Add a sprite collider generator tool window

This commit is contained in:
Michal Pikulski
2025-09-16 15:39:49 +02:00
parent 75be338065
commit a455e34ed0
3 changed files with 944 additions and 0 deletions

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@@ -0,0 +1,819 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Editor.Utilities
{
public class SpriteColliderGenerator : EditorWindow
{
private Vector2 scrollPosition;
[Tooltip("List of GameObjects with SpriteRenderers to generate colliders for")]
private List<GameObject> selectedObjects = new List<GameObject>();
[Tooltip("Controls how much to simplify the collider shape (lower values create more complex colliders)")]
private float simplificationTolerance = 0.05f;
[Tooltip("When enabled, removes any existing PolygonCollider2D components before adding new ones")]
private bool replaceExistingColliders = true;
[Tooltip("When enabled, applies colliders to all child objects with SpriteRenderers")]
private bool applyToChildren = false;
[Tooltip("When enabled, allows scaling the collider outward or inward from the sprite center")]
private bool offsetFromCenter = false;
[Tooltip("Distance to offset the collider from the sprite outline (positive values expand, negative values contract)")]
private float offsetDistance = 0f;
[Tooltip("When enabled, creates trigger colliders instead of solid colliders")]
private bool generateTriggerColliders = false;
[Tooltip("Threshold for transparency detection (pixels with alpha below this value are considered transparent)")]
private int alphaCutoff = 128; // Used when generating colliders (0-255)
[Tooltip("Controls the level of detail for the generated collider (affects vertex count)")]
private int detailLevel = 2; // 1 = low, 2 = medium, 3 = high
[Tooltip("When enabled, shows a preview of the colliders in the scene view before generating them")]
private bool previewColliders = true;
[Tooltip("Color used for previewing colliders in the scene view")]
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
private List<Mesh> previewMeshes = new List<Mesh>();
[MenuItem("Tools/Sprite Collider Generator")]
public static void ShowWindow()
{
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
}
private void OnDisable()
{
// Clean up any preview meshes when window is closed
foreach (var mesh in previewMeshes)
{
if (mesh != null)
{
DestroyImmediate(mesh);
}
}
previewMeshes.Clear();
}
private void OnGUI()
{
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField("Sprite Collider Generator", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Select GameObjects with SpriteRenderers and generate accurate PolygonCollider2D components based on the sprite outlines.", MessageType.Info);
EditorGUILayout.Space();
// Object selection section
EditorGUILayout.LabelField("Selected Objects", EditorStyles.boldLabel);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(new GUIContent("Add Selected GameObjects", "Add GameObjects currently selected in the scene or project to the list for processing.")))
{
AddSelectedGameObjects();
}
EditorGUILayout.EndHorizontal();
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
for (int i = 0; i < selectedObjects.Count; i++)
{
EditorGUILayout.BeginHorizontal();
selectedObjects[i] = (GameObject)EditorGUILayout.ObjectField(selectedObjects[i], typeof(GameObject), true);
if (GUILayout.Button("X", GUILayout.Width(20)))
{
selectedObjects.RemoveAt(i);
i--;
}
EditorGUILayout.EndHorizontal();
}
EditorGUILayout.EndScrollView();
if (GUILayout.Button(new GUIContent("Clear All", "Remove all objects from the selection list.")))
