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@setchi
Last active August 29, 2015 14:16
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画像を分割して個別に保存する
using UnityEngine;
using System.IO;
public class ImageSlicer : MonoBehaviour {
[SerializeField]
Texture2D texture;
[SerializeField]
int horizontalSlices;
[SerializeField]
int verticalSlices;
[SerializeField]
string saveDirectoryPath = "slicedImages/";
int partWidth;
int partHeight;
void Start () {
// 保存先ディレクトリが存在しなければ作成
if (!Directory.Exists(saveDirectoryPath))
Directory.CreateDirectory(saveDirectoryPath);
SliceImage();
}
void SliceImage() {
partWidth = texture.width / horizontalSlices;
partHeight = texture.height / verticalSlices;
var fileNameIndex = 0;
for (var partY = verticalSlices; partY > 0; partY--) {
for (var partX = 0; partX < horizontalSlices; partX++) {
// 分割した一枚分のピクセルたちを取得
var partPixels = ReadPartPixels(partX, partY, texture);
// 新しいテクスチャに書き込む
var partTexture = new Texture2D (partWidth, partHeight, TextureFormat.RGBA32, false);
partTexture.SetPixels (partPixels);
partTexture.Apply ();
// テクスチャをpngにしてローカルに保存
SaveBinaryToLocal (partTexture.EncodeToPNG(), fileNameIndex + ".png");
fileNameIndex++;
}
}
}
Color[] ReadPartPixels(int partX, int partY, Texture2D texture) {
var pixels = new Color[partWidth * partHeight];
var offsetX = partX * partWidth;
var offsetY = partY * partHeight;
for (int y = offsetY, y_ = partHeight - 1; y > offsetY - partHeight; y--, y_--) {
for (int x = offsetX, x_ = 0; x < offsetX + partWidth; x++, x_++) {
pixels[y_ * partWidth + x_] = texture.GetPixel(x, y);
}
}
return pixels;
}
void SaveBinaryToLocal(byte[] binaryData, string fileName) {
var fileStream = new FileStream (saveDirectoryPath + fileName, FileMode.Create, FileAccess.Write);
var binaryWriter = new BinaryWriter (fileStream);
binaryWriter.Write(binaryData);
binaryWriter.Close();
fileStream.Close();
}
}
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