to UV
if (g.UVs != null && g.UVs.Length == g.Vertices.Length)
if (g.UVs != null && g.UVs.Length == g.Vertices.Length) {
uvs.Add(g.UVs[i]);
else
}
else {
uvs.Add(new Vector2(v2.x, -v2.y));
}
}
// Add indices (triangles)
for (int i = 0; i < g.Indices.Length; i += 3)
{
for (int i = 0; i < g.Indices.Length; i += 3) {
// VectorUtils yields triangles in clockwise winding
// Unity is supposed to use clockwise as well, but in practice we find we need to flip the order to get correct facing.
indices.Add(baseIndex + g.Indices[i + 1]);
@@ -282,34 +264,28 @@ public class SvgToFlatMeshEditor : EditorWindow
}
// Helper to produce a safe string for color names
string ColorToName(Color c)
{
string ColorToName(Color c) {
// Try to present RGBA hex
Color32 cc = c;
return $"{cc.r:X2}{cc.g:X2}{cc.b:X2}{(cc.a < 255 ? cc.a.ToString("X2") : "")}";
}
// Small helper type to keep a shape and associated node (with transform)
class SceneNodeShapeEntry
{
class SceneNodeShapeEntry {
public SceneNode Node;
public Shape Shape;
}
// Simple color comparer for use as Dictionary key
class ColorEqualityComparer : IEqualityComparer<Color>
{
public bool Equals(Color x, Color y)
{
class ColorEqualityComparer : IEqualityComparer<Color> {
public bool Equals(Color x, Color y) {
// Compare with exactness; you could add tolerance if you want near-colors grouped
return Mathf.Approximately(x.r, y.r) && Mathf.Approximately(x.g, y.g) &&
Mathf.Approximately(x.b, y.b) && Mathf.Approximately(x.a, y.a);
}
public int GetHashCode(Color obj)
{
unchecked
{
public int GetHashCode(Color obj) {
unchecked {
int hash = 17;
hash = hash * 23 + Mathf.RoundToInt(obj.r * 255f);
hash = hash * 23 + Mathf.RoundToInt(obj.g * 255f);