diff --git a/Editor/Scripts/Editor/VA_AnimationBookEditor.cs b/Editor/Scripts/Editor/AnimationBookEditor.cs similarity index 78% rename from Editor/Scripts/Editor/VA_AnimationBookEditor.cs rename to Editor/Scripts/Editor/AnimationBookEditor.cs index 21fb6b5..613afeb 100644 --- a/Editor/Scripts/Editor/VA_AnimationBookEditor.cs +++ b/Editor/Scripts/Editor/AnimationBookEditor.cs @@ -3,14 +3,14 @@ using UnityEditor; namespace TAO.VertexAnimation.Editor { - [CustomEditor(typeof(VA_AnimationBook))] - public class VA_AnimationBookEditor : UnityEditor.Editor + [CustomEditor(typeof(AnimationBook))] + public class AnimationBookEditor : UnityEditor.Editor { - private VA_AnimationBook animationBook = null; + private AnimationBook animationBook = null; void OnEnable() { - animationBook = target as VA_AnimationBook; + animationBook = target as AnimationBook; } public override void OnInspectorGUI() diff --git a/Editor/Scripts/Editor/VA_AnimationBookEditor.cs.meta b/Editor/Scripts/Editor/AnimationBookEditor.cs.meta similarity index 100% rename from Editor/Scripts/Editor/VA_AnimationBookEditor.cs.meta rename to Editor/Scripts/Editor/AnimationBookEditor.cs.meta diff --git a/Editor/Scripts/Editor/VA_AnimationLibraryEditor.cs b/Editor/Scripts/Editor/AnimationLibraryEditor.cs similarity index 78% rename from Editor/Scripts/Editor/VA_AnimationLibraryEditor.cs rename to Editor/Scripts/Editor/AnimationLibraryEditor.cs index 3c429e5..247c0d2 100644 --- a/Editor/Scripts/Editor/VA_AnimationLibraryEditor.cs +++ b/Editor/Scripts/Editor/AnimationLibraryEditor.cs @@ -3,14 +3,14 @@ using UnityEditor; namespace TAO.VertexAnimation.Editor { - [CustomEditor(typeof(VA_AnimationLibrary))] - public class VA_AnimationLibraryEditor : UnityEditor.Editor + [CustomEditor(typeof(AnimationLibrary))] + public class AnimationLibraryEditor : UnityEditor.Editor { - private VA_AnimationLibrary library = null; + private AnimationLibrary library = null; void OnEnable() { - library = target as VA_AnimationLibrary; + library = target as AnimationLibrary; } public override void OnInspectorGUI() diff --git a/Editor/Scripts/Editor/VA_AnimationLibraryEditor.cs.meta b/Editor/Scripts/Editor/AnimationLibraryEditor.cs.meta similarity index 100% rename from Editor/Scripts/Editor/VA_AnimationLibraryEditor.cs.meta rename to Editor/Scripts/Editor/AnimationLibraryEditor.cs.meta diff --git a/Editor/Scripts/ModelBaker/AnimationPrefab.cs b/Editor/Scripts/ModelBaker/AnimationPrefab.cs index 2bdeb94..644e2d9 100644 --- a/Editor/Scripts/ModelBaker/AnimationPrefab.cs +++ b/Editor/Scripts/ModelBaker/AnimationPrefab.cs @@ -20,9 +20,9 @@ namespace TAO.VertexAnimation.Editor parent.AddComponent(); } - if (!parent.TryGetComponent(out VA_AnimationLibraryComponentAuthoring _)) + if (!parent.TryGetComponent(out AnimationLibraryComponentAuthoring _)) { - parent.AddComponent(); + parent.AddComponent(); } //if (!parent.TryGetComponent(out Unity.Entities.ConvertToEntity _)) @@ -33,7 +33,7 @@ namespace TAO.VertexAnimation.Editor else { // Create parent. - parent = new GameObject(name, typeof(LODGroup), typeof(VA_AnimationLibraryComponentAuthoring)); + parent = new GameObject(name, typeof(LODGroup), typeof(AnimationLibraryComponentAuthoring)); } // Create all LODs. @@ -65,13 +65,13 @@ namespace TAO.VertexAnimation.Editor } else { - child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer), typeof(VA_AnimationDataComponentAuthoring)); + child = new GameObject(childName, typeof(MeshFilter), typeof(MeshRenderer), typeof(AnimationDataComponentAuthoring)); } } - if (!child.TryGetComponent(out VA_AnimationDataComponentAuthoring ad)) + if (!child.TryGetComponent(out AnimationDataComponentAuthoring ad)) { - child.AddComponent(); + child.AddComponent(); } if (child.TryGetComponent(out MeshFilter mf)) diff --git a/Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs b/Editor/Scripts/ModelBaker/Editor/VertexAnimationModelBakerEditor.cs similarity index 91% rename from Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs rename to Editor/Scripts/ModelBaker/Editor/VertexAnimationModelBakerEditor.cs index c245004..22faed6 100644 --- a/Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs +++ b/Editor/Scripts/ModelBaker/Editor/VertexAnimationModelBakerEditor.cs @@ -3,14 +3,14 @@ using UnityEditor; namespace TAO.VertexAnimation.Editor { - [CustomEditor(typeof(VA_ModelBaker))] - public class VA_ModelBakerEditor : UnityEditor.Editor + [CustomEditor(typeof(VertexAnimationModelBaker))] + public class VertexAnimationModelBakerEditor : UnityEditor.Editor { - private VA_ModelBaker modelBaker = null; + private VertexAnimationModelBaker modelBaker = null; void OnEnable() { - modelBaker = target as VA_ModelBaker; + modelBaker = target as VertexAnimationModelBaker; } public override void OnInspectorGUI() diff --git a/Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs.meta b/Editor/Scripts/ModelBaker/Editor/VertexAnimationModelBakerEditor.cs.meta similarity index 100% rename from Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs.meta rename to Editor/Scripts/ModelBaker/Editor/VertexAnimationModelBakerEditor.cs.meta diff --git a/Editor/Scripts/ModelBaker/VA_ModelBaker.cs b/Editor/Scripts/ModelBaker/VertexAnimationModelBaker.cs similarity index 88% rename from Editor/Scripts/ModelBaker/VA_ModelBaker.cs rename to Editor/Scripts/ModelBaker/VertexAnimationModelBaker.cs index 061a897..08ab8ba 100644 --- a/Editor/Scripts/ModelBaker/VA_ModelBaker.cs +++ b/Editor/Scripts/ModelBaker/VertexAnimationModelBaker.cs @@ -6,7 +6,7 @@ using UnityEngine.Experimental.Rendering; namespace TAO.VertexAnimation.Editor { [CreateAssetMenu(fileName = "new ModelBaker", menuName = "TAO/VertexAnimation/ModelBaker", order = 400)] - public class VA_ModelBaker : ScriptableObject + public class VertexAnimationModelBaker : ScriptableObject { #if UNITY_EDITOR // Input. @@ -31,8 +31,8 @@ namespace TAO.VertexAnimation.Editor public Texture2DArray positionMap = null; public Material material = null; public Mesh[] meshes = null; - public VA_AnimationBook book = null; - public List animations = new List(); + public AnimationBook book = null; + public List animations = new List(); [System.Serializable] public class LODSettings @@ -100,7 +100,7 @@ namespace TAO.VertexAnimation.Editor target.ConbineAndConvertGameObject(includeInactive); AnimationBaker.BakedData bakedData = target.Bake(animationClips, applyRootMotion, fps, textureWidth); - positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true); + positionMap = Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true); meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings()); DestroyImmediate(target); @@ -126,7 +126,9 @@ namespace TAO.VertexAnimation.Editor } meshes[i].Finalize(); - AssetDatabase.AddObjectToAsset(meshes[i], this); + SerializedObject s = new SerializedObject(meshes[i]); + s.FindProperty("m_IsReadable").boolValue = true; + AssetDatabase.AddObjectToAsset(s.targetObject, this); } AssetDatabase.AddObjectToAsset(positionMap, this); @@ -179,12 +181,12 @@ namespace TAO.VertexAnimation.Editor // Create book. if (!book) { - book = CreateInstance(); + book = CreateInstance(); } book.name = string.Format("{0}_Book", name); book.positionMap = positionMap; - book.animations = new List(); + book.animations = new List(); book.TryAddMaterial(material); // Save book. @@ -207,13 +209,13 @@ namespace TAO.VertexAnimation.Editor 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)) + if (TryGetAnimationWithName(animationName, out Animation animation)) { animation.SetData(newData); } else { - animation = CreateInstance(); + animation = CreateInstance(); animation.name = animationName; animation.SetData(newData); animations.Add(animation); @@ -229,7 +231,7 @@ namespace TAO.VertexAnimation.Editor } } - private bool TryGetAnimationWithName(string name, out VA_Animation animation) + private bool TryGetAnimationWithName(string name, out Animation animation) { foreach (var a in animations) { @@ -269,7 +271,7 @@ namespace TAO.VertexAnimation.Editor material = null; meshes = null; book = null; - animations = new List(); + animations = new List(); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); diff --git a/Editor/Scripts/ModelBaker/VA_ModelBaker.cs.meta b/Editor/Scripts/ModelBaker/VertexAnimationModelBaker.cs.meta similarity index 100% rename from Editor/Scripts/ModelBaker/VA_ModelBaker.cs.meta rename to Editor/Scripts/ModelBaker/VertexAnimationModelBaker.cs.meta diff --git a/Runtime/Scripts/AnimatedPrefabSpawner.cs b/Runtime/Scripts/AnimatedPrefabSpawner.cs index 8968ce8..5fe25a8 100644 --- a/Runtime/Scripts/AnimatedPrefabSpawner.cs +++ b/Runtime/Scripts/AnimatedPrefabSpawner.cs @@ -33,9 +33,9 @@ public class AnimatedPrefabSpawner : MonoBehaviour } currentPosition = new Vector3( startPosition.x , currentPosition.y, currentPosition.z + Distance ); } - VA_AnimationLibraryComponentAuthoring[] vaAnimationLibraryComponentAuthorings = Parent.GetComponentsInChildren < VA_AnimationLibraryComponentAuthoring >(); + AnimationLibraryComponentAuthoring[] vaAnimationLibraryComponentAuthorings = Parent.GetComponentsInChildren < AnimationLibraryComponentAuthoring >(); - foreach ( VA_AnimationLibraryComponentAuthoring authoring in vaAnimationLibraryComponentAuthorings ) + foreach ( AnimationLibraryComponentAuthoring authoring in vaAnimationLibraryComponentAuthorings ) { var test = Guid.NewGuid().GetHashCode().ToString(); Debug.Log( test ); diff --git a/Runtime/Scripts/VA_Animation.cs b/Runtime/Scripts/Animation.cs similarity index 91% rename from Runtime/Scripts/VA_Animation.cs rename to Runtime/Scripts/Animation.cs index f4564e3..0191198 100644 --- a/Runtime/Scripts/VA_Animation.cs +++ b/Runtime/Scripts/Animation.cs @@ -3,7 +3,7 @@ using UnityEngine; namespace TAO.VertexAnimation { - public class VA_Animation : ScriptableObject + public class Animation : ScriptableObject { public VA_AnimationData Data; diff --git a/Runtime/Scripts/VA_Animation.cs.meta b/Runtime/Scripts/Animation.cs.meta similarity index 100% rename from Runtime/Scripts/VA_Animation.cs.meta rename to Runtime/Scripts/Animation.cs.meta diff --git a/Runtime/Scripts/VA_AnimationBook.cs b/Runtime/Scripts/AnimationBook.cs similarity index 88% rename from Runtime/Scripts/VA_AnimationBook.cs rename to Runtime/Scripts/AnimationBook.cs index 9f700df..473429b 100644 --- a/Runtime/Scripts/VA_AnimationBook.cs +++ b/Runtime/Scripts/AnimationBook.cs @@ -4,14 +4,14 @@ using UnityEngine; namespace TAO.VertexAnimation { [CreateAssetMenu(fileName = "new AnimationBook", menuName = "TAO/VertexAnimation/AnimationBook", order = 400)] - public class VA_AnimationBook : ScriptableObject + public class AnimationBook : ScriptableObject { - public VA_AnimationBook(Texture2DArray a_positionMap) + public AnimationBook(Texture2DArray a_positionMap) { positionMap = a_positionMap; } - public VA_AnimationBook(Texture2DArray a_positionMap, List a_animations) + public AnimationBook(Texture2DArray a_positionMap, List a_animations) { positionMap = a_positionMap; @@ -24,10 +24,10 @@ namespace TAO.VertexAnimation public int MaxFrames { get; private set; } = 0; public Texture2DArray positionMap = null; - public List animations = new List(); + public List animations = new List(); public List materials = new List(); - public bool TryAddAnimation(VA_Animation animation) + public bool TryAddAnimation(Animation animation) { if (animations != null && animations.Count != 0) { diff --git a/Runtime/Scripts/VA_AnimationBook.cs.meta b/Runtime/Scripts/AnimationBook.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimationBook.cs.meta rename to Runtime/Scripts/AnimationBook.cs.meta diff --git a/Runtime/Scripts/AnimationDataComponentAuthoring.cs b/Runtime/Scripts/AnimationDataComponentAuthoring.cs new file mode 100644 index 0000000..15eacf6 --- /dev/null +++ b/Runtime/Scripts/AnimationDataComponentAuthoring.cs @@ -0,0 +1,25 @@ +using Unity.Entities; +using Unity.Mathematics; +using UnityEngine; + +namespace TAO.VertexAnimation +{ + +public class AnimationDataComponentAuthoring : MonoBehaviour +{ + public float4 AnimationDataOne; + public float4 AnimationDataTwo; + public float BlendFactor; +} + +public class AnimationDataComponentBaker : Baker < AnimationDataComponentAuthoring > +{ + public override void Bake( AnimationDataComponentAuthoring authoring ) + { + //Entity parent = GetEntity( authoring.RootParent ); + AddComponent( new FirstAnimationDataComponent{ Value = authoring.AnimationDataOne} ); + AddComponent( new SecondAnimationDataComponent{ Value = authoring.AnimationDataTwo} ); + AddComponent( new BlendingAnimationDataComponent{ Value = authoring.BlendFactor} ); + } +} +} diff --git a/Runtime/Scripts/VA_AnimationDataComponentAuthoring.cs.meta b/Runtime/Scripts/AnimationDataComponentAuthoring.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimationDataComponentAuthoring.cs.meta rename to Runtime/Scripts/AnimationDataComponentAuthoring.cs.meta diff --git a/Runtime/Scripts/VA_AnimationLibrary.cs b/Runtime/Scripts/AnimationLibrary.cs similarity index 69% rename from Runtime/Scripts/VA_AnimationLibrary.cs rename to Runtime/Scripts/AnimationLibrary.cs index e938c09..7988c6b 100644 --- a/Runtime/Scripts/VA_AnimationLibrary.cs +++ b/Runtime/Scripts/AnimationLibrary.cs @@ -5,30 +5,30 @@ using UnityEngine; namespace TAO.VertexAnimation { [CreateAssetMenu(fileName = "new AnimationLibrary", menuName = "TAO/VertexAnimation/AnimationLibrary", order = 400)] - public class VA_AnimationLibrary : ScriptableObject + public class AnimationLibrary : ScriptableObject { [SerializeField] - private List animationBooks = new