VertexAnimation/Editor/Scripts/ModelBaker/VA_ModelBaker.cs

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace TAO.VertexAnimation.Editor
{
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[CreateAssetMenu(fileName = "new ModelBaker", menuName = "TAO/VertexAnimation/ModelBaker", order = 400)]
public class VA_ModelBaker : ScriptableObject
{
#if UNITY_EDITOR
// Input.
public GameObject model;
public AnimationClip[] animationClips;
[Range(1, 60)]
public int fps = 24;
public int textureWidth = 512;
public bool applyRootMotion = false;
public bool includeInactive = false;
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public LODSettings lodSettings = new LODSettings();
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public bool applyAnimationBounds = true;
public bool generateAnimationBook = true;
public bool generatePrefab = true;
public Shader materialShader = null;
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public bool useInterpolation = true;
public bool useNormalA = true;
// Output.
public GameObject prefab = null;
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public Texture2DArray positionMap = null;
public Material material = null;
public Mesh[] meshes = null;
public VA_AnimationBook book = null;
public List<VA_Animation> animations = new List<VA_Animation>();
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[System.Serializable]
public class LODSettings
{
public LODSetting[] lodSettings = new LODSetting[3] { new LODSetting(1, .4f), new LODSetting(.6f, .15f), new LODSetting(.3f, .01f) };
public float[] GetQualitySettings()
{
float[] q = new float[lodSettings.Length];
for (int i = 0; i < lodSettings.Length; i++)
{
q[i] = lodSettings[i].quality;
}
return q;
}
public float[] GetTransitionSettings()
{
float[] t = new float[lodSettings.Length];
for (int i = 0; i < lodSettings.Length; i++)
{
t[i] = lodSettings[i].screenRelativeTransitionHeight;
}
return t;
}
public int LODCount()
{
return lodSettings.Length;
}
}
[System.Serializable]
public struct LODSetting
{
[Range(1.0f, 0.0f)]
public float quality;
[Range(1.0f, 0.0f)]
public float screenRelativeTransitionHeight;
public LODSetting(float q, float t)
{
quality = q;
screenRelativeTransitionHeight = t;
}
}
private void OnValidate()
{
if (materialShader == null)
{
materialShader = Shader.Find("TAO/Lit");
}
}
public void Bake()
{
var target = Instantiate(model);
target.name = model.name;
target.ConbineAndConvertGameObject(includeInactive);
AnimationBaker.BakedData bakedData = target.Bake(animationClips, applyRootMotion, fps, textureWidth);
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positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true);
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meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings());
DestroyImmediate(target);
SaveAssets(bakedData);
}
private void SaveAssets(AnimationBaker.BakedData bakedData)
{
AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material });
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Bounds bounds = new Bounds
{
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max = bakedData.maxBounds,
min = bakedData.minBounds
};
for (int i = 0; i < meshes.Length; i++)
{
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if (applyAnimationBounds)
{
meshes[i].bounds = bounds;
}
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meshes[i].Finalize();
AssetDatabase.AddObjectToAsset(meshes[i], this);
}
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AssetDatabase.AddObjectToAsset(positionMap, this);
AssetDatabase.SaveAssets();
if (generatePrefab)
{
GeneratePrefab(bakedData);
}
if (generateAnimationBook)
{
GenerateBook(bakedData);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
private void GeneratePrefab(AnimationBaker.BakedData bakedData)
{
string path = AssetDatabase.GetAssetPath(this);
int start = path.LastIndexOf('/');
path = path.Remove(start, path.Length - start);
path += "/" + name + ".prefab";
// Get info.
NamingConventionUtils.PositionMapInfo info = bakedData.GetPositionMap.name.GetTextureInfo();
// Generate Material
if (!AssetDatabaseUtils.HasChildAsset(this, material))
{
material = AnimationMaterial.Create(name, materialShader, positionMap, useNormalA, useInterpolation, info.maxFrames);
AssetDatabase.AddObjectToAsset(material, this);
}
else
{
material.Update(name, materialShader, positionMap, useNormalA, useInterpolation, info.maxFrames);
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}
// Generate Prefab
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings());
}
private void GenerateBook(AnimationBaker.BakedData bakedData)
{
// Create book.
if (!book)
{
book = CreateInstance<VA_AnimationBook>();
}
book.name = string.Format("{0}_Book", name);
book.positionMap = positionMap;
book.animations = new List<VA_Animation>();
book.TryAddMaterial(material);
// Save book.
if (!AssetDatabaseUtils.HasChildAsset(this, book))
{
AssetDatabase.AddObjectToAsset(book, this);
}
// Get animation info.
List<NamingConventionUtils.PositionMapInfo> info = new List<NamingConventionUtils.PositionMapInfo>();
foreach (var t in bakedData.positionMaps)
{
info.Add(t.name.GetTextureInfo());
}
// Create animations.
for (int i = 0; i < info.Count; i++)
{
string animationName = string.Format("{0}_{1}", name, info[i].name);
VA_AnimationData newData = new VA_AnimationData(animationName, info[i].frames, info[i].maxFrames, info[i].fps, i, -1);
// Either update existing animation or create a new one.
if (TryGetAnimationWithName(animationName, out VA_Animation animation))
{
animation.SetData(newData);
}
else
{
animation = CreateInstance<VA_Animation>();
animation.name = animationName;
animation.SetData(newData);
animations.Add(animation);
}
book.TryAddAnimation(animation);
}
// Save animation objects.
foreach (var a in animations)
{
AssetDatabaseUtils.TryAddChildAsset(book, a);
}
}
private bool TryGetAnimationWithName(string name, out VA_Animation animation)
{
foreach (var a in animations)
{
if (a != null)
{
if (a.name == name)
{
animation = a;
return true;
}
}
}
animation = null;
return false;
}
public void DeleteSavedAssets()
{
// Remove assets.
var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this));
foreach (var a in assets)
{
if (a != this)
{
AssetDatabase.RemoveObjectFromAsset(a);
}
}
// Delete prefab.
string path = AssetDatabase.GetAssetPath(prefab);
AssetDatabase.DeleteAsset(path);
// Clear variables.
prefab = null;
positionMap = null;
material = null;
meshes = null;
book = null;
animations = new List<VA_Animation>();
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
public void DeleteUnusedAnimations()
{
if (book != null)
{
// Remove unused animations.
for (int i = 0; i < animations.Count; i++)
{
if (!book.animations.Contains(animations[i]))
{
AssetDatabase.RemoveObjectFromAsset(animations[i]);
animations[i] = null;
}
}
// Remove zero entries.
animations.RemoveAll(a => a == null);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
#endif
}
}