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:
max 2021-01-09 15:56:38 +01:00
parent 10b4eb22d3
commit abd6cc9e9e
21 changed files with 1715 additions and 0 deletions

8
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using UnityEngine;
using UnityEditor;
namespace TAO.VertexAnimation.Editor
{
[CustomEditor(typeof(VA_ModelBaker))]
public class VA_ModelBakerEditor : UnityEditor.Editor
{
private VA_ModelBaker modelBaker = null;
void OnEnable()
{
modelBaker = target as VA_ModelBaker;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
InputGUI();
BakeGUI();
OutputGUI();
serializedObject.ApplyModifiedProperties();
}
private void InputGUI()
{
//public GameObject model;
//public AnimationClip[] animationClips;
//public int fps = 24;
//public int textureWidth = 512;
//public bool saveBakedDataToAsset = true;
//public bool generateAnimationBook = false;
EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("saveBakedDataToAsset"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
}
private void BakeGUI()
{
if (GUILayout.Button("Bake"))
{
ClearBakedData();
modelBaker.Bake();
if (modelBaker.saveBakedDataToAsset)
{
SaveBakedData();
}
}
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("SaveBakedData", EditorStyles.miniButtonLeft))
{
SaveBakedData();
}
if (GUILayout.Button("ClearBakedData", EditorStyles.miniButtonRight))
{
ClearBakedData();
}
}
}
private void OutputGUI()
{
using (new EditorGUI.DisabledGroupScope(true))
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
}
}
private void SaveBakedData()
{
AssetDatabase.AddObjectToAsset(modelBaker.BakedData.mesh, modelBaker);
foreach (var pm in modelBaker.BakedData.positionMaps)
{
AssetDatabase.AddObjectToAsset(pm, modelBaker);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
private void ClearBakedData()
{
var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(modelBaker));
foreach (var a in assets)
{
if (a != modelBaker)
{
AssetDatabase.RemoveObjectFromAsset(a);
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation.Editor
{
[CreateAssetMenu(fileName = "new AssetConverter", menuName = "VA_Animation/AssetConverter", order = 400)]
public class VA_AssetConverter : ScriptableObject
{
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
{
public static class AnimationBaker
{
[System.Serializable]
public struct BakedData
{
public Mesh mesh;
public List<Texture2D> positionMaps;
// Returns main position map.
public Texture2D GetPositionMap
{
get
{
return positionMaps[0];
}
}
}
[System.Serializable]
public struct AnimationInfo
{
public int rawFrameHeight;
public int frameHeight;
public int frameSpacing;
public int frames;
public int maxFrames;
public int textureWidth;
public int textureHeight;
// Create animation info and calculate values.
public AnimationInfo(Mesh mesh, int frames, int textureWidth)
{
this.frames = frames;
this.textureWidth = textureWidth;
rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
frameSpacing = (frameHeight - rawFrameHeight) + 1;
textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
maxFrames = textureHeight / frameHeight;
}
}
public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, int fps, int textureWidth)
{
BakedData bakedData = new BakedData()
{
mesh = null,
positionMaps = new List<Texture2D>()
};
// Calculate what our max frames/time is going to be.
int maxFrames = 0;
foreach (AnimationClip ac in animationClips)
{
int frames = Mathf.FloorToInt(fps * ac.length);
if (maxFrames < frames)
{
maxFrames = frames;
}
}
// Get the target mesh to calculate the animation info.
Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
// Get the info for the biggest animation.
AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth);
foreach (AnimationClip ac in animationClips)
{
// Set the frames for this animation.
animationInfo.frames = Mathf.FloorToInt(fps * ac.length);
BakedData bd = Bake(model, ac, animationInfo);
bakedData.mesh = bd.mesh;
bakedData.positionMaps.AddRange(bd.positionMaps);
}
return bakedData;
}
public static BakedData Bake(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
{
Mesh mesh = new Mesh
{
name = string.Format("{0}", model.name)
};
// Bake mesh for a copy and to apply the new UV's to.
SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent<SkinnedMeshRenderer>();
skinnedMeshRenderer.BakeMesh(mesh);
mesh.RecalculateBounds();
mesh.uv3 = mesh.BakePositionUVs(animationInfo);
BakedData bakedData = new BakedData()
{
mesh = mesh,
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
};
return bakedData;
}
public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
{
// 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);
// Create instance to sample from.
GameObject inst = GameObject.Instantiate(model);
SkinnedMeshRenderer skinnedMeshRenderer = inst.GetComponent<SkinnedMeshRenderer>();
int y = 0;
for (int f = 0; f < animationInfo.frames; f++)
{
animationClip.SampleAnimation(inst, (animationClip.length / animationInfo.frames) * f);
Mesh sampledMesh = new Mesh();
skinnedMeshRenderer.BakeMesh(sampledMesh);
sampledMesh.RecalculateBounds();
int x = 0;
for (int v = 0; v < sampledMesh.vertices.Length; v++)
{
Vector3 vert = sampledMesh.vertices[v];
Vector3 normal = sampledMesh.normals[v];
positionMap.SetPixel(x, y,
new Color(vert.x, vert.y, vert.z,
VectorUtils.Float3ToFloat(normal))
);
x++;
if (x >= animationInfo.textureWidth)
{
x = 0;
y++;
}
}
y += animationInfo.frameSpacing;
}
GameObject.DestroyImmediate(inst);
positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}", animationClip.name, animationInfo.frames, animationInfo.maxFrames);
positionMap.filterMode = FilterMode.Point;
// TODO: Make no longer readable.
positionMap.Apply(false, false);
return positionMap;
}
public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
{
Vector2[] uv3 = new Vector2[mesh.vertices.Length];
float xOffset = 1.0f / animationInfo.textureWidth;
float yOffset = 1.0f / animationInfo.textureHeight;
float x = xOffset / 2.0f;
float y = yOffset / 2.0f;
for (int v = 0; v < mesh.vertices.Length; v++)
{
uv3[v] = new Vector2(x, y);
x += xOffset;
if (x >= 1.0f)
{
x = xOffset / 2.0f;
y += yOffset;
}
}
mesh.uv3 = uv3;
return uv3;
}
}
}

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// References:
// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
// TODO:
// ---Bake ALL the MeshRenderers/SkinnedMeshRenderers and merge them together.---
// ---Bake multiple animations.---
// ---Get the longest animation to calculate the texture height, so all the textures have the same height for the 3D texture.---
// Add options and previews for texture size, animation phasing/fps.
// Either merge with the animation books or generate them from this and maybe store them as child (and then don't destroy them on re-bake to keep the reference but replace it).
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace TAO.VertexAnimation
{
public static class MeshCombiner
{
private struct MaterialMeshGroup
{
public List<SkinnedMeshRenderer> skinnedMeshes;
public List<(MeshFilter mf, MeshRenderer mr)> meshes;
public Material material;
}
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
{
List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
// Group skinnedMeshes.
foreach (var sm in skinnedMeshes)
{
bool hasGroup = false;
foreach (var g in groups)
{
if (sm.sharedMaterial == g.material)
{
hasGroup = true;
g.skinnedMeshes.Add(sm);
}
}
if (!hasGroup)
{
groups.Add(new MaterialMeshGroup()
{
skinnedMeshes = new List<SkinnedMeshRenderer>()
{
sm
},
meshes = new List<(MeshFilter mf, MeshRenderer mr)>(),
material = sm.sharedMaterial
});
}
}
// Group Meshes.
foreach (var m in meshes)
{
bool hasGroup = false;
foreach (var g in groups)
{
if (m.mr.sharedMaterial == g.material)
{
hasGroup = true;
g.meshes.Add(m);
}
}
if (!hasGroup)
{
groups.Add(new MaterialMeshGroup()
{
skinnedMeshes = new List<SkinnedMeshRenderer>(),
meshes = new List<(MeshFilter mf, MeshRenderer mr)>()
{
m
},
material = m.mr.sharedMaterial
});
}
}
List<GameObject> tmp = new List<GameObject>();
for (int i = 0; i < groups.Count; i++)
{
tmp.Add(new GameObject("tmpChild", typeof(SkinnedMeshRenderer)));
tmp[i].transform.parent = target.transform;
MaterialMeshGroup mmg = groups[i];
tmp[i].GetComponent<SkinnedMeshRenderer>().Combine(mmg.skinnedMeshes, mmg.meshes, mmg.material);
}
// TODO: Merge materialMergedObjects.
