mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2025-06-12 22:39:56 +02:00
ModelBaker Test
MeshCombiner, combine SkinnedMeshRenderers and MeshRenderers into one. AnimationBaker, bake SkinnedMeshRenderer with of animations into vertex animations. Test shader, flipped Y compared to previvious version, it now starts at 0,0 and goes into the positive direciton.
This commit is contained in:
8
Editor/Gizmos.meta
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Editor/Gizmos.meta
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Editor/Gizmos/VA_ModelBaker Icon.png
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Editor/Gizmos/VA_ModelBaker Icon.png
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Editor/Gizmos/VA_ModelBaker Icon.png.meta
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8
Editor/Scripts/Editor/ModelBaker.meta
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Editor/Scripts/Editor/ModelBaker.meta
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8
Editor/Scripts/Editor/ModelBaker/Editor.meta
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Editor/Scripts/Editor/ModelBaker/Editor.meta
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109
Editor/Scripts/Editor/ModelBaker/Editor/VA_ModelBakerEditor.cs
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Editor/Scripts/Editor/ModelBaker/Editor/VA_ModelBakerEditor.cs
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using UnityEngine;
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using UnityEditor;
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namespace TAO.VertexAnimation.Editor
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{
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[CustomEditor(typeof(VA_ModelBaker))]
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public class VA_ModelBakerEditor : UnityEditor.Editor
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{
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private VA_ModelBaker modelBaker = null;
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void OnEnable()
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{
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modelBaker = target as VA_ModelBaker;
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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InputGUI();
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BakeGUI();
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OutputGUI();
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serializedObject.ApplyModifiedProperties();
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}
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private void InputGUI()
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{
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//public GameObject model;
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//public AnimationClip[] animationClips;
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//public int fps = 24;
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//public int textureWidth = 512;
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//public bool saveBakedDataToAsset = true;
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//public bool generateAnimationBook = false;
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EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("saveBakedDataToAsset"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
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}
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private void BakeGUI()
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{
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if (GUILayout.Button("Bake"))
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{
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ClearBakedData();
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modelBaker.Bake();
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if (modelBaker.saveBakedDataToAsset)
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{
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SaveBakedData();
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}
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}
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("SaveBakedData", EditorStyles.miniButtonLeft))
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{
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SaveBakedData();
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}
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if (GUILayout.Button("ClearBakedData", EditorStyles.miniButtonRight))
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{
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ClearBakedData();
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}
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}
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}
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private void OutputGUI()
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{
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using (new EditorGUI.DisabledGroupScope(true))
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
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}
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}
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private void SaveBakedData()
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{
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AssetDatabase.AddObjectToAsset(modelBaker.BakedData.mesh, modelBaker);
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foreach (var pm in modelBaker.BakedData.positionMaps)
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{
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AssetDatabase.AddObjectToAsset(pm, modelBaker);
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void ClearBakedData()
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(modelBaker));
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foreach (var a in assets)
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{
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if (a != modelBaker)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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}
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}
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12
Editor/Scripts/VA_AssetConverter.cs
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Editor/Scripts/VA_AssetConverter.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TAO.VertexAnimation.Editor
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{
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[CreateAssetMenu(fileName = "new AssetConverter", menuName = "VA_Animation/AssetConverter", order = 400)]
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public class VA_AssetConverter : ScriptableObject
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{
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}
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}
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11
Editor/Scripts/VA_AssetConverter.cs.meta
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