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https://github.com/appen-isen/jeu-sans-image.git
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321 lines
12 KiB
C#
321 lines
12 KiB
C#
// SvgToFlatMeshEditor.cs
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// Save to Assets/Editor/
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// Requires com.unity.vectorgraphics package.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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using Unity.VectorGraphics; // From com.unity.vectorgraphics
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public class SvgToFlatMeshEditor : EditorWindow
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{
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TextAsset svgFile;
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float pixelsPerUnit = 100.0f;
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Vector2 scale = Vector2.one;
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Material defaultMaterial;
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Transform parentTransform;
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bool generateColliders = true;
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float meshScale = 1f;
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VectorUtils.TessellationOptions tessOptions = new VectorUtils.TessellationOptions()
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{
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StepDistance = 1.0f,
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MaxCordDeviation = 0.5f,
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MaxTanAngleDeviation = 0.1f,
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SamplingStepSize = 0.01f
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};
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[MenuItem("Tools/SVG → Flat Mesh Regions")]
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static void OpenWindow()
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{
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var w = GetWindow<SvgToFlatMeshEditor>("SVG → Flat Mesh");
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w.minSize = new Vector2(460, 320);
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}
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void OnGUI()
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{
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EditorGUILayout.LabelField("SVG → Flat Mesh (separate GameObjects per fill color)", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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svgFile = (TextAsset)EditorGUILayout.ObjectField("SVG File (.svg)", svgFile, typeof(TextAsset), false);
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pixelsPerUnit = EditorGUILayout.FloatField(new GUIContent("Pixels Per Unit", "Rasterization scale used by VectorUtils. Higher = more detail"), pixelsPerUnit);
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meshScale = EditorGUILayout.FloatField(new GUIContent("Global Mesh Scale", "Scale applied to resulting mesh in world units"), meshScale);
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defaultMaterial = (Material)EditorGUILayout.ObjectField("Default Material", defaultMaterial, typeof(Material), false);
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parentTransform = (Transform)EditorGUILayout.ObjectField("Parent Transform", parentTransform, typeof(Transform), true);
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generateColliders = EditorGUILayout.Toggle("Generate MeshColliders", generateColliders);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Tessellation Options", EditorStyles.boldLabel);
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tessOptions.StepDistance = EditorGUILayout.FloatField("Step Distance", tessOptions.StepDistance);
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tessOptions.MaxCordDeviation = EditorGUILayout.FloatField("Max Cord Deviation", tessOptions.MaxCordDeviation);
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tessOptions.MaxTanAngleDeviation = EditorGUILayout.FloatField("Max Tan Angle Deviation", tessOptions.MaxTanAngleDeviation);
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tessOptions.SamplingStepSize = EditorGUILayout.FloatField("Sampling Step Size", tessOptions.SamplingStepSize);
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EditorGUILayout.Space();
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if (GUILayout.Button("Generate Meshes from SVG"))
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{
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if (svgFile == null)
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{
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EditorUtility.DisplayDialog("Error", "Please assign an SVG (.svg) TextAsset.", "OK");
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}
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else
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{
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try
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{
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GenerateMeshesFromSVG();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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EditorUtility.DisplayDialog("Error", "Exception: " + e.Message, "OK");
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}
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}
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}
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EditorGUILayout.Space();
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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);
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}
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void GenerateMeshesFromSVG()
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{
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// Parse SVG
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var svgText = svgFile.text;
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if (string.IsNullOrEmpty(svgText))
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{
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EditorUtility.DisplayDialog("Error", "SVG file is empty.", "OK");
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return;
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}
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var sceneInfo = SVGParser.ImportSVG(new StringReader(svgText));
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if (sceneInfo.Equals(default(SVGParser.SceneInfo)) || sceneInfo.Scene == null)
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{
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EditorUtility.DisplayDialog("Error", "Failed to import SVG. Make sure the file is valid and Vector Graphics package is installed.", "OK");
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return;
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}
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// Gather shapes by fill color. We'll traverse the scene tree.