List(); + private List animationBooks = new List(); [HideInInspector] public List animationData = null; #if UNITY_EDITOR [SerializeField] - private List loadedAnimationsPreview = null; + private List loadedAnimationsPreview = null; #endif public void Init() { animationData = new List(); - foreach (VA_AnimationBook book in animationBooks) + foreach (AnimationBook book in animationBooks) { book.UpdateMaterials(); if (book != null) { - foreach (VA_Animation animation in book.animations) + foreach (Animation animation in book.animations) { // TODO: Fix data name, FixedString32 doesn't transfer from editor? //animation.Data.name = new FixedString32(animation.name); @@ -40,13 +40,13 @@ namespace TAO.VertexAnimation public void OnValidate() { - Dictionary usedNames = new Dictionary(); + Dictionary usedNames = new Dictionary(); - foreach (VA_AnimationBook book in animationBooks) + foreach (AnimationBook book in animationBooks) { if (book != null) { - foreach (VA_Animation animation in book.animations) + foreach (Animation animation in book.animations) { if (!usedNames.ContainsKey(animation.name)) { @@ -61,7 +61,7 @@ namespace TAO.VertexAnimation } #if UNITY_EDITOR - loadedAnimationsPreview = new List(); + loadedAnimationsPreview = new List(); foreach (var un in usedNames) { loadedAnimationsPreview.Add(un.Value); diff --git a/Runtime/Scripts/VA_AnimationLibrary.cs.meta b/Runtime/Scripts/AnimationLibrary.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimationLibrary.cs.meta rename to Runtime/Scripts/AnimationLibrary.cs.meta diff --git a/Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs b/Runtime/Scripts/AnimationLibraryComponentAuthoring.cs similarity index 68% rename from Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs rename to Runtime/Scripts/AnimationLibraryComponentAuthoring.cs index cbef7c9..63bac65 100644 --- a/Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs +++ b/Runtime/Scripts/AnimationLibraryComponentAuthoring.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using Unity.Entities; using Unity.Collections; using Unity.Mathematics; @@ -9,9 +10,9 @@ using Random = Unity.Mathematics.Random; namespace TAO.VertexAnimation { [UnityEngine.DisallowMultipleComponent] - public class VA_AnimationLibraryComponentAuthoring : UnityEngine.MonoBehaviour + public class AnimationLibraryComponentAuthoring : UnityEngine.MonoBehaviour { - public VA_AnimationLibrary AnimationLibrary; + public AnimationLibrary AnimationLibrary; public bool DebugMode = false; public uint Seed; } @@ -21,18 +22,18 @@ internal struct SkinnedMeshEntity : IBufferElementData public Entity Value; } -public struct VA_AnimationLibraryComponent : IComponentData +public struct AnimationLibraryComponent : IComponentData { public BlobAssetReference AnimLibAssetRef; public BlobAssetStore BlobAssetStore; } -public class VA_AnimationLibraryComponentBaker : Baker < VA_AnimationLibraryComponentAuthoring > +public class AnimationLibraryComponentBaker : Baker < AnimationLibraryComponentAuthoring > { - public override void Bake( VA_AnimationLibraryComponentAuthoring authoring ) + public override void Bake( AnimationLibraryComponentAuthoring authoring ) { authoring.AnimationLibrary.Init(); - VA_AnimationLibraryComponent animationLibrary = new VA_AnimationLibraryComponent(); + AnimationLibraryComponent animationLibrary = new AnimationLibraryComponent(); using (BlobBuilder blobBuilder = new BlobBuilder(Allocator.Temp)) { // Construct the root. @@ -71,60 +72,59 @@ public class VA_AnimationLibraryComponentBaker : Baker < VA_AnimationLibraryComp BlobAssetReference animLib = animationLibrary.AnimLibAssetRef; // Get the animation lib data. ref VA_AnimationLibraryData animationsRef = ref animLib.Value; - Random random = new Random( authoring.Seed ); + Random random = new Random( authoring.Seed != 0 ? authoring.Seed : 42 ); int index = random.NextInt( 20 ); // Add animator to 'parent'. VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent { + Enabled = true, AnimationName = animationsRef.animations[index].name, - animationIndex = index, - animationIndexNext = -1, - animationTime = 0, - animationLibrary = animLib + AnimationIndex = 2, + AnimationIndexNext = -1, + AnimationTime = 0, + AnimationLibrary = animLib }; AddComponent(animatorComponent); - VA_AnimatorStateComponent animatorStateComponent = new VA_AnimatorStateComponent + VA_AnimatorBlendStateComponent animatorStateComponent = new VA_AnimatorBlendStateComponent { - Enabled = true, - CurrentAnimationName = animationsRef.animations[index].name, - AnimationIndex = index, + BlendingEnabled = true, + AnimationIndex = 1, AnimationIndexNext = -1, + AnimationTime = 0 }; AddComponent( animatorStateComponent ); var boneEntityArray = AddBuffer(); - - MeshRenderer[] skinnedMeshRenderers = + MeshRenderer[] meshRenderers = authoring.transform.GetComponentsInChildren < MeshRenderer >(); - boneEntityArray.ResizeUninitialized(skinnedMeshRenderers.Length); - - for (int boneIndex = 0; boneIndex < skinnedMeshRenderers.Length; ++boneIndex) + boneEntityArray.ResizeUninitialized(meshRenderers.Length); + for (int meshIndex = 0; meshIndex < meshRenderers.Length; ++meshIndex) { - var boneEntity = GetEntity(skinnedMeshRenderers[boneIndex]); - boneEntityArray[boneIndex] = new SkinnedMeshEntity {Value = boneEntity}; + var meshEntity = GetEntity(meshRenderers[meshIndex]); + boneEntityArray[meshIndex] = new SkinnedMeshEntity {Value = meshEntity}; } } } //[GenerateAuthoringComponent] public struct VA_AnimatorComponent : IComponentData -{ - public FixedString64Bytes AnimationName; - public int animationIndex; - public int animationIndexNext; - public float animationTime; - public BlobAssetReference animationLibrary; -} - -public struct VA_AnimatorStateComponent : IComponentData { public bool Enabled; - public FixedString64Bytes CurrentAnimationName; + public FixedString64Bytes AnimationName; public int AnimationIndex; public int AnimationIndexNext; - public Random Rand; + public float AnimationTime; + public BlobAssetReference AnimationLibrary; +} + +public struct VA_AnimatorBlendStateComponent : IComponentData +{ + public bool BlendingEnabled; + public int AnimationIndex; + public int AnimationIndexNext; + public float AnimationTime; } } \ No newline at end of file diff --git a/Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs.meta b/Runtime/Scripts/AnimationLibraryComponentAuthoring.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimationLibraryComponentAuthoring.cs.meta rename to Runtime/Scripts/AnimationLibraryComponentAuthoring.cs.meta diff --git a/Runtime/Scripts/VA_AnimationLibraryData.cs b/Runtime/Scripts/AnimationLibraryData.cs similarity index 100% rename from Runtime/Scripts/VA_AnimationLibraryData.cs rename to Runtime/Scripts/AnimationLibraryData.cs diff --git a/Runtime/Scripts/VA_AnimationLibraryData.cs.meta b/Runtime/Scripts/AnimationLibraryData.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimationLibraryData.cs.meta rename to Runtime/Scripts/AnimationLibraryData.cs.meta diff --git a/Runtime/Scripts/AnimatorAspect.cs b/Runtime/Scripts/AnimatorAspect.cs new file mode 100644 index 0000000..1bddd0f --- /dev/null +++ b/Runtime/Scripts/AnimatorAspect.cs @@ -0,0 +1,155 @@ +using Unity.Entities; +using Unity.Mathematics; + +namespace TAO.VertexAnimation +{ + +public readonly partial struct AnimatorAspect : IAspect +{ + private readonly RefRW < VA_AnimatorComponent > m_Animator; + private readonly RefRW < VA_AnimatorBlendStateComponent > m_AnimatorBlendState; + private readonly DynamicBuffer < SkinnedMeshEntity > m_SkinnedMeshEntities; + + public void UpdateAnimator(float deltaTime, EntityCommandBuffer.ParallelWriter ecb, ref int startIndex) + { + if ( m_Animator.ValueRO.Enabled ) + { + // Get the animation lib data. + ref VA_AnimationLibraryData animationsRef = ref m_Animator.ValueRO.AnimationLibrary.Value; + + //if ( m_Animator.ValueRO.AnimationName != vaAnimatorStateComponent.CurrentAnimationName ) + //{ + // // Set the animation index on the AnimatorComponent to play this animation. + // m_Animator.ValueRO.AnimationIndexNext = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, vaAnimatorStateComponent.CurrentAnimationName); + // m_Animator.ValueRO.AnimationName = vaAnimatorStateComponent.CurrentAnimationName; + //} + + // 'Play' the actual animation. + m_Animator.ValueRW.AnimationTime += deltaTime * animationsRef.animations[m_Animator.ValueRO.AnimationIndex].frameTime; + + if ( m_Animator.ValueRO.AnimationTime > animationsRef.animations[m_Animator.ValueRO.AnimationIndex].duration ) + { + // Set time. Using the difference to smoothen out animations when looping. + m_Animator.ValueRW.AnimationTime -= animationsRef.animations[m_Animator.ValueRO.AnimationIndex].duration; + + //m_Animator.ValueRW.