|
| 1 | +import PIL |
| 2 | +from enum import IntEnum |
| 3 | + |
| 4 | +from .Texture2DConverter import get_image_from_texture2d |
| 5 | +from ..math import Rectangle |
| 6 | + |
| 7 | + |
| 8 | +# should be imported from Sprite, but not possible |
| 9 | +class SpritePackingRotation(IntEnum): |
| 10 | + kSPRNone = 0, |
| 11 | + kSPRFlipHorizontal = 1, |
| 12 | + kSPRFlipVertical = 2, |
| 13 | + kSPRRotate180 = 3, |
| 14 | + kSPRRotate90 = 4 |
| 15 | + |
| 16 | + |
| 17 | +def get_image_from_sprite(m_Sprite) -> PIL.Image: |
| 18 | + try: |
| 19 | + atlas = m_Sprite.m_SpriteAtlas |
| 20 | + sprite_atlas_data = atlas.m_RenderDataKey |
| 21 | + |
| 22 | + m_Texture2D = sprite_atlas_data.m_Texture2D |
| 23 | + # textureRect |
| 24 | + texture_rect = sprite_atlas_data.textureRect |
| 25 | + texture_rect_offset = sprite_atlas_data.textureRectOffset |
| 26 | + settings_raw = sprite_atlas_data.settingsRaw |
| 27 | + except: |
| 28 | + m_Texture2D = m_Sprite.m_RD.texture |
| 29 | + texture_rect = m_Sprite.m_RD.textureRect |
| 30 | + texture_rect_offset = m_Sprite.m_RD.textureRectOffset |
| 31 | + settings_raw = m_Sprite.m_RD.settingsRaw |
| 32 | + finally: |
| 33 | + original_image = get_image_from_texture2d(m_Texture2D.read(), False) |
| 34 | + # textureRectI = Rectangle.round(textureRect) |
| 35 | + sprite_image = original_image.crop((texture_rect.left, texture_rect.top, texture_rect.right, |
| 36 | + texture_rect.bottom)) |
| 37 | + |
| 38 | + if settings_raw.packed == 1: |
| 39 | + rotation = settings_raw.packingRotation |
| 40 | + if rotation == SpritePackingRotation.kSPRFlipHorizontal: |
| 41 | + sprite_image = sprite_image.transpose(PIL.Image.FLIP_TOP_BOTTOM) |
| 42 | + # spriteImage = RotateFlip(RotateFlipType.RotateNoneFlipX) |
| 43 | + elif rotation == SpritePackingRotation.kSPRFlipVertical: |
| 44 | + sprite_image = sprite_image.transpose(PIL.Image.FLIP_LEFT_RIGHT) |
| 45 | + # spriteImage.RotateFlip(RotateFlipType.RotateNoneFlipY) |
| 46 | + elif rotation == SpritePackingRotation.kSPRRotate180: |
| 47 | + sprite_image = sprite_image.transpose(PIL.Image.ROTATE_180) |
| 48 | + # spriteImage.RotateFlip(RotateFlipType.Rotate180FlipNone) |
| 49 | + elif rotation == SpritePackingRotation.kSPRRotate90: |
| 50 | + sprite_image = sprite_image.transpose(PIL.Image.ROTATE_270) |
| 51 | + # spriteImage.RotateFlip(RotateFlipType.Rotate270FlipNone) |
| 52 | + |
| 53 | + # Tight |
| 54 | + """ |
| 55 | + FillPath has to be figured out |
| 56 | +
|
| 57 | + if settingsRaw.packingMode == SpritePackingMode.kSPMTight: |
| 58 | + try: |
| 59 | + triangles = GetTriangles(m_Sprite.m_RD) |
| 60 | + points = triangles.Select(x => x.Select(y => new PointF(y.X, y.Y)).ToArray()) |
| 61 | + #using (var path = new GraphicsPath()) |
| 62 | + for p in points: |
| 63 | + path.AddPolygon(p) |
| 64 | +
|
| 65 | + matr = Matrix() |
| 66 | +
|
| 67 | + version = m_Sprite.version |
| 68 | + 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 |
| 69 | + matr.Translate(m_Sprite.m_Rect.Width * 0.5 - textureRectOffset.X, m_Sprite.m_Rect.Height * 0.5 - textureRectOffset.Y) |
| 70 | + else: |
| 71 | + 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) |