{
selectedObjects.Clear();
}
EditorGUILayout.Space();
// Collider generation options
EditorGUILayout.LabelField("Generation Options", EditorStyles.boldLabel);
// Detail level for collider generation (affects vertex count)
string[] detailOptions = new string[] { "Low", "Medium", "High" };
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Detail Level:", "Controls the level of detail for the generated collider (affects vertex count)."), GUILayout.Width(180));
detailLevel = EditorGUILayout.Popup(detailLevel - 1, detailOptions) + 1;
EditorGUILayout.EndHorizontal();
// Simplification tolerance (how much to simplify the collider)
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Simplification Tolerance:", "Controls how much to simplify the collider shape (lower values create more complex colliders)."), GUILayout.Width(180));
simplificationTolerance = EditorGUILayout.Slider(simplificationTolerance, 0.01f, 0.2f);
EditorGUILayout.EndHorizontal();
// Alpha cutoff for transparency
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Alpha Cutoff (0-255):", "Threshold for transparency detection (pixels with alpha below this value are considered transparent)."), GUILayout.Width(180));
alphaCutoff = EditorGUILayout.IntSlider(alphaCutoff, 0, 255);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Additional options
replaceExistingColliders = EditorGUILayout.Toggle(
new GUIContent("Replace Existing Colliders", "When enabled, removes any existing PolygonCollider2D components before adding new ones."),
replaceExistingColliders);
applyToChildren = EditorGUILayout.Toggle(
new GUIContent("Apply To Children", "When enabled, applies colliders to all child objects with SpriteRenderers."),
applyToChildren);
generateTriggerColliders = EditorGUILayout.Toggle(
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
generateTriggerColliders);
// Offset option
offsetFromCenter = EditorGUILayout.Toggle(
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
offsetFromCenter);
if (offsetFromCenter)
{
EditorGUI.indentLevel++;
offsetDistance = EditorGUILayout.FloatField(
new GUIContent("Offset Distance", "Distance to offset the collider from the sprite outline (positive values expand, negative values contract)."),
offsetDistance);
EditorGUI.indentLevel--;
}
// Preview option
previewColliders = EditorGUILayout.Toggle(
new GUIContent("Preview Colliders", "When enabled, shows a preview of the colliders in the scene view before generating them."),
previewColliders);
if (previewColliders)
{
EditorGUI.indentLevel++;
previewColor = EditorGUILayout.ColorField(
new GUIContent("Preview Color", "Color used for previewing colliders in the scene view."),
previewColor);
// Create a horizontal layout for the preview buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button(new GUIContent("Update Preview", "Refresh the preview display in the scene view.")))
{
GenerateColliderPreviews();
}
if (GUILayout.Button(new GUIContent("Clear Preview", "Remove all preview colliders from the scene view.")))
{
ClearPreviews();
}
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
// Generate colliders button
GUI.enabled = selectedObjects.Count > 0;
if (GUILayout.Button(new GUIContent("Generate Colliders", "Create polygon colliders for all selected sprites based on current settings.")))
{
GenerateColliders();
}
GUI.enabled = true;
EditorGUILayout.EndVertical();
// Force the scene view to repaint if we're showing previews
if (previewColliders && Event.current.type == EventType.Repaint)
{
SceneView.RepaintAll();
}
}
private void AddSelectedGameObjects()
{
foreach (GameObject obj in Selection.gameObjects)
{
if (!selectedObjects.Contains(obj))
{
// Only add if it has a SpriteRenderer or any of its children do
if (obj.GetComponent<SpriteRenderer>() != null ||
(applyToChildren && obj.GetComponentInChildren<SpriteRenderer>() != null))
{
selectedObjects.Add(obj);
}
}
}
}
private void GenerateColliderPreviews()
{
// Clean up existing preview meshes
foreach (var mesh in previewMeshes)
{
if (mesh != null)
{
DestroyImmediate(mesh);
}
}
previewMeshes.Clear();
if (!previewColliders || selectedObjects.Count == 0)
return;
foreach (var obj in selectedObjects)
{
if (obj == null) continue;
var spriteRenderers = applyToChildren ?
obj.GetComponentsInChildren<SpriteRenderer>() :
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
foreach (var renderer in spriteRenderers)
{
if (renderer == null || renderer.sprite == null)
continue;
Sprite sprite = renderer.sprite;
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
if (paths.Count == 0)
continue;
foreach (var path in paths)
{
// Create a preview mesh from the path
Mesh previewMesh = CreateMeshFromPath(path, renderer.transform);
if (previewMesh != null)
previewMeshes.Add(previewMesh);
}
}
}
}
/// <summary>
/// Clears all preview meshes from the scene view
/// </summary>
private void ClearPreviews()
{
foreach (var mesh in previewMeshes)
{
if (mesh != null)
{
DestroyImmediate(mesh);
}
}
previewMeshes.Clear();
// Force a repaint of the scene view
SceneView.RepaintAll();
}
private Mesh CreateMeshFromPath(Vector2[] path, Transform transform)
{
if (path.Length < 3)
return null;
Mesh mesh = new Mesh();
// Convert the path to 3D vertices and apply the sprite's transform
Vector3[] vertices = new Vector3[path.Length];
for (int i = 0; i < path.Length; i++)
{
// Convert the local position to world space using the transform
vertices[i] = transform.TransformPoint(new Vector3(path[i].x, path[i].y, 0));
}
// Triangulate the polygon
Triangulator triangulator = new Triangulator(path);
int[] triangles = triangulator.Triangulate();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateNormals();
return mesh;
}
private void GenerateColliders()
{
int successCount = 0;
List<string> errors = new List<string>();
Undo.RecordObjects(selectedObjects.ToArray(), "Generate Sprite Colliders");
foreach (var obj in selectedObjects)
{
if (obj == null) continue;
try
{
var spriteRenderers = applyToChildren ?
