VertexAnimation/Editor/Scripts/ModelBaker/VA_ModelBaker.cs

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace TAO.VertexAnimation.Editor
{
[CreateAssetMenu(fileName = "new ModelBaker", menuName = "VA_ModelBaker/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;
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public LODSettings lodSettings = new LODSettings();
public bool saveBakedDataToAsset = true;
public bool generateAnimationBook = true;
public bool generatePrefab = true;
public Shader materialShader = null;
// Output.
public GameObject prefab = null;
public Material material = null;
public Mesh[] meshes = null;
public VA_AnimationBook book = null;
[SerializeField]
private AnimationBaker.BakedData bakedData;
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[System.Serializable]
public class LODSettings
{
public bool generate = true;
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;
}
}
public void Bake()
{
var target = Instantiate(model);
target.name = model.name;
target.ConbineAndConvertGameObject();
bakedData = target.Bake(animationClips, fps, textureWidth);
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if (lodSettings.generate)
{
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meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings());
}
else
{
meshes = new Mesh[1] { bakedData.mesh };
}
DestroyImmediate(target);
}
public void SaveAssets()
{
AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material });
// TODO: LODs
foreach (var m in meshes)
{
AssetDatabase.AddObjectToAsset(m, this);
}
foreach (var pm in bakedData.positionMaps)
{
AssetDatabase.AddObjectToAsset(pm, this);
}
AssetDatabase.SaveAssets();
if (generatePrefab)
{
GeneratePrefab();
}
if (generateAnimationBook)
{
GenerateBook();
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
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;
material = null;
meshes = null;
book = null;
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
public void GeneratePrefab()
{
string path = AssetDatabase.GetAssetPath(this);
int start = path.LastIndexOf('/');
path = path.Remove(start, path.Length - start);
path += "/" + name + ".prefab";
// Generate Material
if (!AssetDatabaseUtils.HasChildAsset(this, material))
{
material = AnimationMaterial.Create(name, materialShader);
AssetDatabase.AddObjectToAsset(material, this);
}
else
{
material.shader = materialShader;
}
// Generate Prefab
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings());
}
public void GenerateBook()
{
if (!book)
{
book = CreateInstance<VA_AnimationBook>();
}
book.name = string.Format("{0}Book", name);
book.editorData = new VA_AnimationBook.EditorData
{
materials = new Material[1] { material }
};
foreach (Texture2D tex in bakedData.positionMaps)
{
book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
{
name = "",
frames = 0,
textures = new List<VA_AnimationBook.EditorTextureEntry>()
{
new VA_AnimationBook.EditorTextureEntry
{
texture2D = tex
}
}
});
}
VA_AssetBuilder.AutoFill(ref book);
if (!AssetDatabaseUtils.HasChildAsset(this, book))
{
AssetDatabase.AddObjectToAsset(book, this);
}
}
#endif
}
}