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synced 2025-05-25 05:40:21 -04:00
improve Sprite export
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parent
7452d4275e
commit
3addb0e894
@ -17,20 +17,20 @@ namespace AssetStudio
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{
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{
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if (m_SpriteAtlas.m_RenderDataMap.TryGetValue(m_Sprite.m_RenderDataKey, out var spriteAtlasData) && spriteAtlasData.texture.TryGet(out var m_Texture2D))
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if (m_SpriteAtlas.m_RenderDataMap.TryGetValue(m_Sprite.m_RenderDataKey, out var spriteAtlasData) && spriteAtlasData.texture.TryGet(out var m_Texture2D))
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{
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{
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return CutImage(m_Texture2D, spriteAtlasData.textureRect, m_Sprite, spriteAtlasData.settingsRaw);
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return CutImage(m_Texture2D, m_Sprite, spriteAtlasData.textureRect, spriteAtlasData.settingsRaw);
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}
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}
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}
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}
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else
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else
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{
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{
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if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D))
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if (m_Sprite.m_RD.texture.TryGet(out var m_Texture2D))
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{
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{
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return CutImage(m_Texture2D, m_Sprite.m_RD.textureRect, m_Sprite, m_Sprite.m_RD.settingsRaw);
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return CutImage(m_Texture2D, m_Sprite, m_Sprite.m_RD.textureRect, m_Sprite.m_RD.settingsRaw);
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}
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}
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}
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}
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return null;
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return null;
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}
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}
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private static Bitmap CutImage(Texture2D m_Texture2D, RectangleF textureRect, Sprite m_Sprite, SpriteSettings settingsRaw)
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private static Bitmap CutImage(Texture2D m_Texture2D, Sprite m_Sprite, RectangleF textureRect, SpriteSettings settingsRaw)
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{
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{
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var texture2D = new Texture2DConverter(m_Texture2D);
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var texture2D = new Texture2DConverter(m_Texture2D);
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var originalImage = texture2D.ConvertToBitmap(false);
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var originalImage = texture2D.ConvertToBitmap(false);
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@ -40,59 +40,68 @@ namespace AssetStudio
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{
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{
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var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
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var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
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//RotateAndFlip
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if (settingsRaw.packed == 1)
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switch (settingsRaw.packingRotation)
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{
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{
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case SpritePackingRotation.kSPRFlipHorizontal:
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//RotateAndFlip
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipX);
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switch (settingsRaw.packingRotation)
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break;
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case SpritePackingRotation.kSPRFlipVertical:
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
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break;
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case SpritePackingRotation.kSPRRotate180:
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spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone);
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break;
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case SpritePackingRotation.kSPRRotate90:
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spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone);
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break;
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}
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//Tight
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//TODO 2017 and up use m_PhysicsShape should be better
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if (settingsRaw.packingMode == SpritePackingMode.kSPMTight)
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{
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try
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{
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{
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var polygon = GetPolygon(m_Sprite.m_RD);
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case SpritePackingRotation.kSPRFlipHorizontal:
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var points = polygon.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipX);
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using (var path = new GraphicsPath())
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break;
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case SpritePackingRotation.kSPRFlipVertical:
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
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break;
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case SpritePackingRotation.kSPRRotate180:
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spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone);
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break;
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case SpritePackingRotation.kSPRRotate90:
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spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone);
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break;
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}
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//Tight
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//TODO 2017 and up use m_PhysicsShape should be better
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if (settingsRaw.packingMode == SpritePackingMode.kSPMTight)
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{
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try
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{
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{
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foreach (var p in points)
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var triangles = GetTriangles(m_Sprite.m_RD);
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var points = triangles.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray());
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using (var path = new GraphicsPath())
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{
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{
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path.AddPolygon(p);
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foreach (var p in points)
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}
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using (var matr = new System.Drawing.Drawing2D.Matrix())
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{
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matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
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matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
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path.Transform(matr);
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var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
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using (var graphic = Graphics.FromImage(bitmap))
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{
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{
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using (var brush = new TextureBrush(spriteImage))
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path.AddPolygon(p);
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}
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using (var matr = new System.Drawing.Drawing2D.Matrix())
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{
