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https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-04 17:20:44 +01:00
Recalculated Bounds.
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@ -111,15 +111,20 @@ namespace TAO.VertexAnimation.Editor
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{
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AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material });
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foreach (var m in meshes)
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Bounds bounds = new Bounds
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{
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m.bounds = bakedData.mesh.bounds;
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m.Finalize();
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AssetDatabase.AddObjectToAsset(m, this);
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max = bakedData.maxBounds,
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min = bakedData.minBounds
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};
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for (int i = 0; i < meshes.Length; i++)
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{
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meshes[i].bounds = bounds;
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meshes[i].Finalize();
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AssetDatabase.AddObjectToAsset(meshes[i], this);
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}
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AssetDatabase.AddObjectToAsset(positionMap, this);
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AssetDatabase.SaveAssets();
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if (generatePrefab)
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@ -11,6 +11,8 @@ namespace TAO.VertexAnimation
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public Mesh mesh;
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public List<Texture2D> positionMaps;
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public int maxFrames;
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public Vector3 minBounds;
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public Vector3 maxBounds;
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// Returns main position map.
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public Texture2D GetPositionMap
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@ -53,12 +55,22 @@ namespace TAO.VertexAnimation
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}
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}
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[System.Serializable]
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public struct BakedAnimation
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{
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public Texture2D positionMap;
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public Vector3 minBounds;
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public Vector3 maxBounds;
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}
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public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, bool applyRootMotion, int fps, int textureWidth)
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{
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BakedData bakedData = new BakedData()
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{
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mesh = null,
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positionMaps = new List<Texture2D>()
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positionMaps = new List<Texture2D>(),
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minBounds = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue),
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maxBounds = new Vector3(float.MinValue, float.MinValue, float.MinValue)
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};
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// Calculate what our max frames/time is going to be.
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@ -79,9 +91,6 @@ namespace TAO.VertexAnimation
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// Get the info for the biggest animation.
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AnimationInfo animationInfo = new AnimationInfo(mesh, applyRootMotion, maxFrames, textureWidth, fps);
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// Bounds
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Bounds bounds = new Bounds();
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foreach (AnimationClip ac in animationClips)
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{
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// Set the frames for this animation.
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@ -91,12 +100,15 @@ namespace TAO.VertexAnimation
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bakedData.mesh = bd.mesh;
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bakedData.positionMaps.AddRange(bd.positionMaps);
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bakedData.maxFrames = maxFrames;
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bounds.min = Vector3.Min(bounds.min, mesh.bounds.min);
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bounds.max = Vector3.Max(bounds.max, mesh.bounds.max);
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bakedData.minBounds = Vector3.Min(bakedData.minBounds, bd.minBounds);
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bakedData.maxBounds = Vector3.Max(bakedData.maxBounds, bd.maxBounds);
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}
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bakedData.mesh.bounds = bounds;
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bakedData.mesh.bounds = new Bounds()
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{
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max = bakedData.maxBounds,
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min = bakedData.minBounds
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};
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return bakedData;
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}
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@ -121,29 +133,34 @@ namespace TAO.VertexAnimation
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mesh.uv3 = mesh.BakePositionUVs(animationInfo);
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BakedAnimation bakedAnimation = BakeAnimation(model, animationClip, animationInfo);
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BakedData bakedData = new BakedData()
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{
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mesh = mesh,
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positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo, out Bounds bounds) },
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positionMaps = new List<Texture2D>() { bakedAnimation.positionMap },
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maxFrames = animationInfo.maxFrames,
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minBounds = bakedAnimation.minBounds,
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maxBounds = bakedAnimation.maxBounds
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};
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mesh.bounds = new Bounds()
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{
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max = bakedAnimation.maxBounds,
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min = bakedAnimation.minBounds
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};
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mesh.bounds = bounds;
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return bakedData;
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}
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// TODO: Add nicer way to return data/bounds.
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public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo, out Bounds bounds)
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public static BakedAnimation BakeAnimation(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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// Create positionMap Texture without MipMaps which is Linear and HDR to store values in a bigger range.
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Texture2D positionMap = new Texture2D(animationInfo.textureWidth, animationInfo.textureHeight, TextureFormat.RGBAHalf, false, true);
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// Keep track of min/max bounds.
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bounds = new Bounds
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{
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min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue),
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max = new Vector3(float.MinValue, float.MinValue, float.MinValue)
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};
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Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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// Create instance to sample from.
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GameObject inst = GameObject.Instantiate(model);
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@ -156,10 +173,6 @@ namespace TAO.VertexAnimation
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Mesh sampledMesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(sampledMesh);
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sampledMesh.RecalculateBounds();
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bounds.min = Vector3.Min(bounds.min, sampledMesh.bounds.min + bounds.center);
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bounds.max = Vector3.Min(bounds.max, sampledMesh.bounds.max + bounds.center);
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List<Vector3> verts = new List<Vector3>();
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sampledMesh.GetVertices(verts);
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@ -169,6 +182,9 @@ namespace TAO.VertexAnimation
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int x = 0;
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for (int v = 0; v < verts.Count; v++)
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{
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min = Vector3.Min(min, verts[v]);
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max = Vector3.Max(max, verts[v]);
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positionMap.SetPixel(x, y,
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new Color(verts[v].x, verts[v].y, verts[v].z,
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VectorUtils.EncodeFloat3ToFloat1(normals[v]))
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@ -190,7 +206,12 @@ namespace TAO.VertexAnimation
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positionMap.filterMode = FilterMode.Point;
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positionMap.Apply(false, true);
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return positionMap;
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return new BakedAnimation()
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{
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positionMap = positionMap,
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minBounds = min,
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maxBounds = max
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};
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}
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public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
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@ -16,6 +16,7 @@ namespace TAO.VertexAnimation
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normals = mesh.normals,
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tangents = mesh.tangents,
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colors = mesh.colors,
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bounds = mesh.bounds,
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uv = mesh.uv,
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uv2 = mesh.uv2,
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uv3 = mesh.uv3,
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@ -26,8 +27,6 @@ namespace TAO.VertexAnimation
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uv8 = mesh.uv8
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};
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copy.RecalculateBounds();
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return copy;
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}
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