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 ); + } + + // Lerp animations. + // Set animation for lerp. + int animationIndexNext = m_Animator.ValueRO.AnimationIndexNext; + + if ( animationIndexNext < 0 ) + { + animationIndexNext = m_Animator.ValueRO.AnimationIndex; + + //m_Animator.ValueRO.animationIndexNext = animationIndexNext + 1; + } + + // Calculate next frame time for lerp. + float animationTimeNext = m_Animator.ValueRO.AnimationTime + + ( 1.0f / animationsRef.animations[animationIndexNext].maxFrames ); + + if ( animationTimeNext > animationsRef.animations[animationIndexNext].duration ) + { + // Set time. Using the difference to smooth out animations when looping. + animationTimeNext -= m_Animator.ValueRO.AnimationTime; + } + + int animationIndexNextBlend = 0; + float animationTimeNextBlend = 0.0f; + + if ( m_AnimatorBlendState.ValueRO.BlendingEnabled ) + { + // 'Play' the actual animation. + m_AnimatorBlendState.ValueRW.AnimationTime += deltaTime * + animationsRef. + animations[m_AnimatorBlendState.ValueRO.AnimationIndex]. + frameTime; + + if ( m_AnimatorBlendState.ValueRO.AnimationTime > + animationsRef.animations[m_AnimatorBlendState.ValueRO.AnimationIndex].duration ) + { + // Set time. Using the difference to smoothen out animations when looping. + m_AnimatorBlendState.ValueRW.AnimationTime -= + animationsRef.animations[m_AnimatorBlendState.ValueRO.AnimationIndex].duration; + + //m_Animator.ValueRO.animationIndexNext = vaAnimatorStateComponent.Rand.NextInt( 20 ); + } + + // Lerp animations. + // Set animation for lerp. + animationIndexNextBlend = m_AnimatorBlendState.ValueRO.AnimationIndexNext; + + if ( animationIndexNextBlend < 0 ) + { + animationIndexNextBlend = m_AnimatorBlendState.ValueRO.AnimationIndex; + + //m_Animator.ValueRO.animationIndexNext = animationIndexNext + 1; + } + + // Calculate next frame time for lerp. + animationTimeNextBlend = m_AnimatorBlendState.ValueRO.AnimationTime + + ( 1.0f / animationsRef.animations[animationIndexNextBlend].maxFrames ); + + if ( animationTimeNextBlend > animationsRef.animations[animationIndexNextBlend].duration ) + { + // Set time. Using the difference to smooth out animations when looping. + animationTimeNextBlend -= m_AnimatorBlendState.ValueRO.AnimationTime; + } + } + + for ( int i = 0; i < m_SkinnedMeshEntities.Length; i++ ) + { + FirstAnimationDataComponent animationDataComponent = new FirstAnimationDataComponent(); + + animationDataComponent.Value = new float4 + { + x = m_Animator.ValueRO.AnimationTime, + y = VA_AnimationLibraryUtils.GetAnimationMapIndex( + ref animationsRef, + m_Animator.ValueRO.AnimationIndex ), + z = animationTimeNext, + w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext ) + }; + + ecb.SetComponent < FirstAnimationDataComponent >(startIndex, + m_SkinnedMeshEntities[i].Value, + animationDataComponent ); + + startIndex++; + + if ( m_AnimatorBlendState.ValueRO.BlendingEnabled ) + { + SecondAnimationDataComponent animationDataComponent2 = new SecondAnimationDataComponent(); + + animationDataComponent2.Value = new float4 + { + x = m_AnimatorBlendState.ValueRO.AnimationTime, + y = VA_AnimationLibraryUtils.GetAnimationMapIndex( + ref animationsRef, + m_AnimatorBlendState.ValueRO.AnimationIndex ), + z = animationTimeNextBlend, + w = VA_AnimationLibraryUtils.GetAnimationMapIndex( + ref animationsRef, + animationIndexNextBlend ) + }; + + ecb.SetComponent < SecondAnimationDataComponent >(startIndex, + m_SkinnedMeshEntities[i].Value, + animationDataComponent2 ); + + startIndex++; + } + } + + if ( m_Animator.ValueRO.AnimationIndexNext >= 0 ) + { + m_Animator.ValueRW.AnimationIndex = animationIndexNext; + m_Animator.ValueRW.AnimationIndexNext = -1; + } + } + } +} + +} diff --git a/Runtime/Scripts/AnimatorAspect.cs.meta b/Runtime/Scripts/AnimatorAspect.cs.meta new file mode 100644 index 0000000..03988c9 --- /dev/null +++ b/Runtime/Scripts/AnimatorAspect.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 116de67f78e741cb93a39dc3de9449a3 +timeCreated: 1670678206 \ No newline at end of file diff --git a/Runtime/Scripts/AnimatorSystem.cs b/Runtime/Scripts/AnimatorSystem.cs new file mode 100644 index 0000000..7fb1667 --- /dev/null +++ b/Runtime/Scripts/AnimatorSystem.cs @@ -0,0 +1,36 @@ +using System.Collections.Generic; +using Unity.Collections; +using Unity.Entities; +using Unity.Transforms; +using Unity.Mathematics; + +namespace TAO.VertexAnimation +{ + +// System to update all the animations. +public partial struct AnimatorSystem : ISystem +{ + public void OnCreate( ref SystemState state ) + { + } + + public void OnDestroy( ref SystemState state ) + { + } + + public void OnUpdate( ref SystemState state ) + { + float deltaTime = SystemAPI.Time.DeltaTime; + EntityCommandBuffer ecb = new EntityCommandBuffer( Allocator.Temp ); + int i = 0; + foreach ( var