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if (m_Sprite.m_Pivot == Vector2.Zero) //5.4.2 down
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{
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{
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graphic.FillPath(brush, path);
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matr.Translate(m_Sprite.m_Rect.Width * 0.5f, m_Sprite.m_Rect.Height * 0.5f);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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}
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return bitmap;
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else
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{
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matr.Translate(m_Sprite.m_Rect.Width * m_Sprite.m_Pivot.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y);
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}
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matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits);
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path.Transform(matr);
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var bitmap = new Bitmap((int)textureRect.Width, (int)textureRect.Height);
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using (var graphic = Graphics.FromImage(bitmap))
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{
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using (var brush = new TextureBrush(spriteImage))
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{
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graphic.FillPath(brush, path);
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bitmap.RotateFlip(RotateFlipType.RotateNoneFlipY);
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return bitmap;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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catch
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catch
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{
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{
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// ignored
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spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY);
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}
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return spriteImage;
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}
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}
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}
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}
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@ -105,46 +114,50 @@ namespace AssetStudio
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return null;
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return null;
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}
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}
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private static Vector2[][] GetPolygon(SpriteRenderData m_RD)
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private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
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{
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{
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if (m_RD.vertices != null) //5.6 down
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if (m_RD.vertices != null) //5.6 down
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{
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{
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var vertices = m_RD.vertices;
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var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray();
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var polygon = new Vector2[1][];
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var triangleCount = m_RD.indices.Length / 3;
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polygon[0] = new Vector2[vertices.Length];
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var triangles = new Vector2[triangleCount][];
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for (int i = 0; i < vertices.Length; i++)
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for (int i = 0; i < triangleCount; i++)
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{
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{
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polygon[0][i] = (Vector2)vertices[i].pos;
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var first = m_RD.indices[i * 3];
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var second = m_RD.indices[i * 3 + 1];
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var third = m_RD.indices[i * 3 + 2];
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles[i] = triangle;
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}
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}
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return polygon;
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return triangles;
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}
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}
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return GetTriangles(m_RD); //5.6 and up
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return GetTriangles(m_RD.m_VertexData, m_RD.m_SubMeshes, m_RD.m_IndexBuffer); //5.6 and up
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}
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}
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private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
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private static Vector2[][] GetTriangles(VertexData m_VertexData, SubMesh[] m_SubMeshes, byte[] m_IndexBuffer)
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{
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{
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var triangles = new List<Vector2[]>();
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var triangles = new List<Vector2[]>();
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var m_VertexData = m_RD.m_VertexData;
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GetStreams(m_VertexData);
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GetStreams(m_VertexData);
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var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
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var m_Channel = m_VertexData.m_Channels[0]; //kShaderChannelVertex
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var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
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var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
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using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
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using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
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indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
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indexReader = new BinaryReader(new MemoryStream(m_IndexBuffer)))
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{
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{
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foreach (var subMesh in m_RD.m_SubMeshes)
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foreach (var subMesh in m_SubMeshes)
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{
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{
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var vertices = new Vector2[subMesh.vertexCount];
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vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
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vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
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var vertices = new Vector2[subMesh.vertexCount];
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for (int v = 0; v < subMesh.vertexCount; v++)
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for (int v = 0; v < subMesh.vertexCount; v++)
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{
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{
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vertices[v] = (Vector2)vertexReader.ReadVector3();
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vertices[v] = (Vector2)vertexReader.ReadVector3();
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vertexReader.BaseStream.Position += m_Stream.stride - 12;
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vertexReader.BaseStream.Position += m_Stream.stride - 12;
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}
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}
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var triangleCount = subMesh.indexCount / 3u;
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indexReader.BaseStream.Position = subMesh.firstByte;
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indexReader.BaseStream.Position = subMesh.firstByte;
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var triangleCount = subMesh.indexCount / 3u;
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for (int i = 0; i < triangleCount; i++)
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for (int i = 0; i < triangleCount; i++)
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{
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{
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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