Files
jeu-sans-image/Assets/Editor/SvgToFlatMeshEditor.cs
Banane_Rotative f0dab10761 Basic map creator
Basic map creation from a svg file (AI generated)
2025-11-14 13:12:54 +01:00

321 lines
12 KiB
C#

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