obj.GetComponentsInChildren<SpriteRenderer>() :
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
foreach (var renderer in spriteRenderers)
{
if (renderer == null || renderer.sprite == null)
continue;
// Check if we're working with a prefab
bool isPrefab = PrefabUtility.IsPartOfPrefabAsset(renderer.gameObject);
GameObject targetObject = renderer.gameObject;
if (isPrefab)
{
// If it's a prefab, we need special handling
string prefabPath = AssetDatabase.GetAssetPath(targetObject);
targetObject = PrefabUtility.LoadPrefabContents(prefabPath);
SpriteRenderer prefabRenderer = targetObject.GetComponent<SpriteRenderer>();
if (prefabRenderer == null || prefabRenderer.sprite == null)
{
PrefabUtility.UnloadPrefabContents(targetObject);
continue;
}
if (GenerateColliderForRenderer(prefabRenderer))
{
// Save the changes to the prefab
PrefabUtility.SaveAsPrefabAsset(targetObject, prefabPath);
successCount++;
}
PrefabUtility.UnloadPrefabContents(targetObject);
}
else
{
// For scene objects, just generate the collider directly
if (GenerateColliderForRenderer(renderer))
{
successCount++;
}
}
}
}
catch (Exception e)
{
errors.Add($"{obj.name}: {e.Message}");
}
}
// Clean up any preview meshes as we've now generated real colliders
ClearPreviews();
if (successCount > 0)
{
Debug.Log($"Successfully generated colliders for {successCount} sprite(s).");
}
if (errors.Count > 0)
{
Debug.LogError($"Errors occurred while generating colliders:\n{string.Join("\n", errors)}");
}
}
private bool GenerateColliderForRenderer(SpriteRenderer renderer)
{
if (renderer == null || renderer.sprite == null)
return false;
Sprite sprite = renderer.sprite;
GameObject targetObject = renderer.gameObject;
// Remove existing colliders if specified
if (replaceExistingColliders)
{
PolygonCollider2D[] existingColliders = targetObject.GetComponents<PolygonCollider2D>();
foreach (var collider in existingColliders)
{
Undo.DestroyObjectImmediate(collider);
}
}
// Create a new polygon collider
PolygonCollider2D polygonCollider = Undo.AddComponent<PolygonCollider2D>(targetObject);
if (polygonCollider == null)
return false;
// Set as trigger if specified
polygonCollider.isTrigger = generateTriggerColliders;
// Get paths from the sprite
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
if (paths.Count == 0)
return false;
// Apply offset if needed
if (offsetFromCenter && offsetDistance != 0)
{
for (int i = 0; i < paths.Count; i++)
{
Vector2[] offsetPath = new Vector2[paths[i].Length];
for (int j = 0; j < paths[i].Length; j++)
{
// Calculate direction from center (0,0) to the point
Vector2 dir = paths[i][j].normalized;
// Apply offset in that direction
offsetPath[j] = paths[i][j] + dir * offsetDistance;
}
paths[i] = offsetPath;
}
}
// Set the paths on the collider
polygonCollider.pathCount = paths.Count;
for (int i = 0; i < paths.Count; i++)
{
polygonCollider.SetPath(i, paths[i]);
}
return true;
}
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
{
List<Vector2[]> result = new List<Vector2[]>();
if (sprite == null)
return result;
// Get the raw physics shape data from the sprite
int physicsShapeCount = sprite.GetPhysicsShapeCount();
if (physicsShapeCount == 0)
{
// Use the sprite's bounds if no physics shape is defined
Vector2[] boundingBoxPath = new Vector2[4];
Bounds bounds = sprite.bounds;
boundingBoxPath[0] = new Vector2(bounds.min.x, bounds.min.y);
boundingBoxPath[1] = new Vector2(bounds.min.x, bounds.max.y);
boundingBoxPath[2] = new Vector2(bounds.max.x, bounds.max.y);
boundingBoxPath[3] = new Vector2(bounds.max.x, bounds.min.y);
result.Add(boundingBoxPath);