// TEMP: Remove when materialMergedObjects.
SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
target.bones = newSkinnedMeshRenderer.bones;
foreach (var go in tmp)
{
GameObject.DestroyImmediate(go);
}
// Set a name to make it more clear.
target.sharedMesh.name = target.transform.name.Replace("(Clone)", "");
return target;
}
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes, Material mainMaterial)
{
List<Transform> bones = new List<Transform>();
List<BoneWeight> boneWeights = new List<BoneWeight>();
List<Matrix4x4> bindPoses = new List<Matrix4x4>();
List<CombineInstance> combineInstances = new List<CombineInstance>();
// Combine SkinnedMeshes.
int boneOffset = 0;
for (int s = 0; s < skinnedMeshes.Count; s++)
{
SkinnedMeshRenderer smr = skinnedMeshes[s];
//if the skinned mesh renderer has a material other than the default
//we assume it's a one-off face material and deal with it later
if (smr.sharedMaterial != mainMaterial)
{
continue;
}
BoneWeight[] meshBoneweight = smr.sharedMesh.boneWeights;
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
// We don't care since it is going to be converted into vertex animations later anyways.
for (int i = 0; i < meshBoneweight.Length; ++i)
{
BoneWeight bWeight = meshBoneweight[i];
bWeight.boneIndex0 += boneOffset;
bWeight.boneIndex1 += boneOffset;
bWeight.boneIndex2 += boneOffset;
bWeight.boneIndex3 += boneOffset;
boneWeights.Add(bWeight);
}
boneOffset += smr.bones.Length;
Transform[] meshBones = smr.bones;
for (int i = 0; i < meshBones.Length; ++i)
{
bones.Add(meshBones[i]);
//we take the old bind pose that mapped from our mesh to world to bone,
//and take out our localToWorldMatrix, so now it's JUST the bone matrix
//since our skinned mesh renderer is going to be on the root of our object that works
bindPoses.Add(smr.sharedMesh.bindposes[i] * smr.transform.worldToLocalMatrix);
}
CombineInstance ci = new CombineInstance
{
mesh = smr.sharedMesh,
transform = smr.transform.localToWorldMatrix
};
combineInstances.Add(ci);
GameObject.DestroyImmediate(smr);
}
// Combine Meshes.
for (int s = 0; meshes != null && s < meshes.Count; s++)
{
MeshFilter filter = meshes[s].mf;
MeshRenderer renderer = meshes[s].mr;
//if the skinned mesh renderer has a material other than the default
//we assume it's a one-off face material and deal with it later
if (renderer.sharedMaterial != mainMaterial)
{
continue;
}
// May want to modify this if the renderer shares bones as unnecessary bones will get added.
// We don't care since it is going to be converted into vertex animations later anyways.
int vertCount = filter.sharedMesh.vertexCount;
for (int i = 0; i < vertCount; ++i)
{
BoneWeight bWeight = new BoneWeight
{
boneIndex0 = boneOffset,
boneIndex1 = boneOffset,
boneIndex2 = boneOffset,
boneIndex3 = boneOffset,
weight0 = 1
};
boneWeights.Add(bWeight);
}
boneOffset += 1;
bones.Add(filter.transform);
// TODO: figure out what this should be.
bindPoses.Add(filter.transform.worldToLocalMatrix);
CombineInstance ci = new CombineInstance
{
mesh = filter.sharedMesh,
transform = filter.transform.localToWorldMatrix
};
combineInstances.Add(ci);
GameObject.DestroyImmediate(filter);
GameObject.DestroyImmediate(renderer);
}
// Actually combine and recalculate mesh.