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var shapesByColor = new Dictionary<Color, List<SceneNodeShapeEntry>>(new ColorEqualityComparer());
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TraverseAndCollectShapes(sceneInfo.Scene.Root, Matrix2D.identity, shapesByColor);
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if (shapesByColor.Count == 0)
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{
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EditorUtility.DisplayDialog("Result", "No filled shapes found in the SVG.", "OK");
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return;
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}
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// Create parent container
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GameObject container = new GameObject(Path.GetFileNameWithoutExtension(svgFile.name) + "_SVG_Meshes");
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if (parentTransform != null) container.transform.SetParent(parentTransform, false);
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// For each color group, tessellate shapes into geometry and build a mesh
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foreach (var kv in shapesByColor)
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{
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Color color = kv.Key;
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List<SceneNodeShapeEntry> entries = kv.Value;
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// Build a temporary scene that contains all these shapes combined (preserving transforms)
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Scene tmpScene = new Scene();
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tmpScene.Root = new SceneNode();
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tmpScene.Root.Children = new List<SceneNode>();
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foreach (var entry in entries)
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{
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// create a shallow copy Node with transform and the original shapes (the shape objects can be reused)
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SceneNode copyNode = new SceneNode()
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{
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Transform = entry.Node.Transform, // keep transform
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Shapes = new List<Shape>() { entry.Shape }
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};
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tmpScene.Root.Children.Add(copyNode);
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}
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// Tessellate the tmpScene
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var geoms = VectorUtils.TessellateScene(tmpScene, tessOptions);
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if (geoms == null || geoms.Count == 0)
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{
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Debug.LogWarning($"No geometry generated for color {color} (skipping).");
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continue;
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}
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// Build Mesh from geoms
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Mesh mesh = BuildMeshFromGeometries(geoms, meshScale);
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// Create GameObject for this color region
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string colorName = ColorToName(color);
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GameObject go = new GameObject($"Region_{colorName}");
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go.transform.SetParent(container.transform, false);
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var mf = go.AddComponent<MeshFilter>();
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mf.sharedMesh = mesh;
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var mr = go.AddComponent<MeshRenderer>();
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if (defaultMaterial != null)
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{
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// instantiate a material so each region can have its own color without overwriting the original asset
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Material matInstance = new Material(defaultMaterial);
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matInstance.color = color;
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mr.sharedMaterial = matInstance;
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}
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else
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{
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// Create a quick default material
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var mat = new Material(Shader.Find("Standard"));
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mat.color = color;
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mr.sharedMaterial = mat;
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}
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if (generateColliders)
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{
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var mc = go.AddComponent<MeshCollider>();
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mc.sharedMesh = mesh;
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mc.convex = false; // keep non-convex for flat terrain; set to true if needed for rigidbodies
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}
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// Optionally set layer / tag etc. User can attach audio trigger components later to each go.