return result;
}
// Adjust the detail level based on the setting
float actualTolerance = tolerance;
switch (detailLevel)
{
case 1: // Low
actualTolerance = tolerance * 2.0f;
break;
case 2: // Medium - default
actualTolerance = tolerance;
break;
case 3: // High
actualTolerance = tolerance * 0.5f;
break;
}
// Get all physics shapes from the sprite
for (int i = 0; i < physicsShapeCount; i++)
{
List<Vector2> path = new List<Vector2>();
sprite.GetPhysicsShape(i, path);
// Apply simplification if needed
if (actualTolerance > 0.01f)
{
path = SimplifyPath(path, actualTolerance);
}
if (path.Count >= 3) // Need at least 3 points for a valid polygon
{
result.Add(path.ToArray());
}
}
return result;
}
private List<Vector2> SimplifyPath(List<Vector2> points, float tolerance)
{
if (points.Count <= 3)
return points;
// Implementation of Ramer-Douglas-Peucker algorithm for simplifying a polygon
List<Vector2> result = new List<Vector2>();
List<int> markers = new List<int>(new int[points.Count]);
markers[0] = 1;
markers[points.Count - 1] = 1;
SimplifyDouglasPeucker(points, tolerance, markers, 0, points.Count - 1);
for (int i = 0; i < points.Count; i++)
{
if (markers[i] == 1)
{
result.Add(points[i]);
}
}
return result;
}
private void SimplifyDouglasPeucker(List<Vector2> points, float tolerance, List<int> markers, int start, int end)
{
if (end <= start + 1)
return;
float maxDistance = 0;
int maxIndex = start;
Vector2 startPoint = points[start];
Vector2 endPoint = points[end];
// Find the point furthest from the line segment
for (int i = start + 1; i < end; i++)
{
float distance = PerpendicularDistance(points[i], startPoint, endPoint);
if (distance > maxDistance)
{
maxDistance = distance;
maxIndex = i;
}
}
// If the furthest point is beyond tolerance, mark it for keeping and recurse
if (maxDistance > tolerance)
{
markers[maxIndex] = 1;
SimplifyDouglasPeucker(points, tolerance, markers, start, maxIndex);
SimplifyDouglasPeucker(points, tolerance, markers, maxIndex, end);
}
}
private float PerpendicularDistance(Vector2 point, Vector2 lineStart, Vector2 lineEnd)
{
if (lineStart == lineEnd)
return Vector2.Distance(point, lineStart);
float dx = lineEnd.x - lineStart.x;
float dy = lineEnd.y - lineStart.y;
// Normalize
float norm = Mathf.Sqrt(dx * dx + dy * dy);
if (norm < float.Epsilon)
return Vector2.Distance(point, lineStart);
dx /= norm;
dy /= norm;
// Calculate perpendicular distance
float px = point.x - lineStart.x;
float py = point.y - lineStart.y;
float projectionLength = px * dx + py * dy;
Vector2 projection = new Vector2(
lineStart.x + projectionLength * dx,
lineStart.y + projectionLength * dy);
return Vector2.Distance(point, projection);
}
// Scene view event handling for previewing colliders
[InitializeOnLoadMethod]
static void Initialize()
{
SceneView.duringSceneGui += OnSceneGUI;
}
static void OnSceneGUI(SceneView sceneView)
{
// Find all open collider generator windows
var windows = Resources.FindObjectsOfTypeAll<SpriteColliderGenerator>();
foreach (var window in windows)
{
window.DrawColliderPreviews(sceneView);
}
}
void DrawColliderPreviews(SceneView sceneView)
{
if (!previewColliders || previewMeshes.Count == 0)
return;
// Draw all preview meshes with the selected color
Material previewMaterial = new Material(Shader.Find("Hidden/Internal-Colored"));
previewMaterial.SetPass(0);
previewMaterial.SetColor("_Color", previewColor);
if (Event.current.type == EventType.Repaint)
{
GL.PushMatrix();
GL.MultMatrix(Matrix4x4.identity);
// Enable blending for transparency
GL.Begin(GL.TRIANGLES);
GL.Color(previewColor);
foreach (var mesh in previewMeshes)
