forked from K0lb3/UnityPy
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSpriteHelper.py
More file actions
156 lines (131 loc) · 5.88 KB
/
Copy pathSpriteHelper.py
File metadata and controls
156 lines (131 loc) · 5.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
from enum import IntEnum
import PIL
from .Texture2DConverter import get_image_from_texture2d
# should be imported from Sprite, but not possible
class SpritePackingRotation(IntEnum):
kSPRNone = 0,
kSPRFlipHorizontal = 1,
kSPRFlipVertical = 2,
kSPRRotate180 = 3,
kSPRRotate90 = 4
def get_image(sprite, texture, alpha_texture) -> PIL.Image:
if alpha_texture and getattr(alpha_texture, 'type', '') == "Texture2D":
cache_id = (texture.path_id, alpha_texture.path_id)
if cache_id not in sprite.assets_file._cache:
original_image = get_image_from_texture2d(texture.read(), False)
alpha_image = get_image_from_texture2d(alpha_texture.read(), False)
original_image = PIL.Image.merge('RGBA', (*original_image.split()[:3], alpha_image.split()[0]))
sprite.assets_file._cache[cache_id] = original_image
else:
cache_id = texture.path_id
if cache_id not in sprite.assets_file._cache:
original_image = get_image_from_texture2d(texture.read(), False)
sprite.assets_file._cache[cache_id] = original_image
return sprite.assets_file._cache[cache_id]
def get_image_from_sprite(m_Sprite) -> PIL.Image:
if m_Sprite.m_SpriteAtlas:
sprite_atlas_data = m_Sprite.m_SpriteAtlas.read().render_data_map[m_Sprite.m_RenderDataKey]
else:
sprite_atlas_data = m_Sprite.m_RD
m_Texture2D = sprite_atlas_data.texture
alpha_texture = sprite_atlas_data.alphaTexture
texture_rect = sprite_atlas_data.textureRect
texture_rect_offset = sprite_atlas_data.textureRectOffset
settings_raw = sprite_atlas_data.settingsRaw
original_image = get_image(m_Sprite, m_Texture2D, alpha_texture)
sprite_image = original_image.crop((texture_rect.left, texture_rect.top, texture_rect.right,
texture_rect.bottom))
if settings_raw.packed == 1:
rotation = settings_raw.packingRotation
if rotation == SpritePackingRotation.kSPRFlipHorizontal:
sprite_image = sprite_image.transpose(PIL.Image.FLIP_TOP_BOTTOM)
# spriteImage = RotateFlip(RotateFlipType.RotateNoneFlipX)
elif rotation == SpritePackingRotation.kSPRFlipVertical:
sprite_image = sprite_image.transpose(PIL.Image.FLIP_LEFT_RIGHT)
# spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY)
elif rotation == SpritePackingRotation.kSPRRotate180:
sprite_image = sprite_image.transpose(PIL.Image.ROTATE_180)
# spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone)
elif rotation == SpritePackingRotation.kSPRRotate90:
sprite_image = sprite_image.transpose(PIL.Image.ROTATE_270)
# spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone)
# Tight
"""
FillPath has to be figured out
if settingsRaw.packingMode == SpritePackingMode.kSPMTight:
try:
triangles = GetTriangles(m_Sprite.m_RD)
points = triangles.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray())
#using (var path = new GraphicsPath())
for p in points:
path.AddPolygon(p)
matr = Matrix()
version = m_Sprite.version
if version[0] < 5 or (version[0] == 5 and version[1] < 4) or (version[0] == 5 and version[1] == 4 and version[2] <= 1): #5.4.1p3 down
matr.Translate(m_Sprite.m_Rect.Width * 0.5 - textureRectOffset.X, m_Sprite.m_Rect.Height * 0.5 - textureRectOffset.Y)
else:
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)
matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits)
path.Transform(matr)
bitmap = PIL.Image.new(originalImage.mode ,(textureRectI.Width, textureRectI.Height))
bitmap.FillPath(spriteImage, path)
return ImageOps.flip(bitmap)
except:
pass
"""
# Rectangle
return sprite_image.transpose(PIL.Image.FLIP_TOP_BOTTOM)
"""
private static Vector2[][] GetTriangles(SpriteRenderData m_RD)
{
if (m_RD.vertices != null) #5.6 down
{
var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray();
var triangleCount = m_RD.indices.Length / 3;
var triangles = new Vector2[triangleCount][];
for (int i = 0; i < triangleCount; i++)
{
var first = m_RD.indices[i * 3];
var second = m_RD.indices[i * 3 + 1];
var third = m_RD.indices[i * 3 + 2];
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
triangles[i] = triangle;
}
return triangles;
}
return GetTriangles(m_RD.m_VertexData, m_RD.m_SubMeshes, m_RD.m_IndexBuffer); #5.6 and up
}
private static Vector2[][] GetTriangles(VertexData m_VertexData, SubMesh[] m_SubMeshes, byte[] m_IndexBuffer)
{
var triangles = new List<Vector2[]>();
var m_Channel = m_VertexData.m_Channels[0]; #kShaderChannelVertex
var m_Stream = m_VertexData.m_Streams[m_Channel.stream];
using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)),
indexReader = new BinaryReader(new MemoryStream(m_IndexBuffer)))
{
foreach (var subMesh in m_SubMeshes)
{
vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset;
var vertices = new Vector2[subMesh.vertexCount];
for (int v = 0; v < subMesh.vertexCount; v++)
{
vertices[v] = vertexReader.ReadVector3();
vertexReader.BaseStream.Position += m_Stream.stride - 12;
}
indexReader.BaseStream.Position = subMesh.firstByte;
var triangleCount = subMesh.indexCount / 3u;
for (int i = 0; i < triangleCount; i++)
{
var first = indexReader.ReadUInt16() - subMesh.firstVertex;
var second = indexReader.ReadUInt16() - subMesh.firstVertex;
var third = indexReader.ReadUInt16() - subMesh.firstVertex;
var triangle = new[] { vertices[first], vertices[second], vertices[third] };
triangles.Add(triangle);
}
}
}
return triangles.ToArray();
}
}
}
"""