animatorAspect in SystemAPI. + Query < AnimatorAspect >() ) + { + animatorAspect.UpdateAnimator( deltaTime, ecb.AsParallelWriter(), ref i ); + } + + ecb.Playback( state.EntityManager ); + } +} + +} diff --git a/Runtime/Scripts/VA_AnimatorSystem.cs.meta b/Runtime/Scripts/AnimatorSystem.cs.meta similarity index 100% rename from Runtime/Scripts/VA_AnimatorSystem.cs.meta rename to Runtime/Scripts/AnimatorSystem.cs.meta diff --git a/Runtime/Scripts/MaterialComponentData.cs b/Runtime/Scripts/MaterialComponentData.cs new file mode 100644 index 0000000..93e9df7 --- /dev/null +++ b/Runtime/Scripts/MaterialComponentData.cs @@ -0,0 +1,28 @@ +using Unity.Entities; +using Unity.Mathematics; +using Unity.Rendering; + +namespace TAO.VertexAnimation +{ +[MaterialProperty("_AnimationDataOne")] //, MaterialPropertyFormat.Float4 +public struct FirstAnimationDataComponent : IComponentData +{ + // animationTime, animationIndex, colorIndex, nan. + public float4 Value; +} + +[MaterialProperty("_AnimationDataTwo")] //, MaterialPropertyFormat.Float4 +public struct SecondAnimationDataComponent : IComponentData +{ + // animationTime, animationIndex, colorIndex, nan. + public float4 Value; +} + +[MaterialProperty("_AnimationDataBlend")] //, MaterialPropertyFormat.Float4 +public struct BlendingAnimationDataComponent : IComponentData +{ + // animationTime, animationIndex, colorIndex, nan. + public float Value; +} + +} \ No newline at end of file diff --git a/Runtime/Scripts/VA_MaterialComponentData.cs.meta b/Runtime/Scripts/MaterialComponentData.cs.meta similarity index 100% rename from Runtime/Scripts/VA_MaterialComponentData.cs.meta rename to Runtime/Scripts/MaterialComponentData.cs.meta diff --git a/Runtime/Scripts/ModelBaker/AnimationBaker.cs b/Runtime/Scripts/ModelBaker/AnimationBaker.cs index 9877606..45b5c73 100644 --- a/Runtime/Scripts/ModelBaker/AnimationBaker.cs +++ b/Runtime/Scripts/ModelBaker/AnimationBaker.cs @@ -128,7 +128,7 @@ namespace TAO.VertexAnimation // Bake mesh for a copy and to apply the new UV's to. SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent(); - skinnedMeshRenderer.BakeMesh(mesh); + mesh = model.GetComponent().sharedMesh.Copy(); mesh.RecalculateBounds(); mesh.uv3 = mesh.BakePositionUVs(animationInfo); diff --git a/Runtime/Scripts/ModelBaker/MeshLodGenerator.cs b/Runtime/Scripts/ModelBaker/MeshLodGenerator.cs index 723fb1d..28f0f0f 100644 --- a/Runtime/Scripts/ModelBaker/MeshLodGenerator.cs +++ b/Runtime/Scripts/ModelBaker/MeshLodGenerator.cs @@ -7,11 +7,10 @@ namespace TAO.VertexAnimation public static Mesh[] GenerateLOD(this Mesh mesh, int lods, float[] quality) { Mesh[] lodMeshes = new Mesh[lods]; - + for (int lm = 0; lm < lodMeshes.Length; lm++) { lodMeshes[lm] = mesh.Copy(); - // Only simplify when needed. if (quality[lm] < 1.0f) { diff --git a/Runtime/Scripts/ModelBaker/MeshUtils.cs b/Runtime/Scripts/ModelBaker/MeshUtils.cs index ac8eed2..a7e1530 100644 --- a/Runtime/Scripts/ModelBaker/MeshUtils.cs +++ b/Runtime/Scripts/ModelBaker/MeshUtils.cs @@ -24,7 +24,7 @@ namespace TAO.VertexAnimation uv5 = mesh.uv5, uv6 = mesh.uv6, uv7 = mesh.uv7, - uv8 = mesh.uv8 + uv8 = mesh.uv8, }; return copy; @@ -35,6 +35,7 @@ namespace TAO.VertexAnimation { mesh.Optimize(); mesh.UploadMeshData(true); + } } } diff --git a/Runtime/Scripts/VA_Texture2DArrayUtils.cs b/Runtime/Scripts/Texture2DArrayUtils.cs similarity index 98% rename from Runtime/Scripts/VA_Texture2DArrayUtils.cs rename to Runtime/Scripts/Texture2DArrayUtils.cs index 431f932..6097092 100644 --- a/Runtime/Scripts/VA_Texture2DArrayUtils.cs +++ b/Runtime/Scripts/Texture2DArrayUtils.cs @@ -2,7 +2,7 @@ namespace TAO.VertexAnimation { - public static class VA_Texture2DArrayUtils + public static class Texture2DArrayUtils { public static Texture2DArray CreateTextureArray(Texture2D[] a_textures, bool a_useMipChain, bool a_isLinear, TextureWrapMode a_wrapMode = TextureWrapMode.Repeat, FilterMode a_filterMode = FilterMode.Bilinear, int a_anisoLevel = 1, string a_name = "", bool a_makeNoLongerReadable = true) diff --git a/Runtime/Scripts/VA_Texture2DArrayUtils.cs.meta b/Runtime/Scripts/Texture2DArrayUtils.cs.meta similarity index 100% rename from Runtime/Scripts/VA_Texture2DArrayUtils.cs.meta rename to Runtime/Scripts/Texture2DArrayUtils.cs.meta diff --git a/Runtime/Scripts/VA_AnimationDataComponentAuthoring.cs b/Runtime/Scripts/VA_AnimationDataComponentAuthoring.cs deleted file mode 100644 index b9678bc..0000000 --- a/Runtime/Scripts/VA_AnimationDataComponentAuthoring.cs +++ /dev/null @@ -1,21 +0,0 @@ -using Unity.Entities; -using Unity.Mathematics; -using UnityEngine; - -namespace TAO.VertexAnimation -{ - -public class VA_AnimationDataComponentAuthoring : MonoBehaviour -{ - public float4 Color; -} - -public class VA_AnimationDataBaker : Baker < VA_AnimationDataComponentAuthoring > -{ - public override void Bake( VA_AnimationDataComponentAuthoring authoring ) - { - //Entity parent = GetEntity( authoring.RootParent ); - AddComponent( new VaAnimationDataComponent{ Value = authoring.Color} ); - } -} -} diff --git a/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs b/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs deleted file mode 100644 index c48a0a5..0000000 --- a/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs +++ /dev/null @@ -1,9 +0,0 @@ -using Unity.Entities; -using Unity.Transforms; -using Unity.Collections; -using UnityEngine; - -namespace TAO.VertexAnimation -{ - -} diff --git a/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs.meta b/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs.meta deleted file mode 100644 index f6aced4..0000000 --- a/Runtime/Scripts/VA_AnimatorComponentAuthoring.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 29deecb09ead9e74aa32f9d265f1e7ef -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Runtime/Scripts/VA_AnimatorSystem.cs b/Runtime/Scripts/VA_AnimatorSystem.cs deleted file mode 100644 index e1b2d4d..0000000 --- a/Runtime/Scripts/VA_AnimatorSystem.cs +++ /dev/null @@ -1,74 +0,0 @@ -using System.Collections.Generic; -using Unity.Entities; -using Unity.Transforms; -using Unity.Mathematics; - -namespace TAO.VertexAnimation -{ - // System to update all the animations. - public partial class VA_AnimatorSystem : SystemBase - { - protected override void OnUpdate() - { - float deltaTime = SystemAPI.Time.DeltaTime; - // This is only executed if we have a valid skinning setup - Entities - .ForEach((ref VA_AnimatorComponent animator, in VA_AnimatorStateComponent vaAnimatorStateComponent, in DynamicBuffer bones) => - { - if ( vaAnimatorStateComponent.Enabled ) - { - // Get the animation lib data. - ref VA_AnimationLibraryData animationsRef = ref animator.animationLibrary.Value; - - //if ( animator.AnimationName != vaAnimatorStateComponent.CurrentAnimationName ) - //{ - // // Set the animation index on the AnimatorComponent to play this animation. - // animator.animationIndex = VA_AnimationLibraryUtils.GetAnimation(ref animationsRef, vaAnimatorStateComponent.CurrentAnimationName); - // animator.AnimationName = vaAnimatorStateComponent.CurrentAnimationName; - //} - - - // 'Play' the actual animation. - animator.animationTime += deltaTime * animationsRef.animations[animator.animationIndex].frameTime; - - if (animator.animationTime > animationsRef.animations[animator.animationIndex].duration) - { - // Set time. Using the difference to smoothen out animations when looping. - animator.animationTime -= animationsRef.animations[animator.animationIndex].duration; - } - - // Lerp animations. - // Set animation for lerp. - int animationIndexNext = animator.animationIndexNext; - if (animator.animationIndexNext < 0) - { - animationIndexNext = animator.animationIndex; - //animator.animationIndexNext = animationIndexNext + 1; - } - - // Calculate next frame time for lerp. - float animationTimeNext = animator.animationTime + (1.0f / animationsRef.animations[animationIndexNext].maxFrames); - if (animationTimeNext > animationsRef.animations[animationIndexNext].duration) - { - // Set time. Using the difference to smooth out animations when looping. - animationTimeNext -= animator.animationTime; - } - - for ( int i = 0; i < bones.Length; i++ ) - { - VaAnimationDataComponent vaAnimationDataComponent = new VaAnimationDataComponent(); - vaAnimationDataComponent.Value = new float4 - { - x = animator.animationTime, - y = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animator.animationIndex ), - z = animationTimeNext, - w = VA_AnimationLibraryUtils.GetAnimationMapIndex( ref animationsRef, animationIndexNext ) - }; - SystemAPI.SetComponent( bones[i].Value, vaAnimationDataComponent ); - } - } - - }).Run(); - } - } -} \ No newline at end of file diff --git a/Runtime/Scripts/VA_MaterialComponentData.cs b/Runtime/Scripts/VA_MaterialComponentData.cs deleted file mode 100644 index 2a90afe..0000000 --- a/Runtime/Scripts/VA_MaterialComponentData.cs +++ /dev/null @@ -1,15 +0,0 @@ -using Unity.Entities; -using Unity.Mathematics; -using Unity.Rendering; - -namespace 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