{
if (mesh != null)
{
// Draw each triangle in the mesh
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
Vector3 v0 = mesh.vertices[mesh.triangles[i]];
Vector3 v1 = mesh.vertices[mesh.triangles[i + 1]];
Vector3 v2 = mesh.vertices[mesh.triangles[i + 2]];
GL.Vertex(v0);
GL.Vertex(v1);
GL.Vertex(v2);
}
}
}
GL.End();
GL.PopMatrix();
// Also draw the outline
GL.PushMatrix();
GL.MultMatrix(Matrix4x4.identity);
GL.Begin(GL.LINES);
// Set a more visible outline color
Color outlineColor = new Color(previewColor.r, previewColor.g, previewColor.b, 1f);
GL.Color(outlineColor);
foreach (var mesh in previewMeshes)
{
if (mesh != null)
{
// Create a dictionary to track which edges we've drawn
HashSet<string> drawnEdges = new HashSet<string>();
// Draw edges of each triangle
for (int i = 0; i < mesh.triangles.Length; i += 3)
{
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i]], mesh.vertices[mesh.triangles[i + 1]], drawnEdges);
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 1]], mesh.vertices[mesh.triangles[i + 2]], drawnEdges);
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 2]], mesh.vertices[mesh.triangles[i]], drawnEdges);
}
}
}
GL.End();
GL.PopMatrix();
}
}
private void DrawEdgeIfNotDrawn(Vector3 v1, Vector3 v2, HashSet<string> drawnEdges)
{
// Create a unique key for this edge (order vertices to ensure uniqueness)
string edgeKey;
if (v1.x < v2.x || (v1.x == v2.x && v1.y < v2.y))
edgeKey = $"{v1.x},{v1.y},{v1.z}_{v2.x},{v2.y},{v2.z}";
else
edgeKey = $"{v2.x},{v2.y},{v2.z}_{v1.x},{v1.y},{v1.z}";
// Only draw if we haven't drawn this edge yet
if (!drawnEdges.Contains(edgeKey))
{
GL.Vertex(v1);
GL.Vertex(v2);
drawnEdges.Add(edgeKey);
}
}
}
// Helper class for triangulating polygons
public class Triangulator
{
private List<Vector2> m_points;
public Triangulator(Vector2[] points)
{
m_points = new List<Vector2>(points);
}
public int[] Triangulate()
{
List<int> indices = new List<int>();
int n = m_points.Count;
if (n < 3)
return indices.ToArray();
int[] V = new int[n];
if (Area() > 0)
{
for (int v = 0; v < n; v++)
V[v] = v;
}
else
{
for (int v = 0; v < n; v++)
V[v] = (n - 1) - v;
}
int nv = n;
int count = 2 * nv;
for (int v = nv - 1; nv > 2; )
{
if ((count--) <= 0)
return indices.ToArray();
int u = v;
if (nv <= u)
u = 0;
v = u + 1;
if (nv <= v)
v = 0;
int w = v + 1;
if (nv <= w)
w = 0;
if (Snip(u, v, w, nv, V))
{
int a, b, c, s, t;
a = V[u];
b = V[v];
c = V[w];
indices.Add(a);
indices.Add(b);
indices.Add(c);
for (s = v, t = v + 1; t < nv; s++, t++)
V[s] = V[t];
nv--;
count = 2 * nv;
}
}
indices.Reverse();
return indices.ToArray();
}
private float Area()
{
int n = m_points.Count;
float A = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++)
{
Vector2 pval = m_points[p];
Vector2 qval = m_points[q];
A += pval.x * qval.y - qval.x * pval.y;
}
return (A * 0.5f);
}
private bool Snip(int u, int v, int w, int n, int[] V)
{
int p;
Vector2 A = m_points[V[u]];
Vector2 B = m_points[V[v]];
Vector2 C = m_points[V[w]];
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
return false;
for (p = 0; p < n; p++)
{
if ((p == u) || (p == v) || (p == w))
continue;
Vector2 P = m_points[V[p]];
if (InsideTriangle(A, B, C, P))
return false;
}
return true;
}
private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
{
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = C.x - B.x; ay = C.y - B.y;
bx = A.x - C.x; by = A.y - C.y;
cx = B.x - A.x; cy = B.y - A.y;
apx = P.x - A.x; apy = P.y - A.y;
bpx = P.x - B.x; bpy = P.y - B.y;
cpx = P.x - C.x; cpy = P.y - C.y;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}
}