mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-04 17:20:44 +01:00
Added bounds.
This commit is contained in:
parent
3c14c98cf9
commit
2ea76b947e
@ -1,4 +1,3 @@
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -113,6 +113,7 @@ namespace TAO.VertexAnimation.Editor
|
||||
|
||||
foreach (var m in meshes)
|
||||
{
|
||||
m.bounds = bakedData.mesh.bounds;
|
||||
m.Finalize();
|
||||
AssetDatabase.AddObjectToAsset(m, this);
|
||||
}
|
||||
|
@ -79,6 +79,9 @@ namespace TAO.VertexAnimation
|
||||
// Get the info for the biggest animation.
|
||||
AnimationInfo animationInfo = new AnimationInfo(mesh, applyRootMotion, maxFrames, textureWidth, fps);
|
||||
|
||||
// Bounds
|
||||
Bounds bounds = new Bounds();
|
||||
|
||||
foreach (AnimationClip ac in animationClips)
|
||||
{
|
||||
// Set the frames for this animation.
|
||||
@ -88,8 +91,13 @@ namespace TAO.VertexAnimation
|
||||
bakedData.mesh = bd.mesh;
|
||||
bakedData.positionMaps.AddRange(bd.positionMaps);
|
||||
bakedData.maxFrames = maxFrames;
|
||||
|
||||
bounds.min = Vector3.Min(bounds.min, mesh.bounds.min);
|
||||
bounds.max = Vector3.Max(bounds.max, mesh.bounds.max);
|
||||
}
|
||||
|
||||
bakedData.mesh.bounds = bounds;
|
||||
|
||||
return bakedData;
|
||||
}
|
||||
|
||||
@ -116,18 +124,27 @@ namespace TAO.VertexAnimation
|
||||
BakedData bakedData = new BakedData()
|
||||
{
|
||||
mesh = mesh,
|
||||
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) },
|
||||
maxFrames = animationInfo.maxFrames
|
||||
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo, out Bounds bounds) },
|
||||
maxFrames = animationInfo.maxFrames,
|
||||
};
|
||||
mesh.bounds = bounds;
|
||||
|
||||
return bakedData;
|
||||
}
|
||||
|
||||
public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
|
||||
// TODO: Add nicer way to return data/bounds.
|
||||
public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo, out Bounds bounds)
|
||||
{
|
||||
// Create positionMap Texture without MipMaps which is Linear and HDR to store values in a bigger range.
|
||||
Texture2D positionMap = new Texture2D(animationInfo.textureWidth, animationInfo.textureHeight, TextureFormat.RGBAHalf, false, true);
|
||||
|
||||
// Keep track of min/max bounds.
|
||||
bounds = new Bounds
|
||||
{
|
||||
min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue),
|
||||
max = new Vector3(float.MinValue, float.MinValue, float.MinValue)
|
||||
};
|
||||
|
||||
// Create instance to sample from.
|
||||
GameObject inst = GameObject.Instantiate(model);
|
||||
SkinnedMeshRenderer skinnedMeshRenderer = inst.GetComponent<SkinnedMeshRenderer>();
|
||||
@ -139,7 +156,10 @@ namespace TAO.VertexAnimation
|
||||
|
||||
Mesh sampledMesh = new Mesh();
|
||||
skinnedMeshRenderer.BakeMesh(sampledMesh);
|
||||
|
||||
sampledMesh.RecalculateBounds();
|
||||
bounds.min = Vector3.Min(bounds.min, sampledMesh.bounds.min + bounds.center);
|
||||
bounds.max = Vector3.Min(bounds.max, sampledMesh.bounds.max + bounds.center);
|
||||
|
||||
List<Vector3> verts = new List<Vector3>();
|
||||
sampledMesh.GetVertices(verts);
|
||||
|
Loading…
Reference in New Issue
Block a user