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https://github.com/aelurum/AssetStudio.git
synced 2025-07-14 02:54:16 -04:00
improved Sprite export
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@ -28,7 +28,7 @@ namespace AssetStudio
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return null;
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}
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private static Bitmap CutImage(Texture2D m_Texture2D, Sprite m_Sprite, RectangleF textureRect, Vector2 textureRectOffset, SpriteSettings settingsRaw)
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private static Bitmap CutImage(Texture2D m_Texture2D, Sprite m_Sprite, Rectf textureRect, Vector2 textureRectOffset, SpriteSettings settingsRaw)
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{
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var originalImage = m_Texture2D.ConvertToBitmap(false);
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if (originalImage != null)
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@ -36,20 +36,21 @@ namespace AssetStudio
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using (originalImage)
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{
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//var spriteImage = originalImage.Clone(textureRect, PixelFormat.Format32bppArgb);
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var textureRectI = Rectangle.Round(textureRect);
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if (textureRectI.Width == 0)
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var rectf = new RectangleF(textureRect.x, textureRect.y, textureRect.width, textureRect.height);
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var rect = Rectangle.Round(rectf);
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if (rect.Width == 0)
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{
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textureRectI.Width = 1;
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rect.Width = 1;
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}
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if (textureRectI.Height == 0)
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if (rect.Height == 0)
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{
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textureRectI.Height = 1;
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rect.Height = 1;
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}
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var spriteImage = new Bitmap(textureRectI.Width, textureRectI.Height, PixelFormat.Format32bppArgb);
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var destRect = new Rectangle(0, 0, textureRectI.Width, textureRectI.Height);
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var spriteImage = new Bitmap(rect.Width, rect.Height, PixelFormat.Format32bppArgb);
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var destRect = new Rectangle(0, 0, rect.Width, rect.Height);
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using (var graphic = Graphics.FromImage(spriteImage))
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{
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graphic.DrawImage(originalImage, destRect, textureRectI, GraphicsUnit.Pixel);
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graphic.DrawImage(originalImage, destRect, rect, GraphicsUnit.Pixel);
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}
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if (settingsRaw.packed == 1)
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{
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@ -91,21 +92,22 @@ namespace AssetStudio
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|| (version[0] == 5 && version[1] < 4)
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|| (version[0] == 5 && version[1] == 4 && version[2] <= 1)) //5.4.1p3 down
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{
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matr.Translate(m_Sprite.m_Rect.Width * 0.5f - textureRectOffset.X, m_Sprite.m_Rect.Height * 0.5f - textureRectOffset.Y);
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matr.Translate(m_Sprite.m_Rect.width * 0.5f - textureRectOffset.X, m_Sprite.m_Rect.height * 0.5f - textureRectOffset.Y);
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}
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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 - textureRectOffset.X, m_Sprite.m_Rect.Height * m_Sprite.m_Pivot.Y - textureRectOffset.Y);
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matr.Translate(m_Sprite.m_Rect.width * m_Sprite.m_Pivot.X - textureRectOffset.X, m_Sprite.m_Rect.height * m_Sprite.m_Pivot.Y - textureRectOffset.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(textureRectI.Width, textureRectI.Height);
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var bitmap = new Bitmap(rect.Width, rect.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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spriteImage.Dispose();
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return bitmap;
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}
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}
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@ -144,43 +146,43 @@ namespace AssetStudio
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}
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return triangles;
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}
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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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private static Vector2[][] GetTriangles(VertexData m_VertexData, SubMesh[] m_SubMeshes, byte[] m_IndexBuffer)
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{
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var triangles = new List<Vector2[]>();
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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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using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
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indexReader = new BinaryReader(new MemoryStream(m_IndexBuffer)))
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else //5.6 and up
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{
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foreach (var subMesh in m_SubMeshes)
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var triangles = new List<Vector2[]>();
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var m_VertexData = m_RD.m_VertexData;
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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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using (var vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)))
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{
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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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using (var indexReader = new BinaryReader(new MemoryStream(m_RD.m_IndexBuffer)))
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{
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vertices[v] = vertexReader.ReadVector3();
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vertexReader.BaseStream.Position += m_Stream.stride - 12;
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}
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foreach (var subMesh in m_RD.m_SubMeshes)
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{
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vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
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indexReader.BaseStream.Position = subMesh.firstByte;
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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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{
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vertices[v] = vertexReader.ReadVector3();
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vertexReader.BaseStream.Position += m_Stream.stride - 12;
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}
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var triangleCount = subMesh.indexCount / 3u;
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for (int i = 0; i < triangleCount; i++)
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{
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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var second = indexReader.ReadUInt16() - subMesh.firstVertex;
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var third = indexReader.ReadUInt16() - subMesh.firstVertex;
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles.Add(triangle);
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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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{
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var first = indexReader.ReadUInt16() - subMesh.firstVertex;
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var second = indexReader.ReadUInt16() - subMesh.firstVertex;
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var third = indexReader.ReadUInt16() - subMesh.firstVertex;
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var triangle = new[] { vertices[first], vertices[second], vertices[third] };
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triangles.Add(triangle);
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}
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}
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}
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}
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return triangles.ToArray();
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}
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return triangles.ToArray();
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}
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}
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}
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