unity 内存中切割图片

时间:2023-11-23 12:47:02

一般的说我们切割图片是将一张图片资源切割成更小的图片资源,也就是说在资源上就进行了切割,比如ugui上的切割方法。

如果我们有一些情况比如做拼图,可能让玩家自己选择自己的生活照作为拼图的原图。

那么我们需要进行在内存中进行切割

Texture2D ScaleTextureCutOut(Texture2D originalTexture, float startX,float startY, float originalWidth, float originalHeight)
{
originalWidth = Mathf.Clamp(originalWidth, , Mathf.Max(originalTexture.width - startX,));
originalHeight = Mathf.Clamp(originalHeight, , Mathf.Max(originalTexture.height - startY,));
Texture2D newTexture = new Texture2D(Mathf.CeilToInt(originalWidth), Mathf.CeilToInt(originalHeight));
int maxX = originalTexture.width - ;
int maxY = originalTexture.height - ;
for (int y = ; y < newTexture.height; y++)
{
for (int x = ; x < newTexture.width; x++)
{
float targetX = x + startX;
float targetY = y + startY;
int x1 = Mathf.Min(maxX, Mathf.FloorToInt(targetX));
int y1 = Mathf.Min(maxY, Mathf.FloorToInt(targetY));
int x2 = Mathf.Min(maxX, x1 + );
int y2 = Mathf.Min(maxY, y1 + ); float u = targetX - x1;
float v = targetY - y1;
float w1 = ( - u) * ( - v);
float w2 = u * ( - v);
float w3 = ( - u) * v;
float w4 = u * v;
Color color1 = originalTexture.GetPixel(x1, y1);
Color color2 = originalTexture.GetPixel(x2, y1);
Color color3 = originalTexture.GetPixel(x1, y2);
Color color4 = originalTexture.GetPixel(x2, y2);
Color color = new Color(Mathf.Clamp01(color1.r * w1 + color2.r * w2 + color3.r * w3 + color4.r * w4),
Mathf.Clamp01(color1.g * w1 + color2.g * w2 + color3.g * w3 + color4.g * w4),
Mathf.Clamp01(color1.b * w1 + color2.b * w2 + color3.b * w3 + color4.b * w4),
Mathf.Clamp01(color1.a * w1 + color2.a * w2 + color3.a * w3 + color4.a * w4)
);
newTexture.SetPixel(x, y, color);
}
}
newTexture.anisoLevel = ;
newTexture.Apply();
return newTexture;
}

这个代码摘自网络上的,然后添加了起始位置,逻辑是将每一个对应点的色素值取出来,放置在内存中的图片点上

今天在做应用的时候发现,图片切割的起始位置是在左下角,于是,在做拼图或者其他游戏,需要的时候要注意进行Y值的换算

还有另外的一点就是所应用的图片如果在unity中的情况,需要勾选允许读取和写入unity 内存中切割图片

否则在进行读颜色值的时候会出现错误。

做拼图遇到还有的一个问题是,让玩家选取本地任意地点文件,参考 http://blog.csdn.net/awnuxcvbn/article/details/21277481

后面有发现项目中用到图集,但是原图丢失了,然后在整理图集的时候不是特别方便,把A图集的一项删除之后无法放到B中。于是就需要拆除原图

  [MenuItem("Tools/Resume Sprite From Atlas")]
public static void ResumeSpriteFromAtlas()
{
Object[] go = Selection.objects;
for (int i = 0; i < go.Length; i++)
{
if (go[i].GetType() == typeof(GameObject))
{
GameObject resObject = go[i] as GameObject;
UIAtlas resAtlas = resObject.GetComponent<UIAtlas>();
if (resAtlas != null)
{
DecompressAtlas(resAtlas);
}
}
}
} public static void DecompressAtlas(UIAtlas resAtlas)
{
string mainPath = "D://OutSprites/" + resAtlas.name;
if ( !System.IO.Directory.Exists(mainPath) )
{
System.IO.Directory.CreateDirectory(mainPath);
}
Material mainMaterial = resAtlas.spriteMaterial;
Texture2D mainTexture = (Texture2D)mainMaterial.mainTexture;
for(int i = 0; i < resAtlas.spriteList.Count; i++)
{
UISpriteData spData = resAtlas.spriteList[i];
Texture2D newTexture = new Texture2D(spData.width, spData.height);
Color[] needCopy = mainTexture.GetPixels(spData.x, mainTexture.height - (spData.y + spData.height), spData.width, spData.height);
newTexture.SetPixels(0, 0, newTexture.width, newTexture.height, needCopy);
newTexture.Apply();
byte[] pngBytes = newTexture.EncodeToPNG();
string filePath = mainPath + "/" + spData.name + ".png";
Stream st = System.IO.File.Open(filePath, FileMode.OpenOrCreate);
st.Write(pngBytes, 0, pngBytes.Length);
st.Flush();
st.Close();
UnityEngine.Debug.Log(filePath);
}
}

在untiy 编辑器下可以将选中的图集拆出原图,这样就又可以随便组合图集了