Mesh skinnedMesh = new Mesh();
skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
skinnedMesh.RecalculateBounds();
// Copy settings to target.
target.sharedMesh = skinnedMesh;
target.sharedMaterial = mainMaterial;
target.bones = bones.ToArray();
target.sharedMesh.boneWeights = boneWeights.ToArray();
target.sharedMesh.bindposes = bindPoses.ToArray();
return target;
}
public static void ConbineAndConvertGameObject(this GameObject gameObject)
{
// Get Skinned Meshes.
List<SkinnedMeshRenderer> skinnedMeshes = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true).ToList();
// Get Meshes.
List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
foreach (var mf in gameObject.GetComponentsInChildren<MeshFilter>(true))
{
if (mf.TryGetComponent(out MeshRenderer mr))
{
meshes.Add((mf, mr));
}
}
// Add target mesh.
SkinnedMeshRenderer target = gameObject.AddComponent<SkinnedMeshRenderer>();
target.Combine(skinnedMeshes, meshes);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new ModelBaker", menuName = "VA_ModelBaker/ModelBaker", order = 400)]
public class VA_ModelBaker : ScriptableObject
{
public GameObject model;
public AnimationClip[] animationClips;
public int fps = 24;
public int textureWidth = 512;
public bool saveBakedDataToAsset = true;
public bool generateAnimationBook = false;
[SerializeField]
private AnimationBaker.BakedData bakedData;
public AnimationBaker.BakedData BakedData
{
get
{
return bakedData;
}
}
public void Bake()
{
var target = Instantiate(model);
target.ConbineAndConvertGameObject();
bakedData = target.Bake(animationClips, fps, textureWidth);
DestroyImmediate(target);
}
}
}

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using UnityEngine;
namespace TAO.VertexAnimation
{
public static class VectorUtils
{
public static Vector2 Float3ToFloat2(this Vector3 f3)
{
Vector3 rotation = Vector3.Normalize(new Vector3(f3.x, 0, f3.z));
Vector2 f2 = new Vector2();
f2.x = Mathf.Acos(Vector3.Dot(rotation, new Vector3(1, 0, 0))) * Mathf.Sign(f3.z);
f2.x = ((f2.x / Mathf.PI) + 1) * 0.5f;
f2.y = Mathf.Acos(f3.y) / Mathf.PI;
f2 *= 15;
f2.x = Mathf.Round(f2.x);
f2.y = Mathf.Round(f2.y);
return f2;
}
public static float Float2ToFloat(this Vector2 f2)
{
return (f2.x + (16 * f2.y)) / 255;
}
public static float Float3ToFloat(this Vector3 f3)
{
return Float2ToFloat(Float3ToFloat2(f3));
}
}
}

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@ -20,6 +20,21 @@ float2 VA_UV_float(float2 uv, int maxFrames, float time)
return uvPosition; return uvPosition;
} }
float2 VA1_UV_float(float2 uv, int maxFrames, float time)
{
float2 uvPosition;
float timeInFrames = frac(time);
timeInFrames = ceil(timeInFrames * maxFrames);
timeInFrames /= maxFrames;
timeInFrames += round(1.0f / maxFrames);
uvPosition.x = uv.x;
uvPosition.y = (1.0f - (1.0f - uv.y) - (1.0f - (timeInFrames)));
return uvPosition;
}
void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames, void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
out float3 position, out float3 alpha) out float3 position, out float3 alpha)
{ {
@ -34,6 +49,20 @@ void VA_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float t
alpha = texturePos.w; alpha = texturePos.w;
} }
void VA1_float(float2 uv, SamplerState texSampler, Texture2D positionMap, float time, int maxFrames,
out float3 position, out float alpha)
{
float2 uvPosition = VA1_UV_float(uv, maxFrames, time);
// Position.
float4 texturePos = positionMap.SampleLevel(texSampler, uvPosition, 0);
position = texturePos.xyz;
// Normal.
//FloatToFloat3_float(texturePos.w, outNormal);
alpha = texturePos.w;
}
void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames, void VA_ARRAY_float(float2 uv, SamplerState texSampler, Texture2DArray positionMap, float positionMapIndex, float time, int maxFrames,
out float3 position, out float3 alpha) out float3 position, out float3 alpha)
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