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}
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// Focus selection on created container
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Selection.activeGameObject = container;
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EditorUtility.DisplayDialog("Done", $"Generated {shapesByColor.Count} region GameObjects under '{container.name}'.", "OK");
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}
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// Recursively traverse scene nodes and collect filled shapes
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void TraverseAndCollectShapes(SceneNode node, Matrix2D parentTransform, Dictionary<Color, List<SceneNodeShapeEntry>> shapesByColor)
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{
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if (node == null) return;
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// Combine transforms (VectorGraphics uses Matrix2D)
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Matrix2D currentTransform = parentTransform * node.Transform;
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if (node.Shapes != null && node.Shapes.Count > 0)
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{
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foreach (var shape in node.Shapes)
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{
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if (shape == null) continue;
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// Only treat fills (SolidFill)
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if (shape.Fill is SolidFill sf)
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{
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Color col = sf.Color;
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// Note: color comes as linear RGBA. Convert to Unity's Color (already same type)
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if (!shapesByColor.TryGetValue(col, out List<SceneNodeShapeEntry> list))
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{
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list = new List<SceneNodeShapeEntry>();
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shapesByColor[col] = list;
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}
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// Store the shape together with a node that carries the proper transform
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SceneNode fakeNode = new SceneNode()
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{
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Transform = currentTransform,
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Shapes = new List<Shape>() { shape }
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};
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list.Add(new SceneNodeShapeEntry() { Node = fakeNode, Shape = shape });
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}
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}
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}
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if (node.Children != null && node.Children.Count > 0)
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{
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foreach (var c in node.Children)
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TraverseAndCollectShapes(c, currentTransform, shapesByColor);
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}
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}
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// Build a Mesh from VectorUtils.Geometry list
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Mesh BuildMeshFromGeometries(List<VectorUtils.Geometry> geoms, float globalScale)
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{
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var verts = 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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int baseIndex = 0;
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foreach (var g in geoms)
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{
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if (g == null || g.Vertices == null || g.Indices == null) continue;
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// Add vertices (VectorUtils uses Vector2 for geometry XY)
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for (int i = 0; i < g.Vertices.Length; i++)
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{
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var v2 = g.Vertices[i];
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// Map XY -> XZ plane; Y = 0
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Vector3 v3 = new Vector3(v2.x, 0f, v2.y) * globalScale;
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verts.Add(v3);
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// UVs: If geometry provides UV, use it; otherwise use XY mapped to UV
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if (g.UVs != null && g.UVs.Length == g.Vertices.Length)
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uvs.Add(g.UVs[i]);
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else
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uvs.Add(new Vector2(v2.x, v2.y));
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}
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// Add indices (triangles)
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for (int i = 0; i < g.Indices.Length; i += 3)
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{
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// VectorUtils yields triangles in clockwise winding; Unity expects clockwise for front? We'll keep it.
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indices.Add(baseIndex + g.Indices[i]);
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indices.Add(baseIndex + g.Indices[i + 1]);
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indices.Add(baseIndex + g.Indices[i + 2]);
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}
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baseIndex += g.Vertices.Length;
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}
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Mesh mesh = new Mesh();
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mesh.name = "SVG_Mesh";
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mesh.indexFormat = (verts.Count > 65535) ? UnityEngine.Rendering.IndexFormat.UInt32 : UnityEngine.Rendering.IndexFormat.UInt16;
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mesh.SetVertices(verts);
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mesh.SetTriangles(indices, 0);
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if (uvs != null && uvs.Count == verts.Count)
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mesh.SetUVs(0, uvs);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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// Helper to produce a safe string for color names
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string ColorToName(Color c)
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{
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// Try to present RGBA hex
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Color32 cc = c;
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return $"{cc.r:X2}{cc.g:X2}{cc.b:X2}{(cc.a < 255 ? cc.a.ToString("X2") : "")}";
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}
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// Small helper type to keep a shape and associated node (with transform)
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class SceneNodeShapeEntry
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{
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public SceneNode Node;
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public Shape Shape;
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}
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// Simple color comparer for use as Dictionary key
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class ColorEqualityComparer : IEqualityComparer<Color>
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{
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public bool Equals(Color x, Color y)
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{
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// Compare with exactness; you could add tolerance if you want near-colors grouped
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return Mathf.Approximately(x.r, y.r) && Mathf.Approximately(x.g, y.g) &&
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Mathf.Approximately(x.b, y.b) && Mathf.Approximately(x.a, y.a);
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}
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public int GetHashCode(Color obj)
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{
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unchecked
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{
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int hash = 17;
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hash = hash * 23 + Mathf.RoundToInt(obj.r * 255f);
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hash = hash * 23 + Mathf.RoundToInt(obj.g * 255f);
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hash = hash * 23 + Mathf.RoundToInt(obj.b * 255f);
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hash = hash * 23 + Mathf.RoundToInt(obj.a * 255f);
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return hash;
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}
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}
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}
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}
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