| 72 | + matr.Scale(m_Sprite.m_PixelsToUnits, m_Sprite.m_PixelsToUnits) |
| 73 | + path.Transform(matr) |
| 74 | +
|
| 75 | + bitmap = PIL.Image.new(originalImage.mode ,(textureRectI.Width, textureRectI.Height)) |
| 76 | + bitmap.FillPath(spriteImage, path) |
| 77 | + return ImageOps.flip(bitmap) |
| 78 | +
|
| 79 | + except: |
| 80 | + pass |
| 81 | + """ |
| 82 | + # Rectangle |
| 83 | + return sprite_image.transpose(PIL.Image.FLIP_TOP_BOTTOM) |
| 84 | + return None |
| 85 | + |
| 86 | + |
| 87 | +""" |
| 88 | +private static Vector2[][] GetTriangles(SpriteRenderData m_RD) |
| 89 | +{ |
| 90 | + if (m_RD.vertices != null) #5.6 down |
| 91 | + { |
| 92 | + var vertices = m_RD.vertices.Select(x => (Vector2)x.pos).ToArray(); |
| 93 | + var triangleCount = m_RD.indices.Length / 3; |
| 94 | + var triangles = new Vector2[triangleCount][]; |
| 95 | + for (int i = 0; i < triangleCount; i++) |
| 96 | + { |
| 97 | + var first = m_RD.indices[i * 3]; |
| 98 | + var second = m_RD.indices[i * 3 + 1]; |
| 99 | + var third = m_RD.indices[i * 3 + 2]; |
| 100 | + var triangle = new[] { vertices[first], vertices[second], vertices[third] }; |
| 101 | + triangles[i] = triangle; |
| 102 | + } |
| 103 | + return triangles; |
| 104 | + } |
| 105 | +
|
| 106 | + return GetTriangles(m_RD.m_VertexData, m_RD.m_SubMeshes, m_RD.m_IndexBuffer); #5.6 and up |
| 107 | +} |
| 108 | +
|
| 109 | +private static Vector2[][] GetTriangles(VertexData m_VertexData, SubMesh[] m_SubMeshes, byte[] m_IndexBuffer) |
| 110 | +{ |
| 111 | + var triangles = new List<Vector2[]>(); |
| 112 | + var m_Channel = m_VertexData.m_Channels[0]; #kShaderChannelVertex |
| 113 | + var m_Stream = m_VertexData.m_Streams[m_Channel.stream]; |
| 114 | + using (BinaryReader vertexReader = new BinaryReader(new MemoryStream(m_VertexData.m_DataSize)), |
| 115 | + indexReader = new BinaryReader(new MemoryStream(m_IndexBuffer))) |
| 116 | + { |
| 117 | + foreach (var subMesh in m_SubMeshes) |
| 118 | + { |
| 119 | + vertexReader.BaseStream.Position = m_Stream.offset + subMesh.firstVertex * m_Stream.stride + m_Channel.offset; |
| 120 | +
|
| 121 | + var vertices = new Vector2[subMesh.vertexCount]; |
| 122 | + for (int v = 0; v < subMesh.vertexCount; v++) |
| 123 | + { |
| 124 | + vertices[v] = vertexReader.ReadVector3(); |
| 125 | + vertexReader.BaseStream.Position += m_Stream.stride - 12; |
| 126 | + } |
| 127 | +
|
| 128 | + indexReader.BaseStream.Position = subMesh.firstByte; |
| 129 | +
|
| 130 | + var triangleCount = subMesh.indexCount / 3u; |
| 131 | + for (int i = 0; i < triangleCount; i++) |
| 132 | + { |
| 133 | + var first = indexReader.ReadUInt16() - subMesh.firstVertex; |
| 134 | + var second = indexReader.ReadUInt16() - subMesh.firstVertex; |
| 135 | + var third = indexReader.ReadUInt16() - subMesh.firstVertex; |
| 136 | + var triangle = new[] { vertices[first], vertices[second], vertices[third] }; |
| 137 | + triangles.Add(triangle); |
| 138 | + } |
| 139 | + } |
| 140 | + } |
| 141 | + return triangles.ToArray(); |
| 142 | +} |
| 143 | +} |
| 144 | +} |
| 145 | +""" |
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