mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +01:00
Model Baker
Model Baker ScriptableObject, bakes models and outputs the data. Can also generate prefab and animation books for quick setup. Updated GUI.
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20
Editor/Scripts/Editor/EditorGUILayoutUtils.cs
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20
Editor/Scripts/Editor/EditorGUILayoutUtils.cs
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using UnityEditor;
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using UnityEngine;
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namespace TAO.VertexAnimation.Editor
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{
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public static class EditorGUILayoutUtils
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{
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public static readonly Color horizontalLineColor = Color.white;
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public static void HorizontalLine(Color color)
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{
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Color prev = GUI.color;
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GUI.color = color;
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EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
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GUI.color = prev;
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}
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public static void HorizontalLine() => HorizontalLine(horizontalLineColor);
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}
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}
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11
Editor/Scripts/Editor/EditorGUILayoutUtils.cs.meta
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11
Editor/Scripts/Editor/EditorGUILayoutUtils.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0a78d6eea6c7f534b8361125e43eacc9
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,109 +0,0 @@
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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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@ -10,10 +10,6 @@ namespace TAO.VertexAnimation.Editor
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private Vector2 textureGroupScollPos;
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private Vector2 animationPagesScollPos;
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//private UnityEditor.Editor previewEditor = null;
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//private int previewIndex = 0;
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//private int curviewIndex = 0;
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void OnEnable()
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{
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animationBook = target as VA_AnimationBook;
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@ -25,11 +21,16 @@ namespace TAO.VertexAnimation.Editor
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// Texture Groups.
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GeneralGUI();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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TextureGroupsGUI();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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SyncListSize();
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AnimationPagesGUI();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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MaterialGUI();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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AssetBuilderGUI();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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Texture2DGUI();
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serializedObject.ApplyModifiedProperties();
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216
Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs
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216
Editor/Scripts/ModelBaker/Editor/VA_ModelBakerEditor.cs
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using System.Linq;
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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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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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BakeGUI();
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serializedObject.ApplyModifiedProperties();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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OutputGUI();
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}
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private void InputGUI()
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{
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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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}
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private void BakeGUI()
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("saveBakedDataToAsset"));
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int il = EditorGUI.indentLevel;
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if (modelBaker.saveBakedDataToAsset)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generatePrefab"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("materialShader"), new GUIContent(""));
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}
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}
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EditorGUI.indentLevel = il;
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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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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if (modelBaker.BakedData.mesh != null)
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{
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using (new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("Save", EditorStyles.miniButtonLeft))
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{
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SaveBakedData();
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}
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if (GUILayout.Button("Clear", EditorStyles.miniButtonRight))
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{
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ClearBakedData();
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}
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}
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if (modelBaker.prefab && GUILayout.Button("Remove Prefab"))
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{
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DeletePrefab();
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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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ClearBakedData();
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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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if (modelBaker.generatePrefab)
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{
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GeneratePrefab();
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}
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if(modelBaker.generateAnimationBook)
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{
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GenerateBook();
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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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private void DeletePrefab()
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{
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string path = AssetDatabase.GetAssetPath(modelBaker.prefab);
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AssetDatabase.DeleteAsset(path);
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AssetDatabase.Refresh();
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}
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private void GeneratePrefab()
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{
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string path = AssetDatabase.GetAssetPath(modelBaker);
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int start = path.LastIndexOf('/');
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path = path.Remove(start, path.Length - start);
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path += "/" + modelBaker.name + ".prefab";
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// Generate Material
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modelBaker.material = new Material(modelBaker.materialShader);
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modelBaker.material.name = modelBaker.name;
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AssetDatabase.AddObjectToAsset(modelBaker.material, modelBaker);
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// Generate Object.
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if (!modelBaker.prefab)
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{
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GameObject go = new GameObject(modelBaker.model.name, typeof(MeshFilter), typeof(MeshRenderer));
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modelBaker.prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(go, path, InteractionMode.AutomatedAction);
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DestroyImmediate(go);
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}
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GameObject inst = PrefabUtility.InstantiatePrefab(modelBaker.prefab) as GameObject;
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inst.GetComponent<MeshFilter>().sharedMesh = modelBaker.BakedData.mesh;
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inst.GetComponent<MeshRenderer>().sharedMaterial = modelBaker.material;
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// Save.
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PrefabUtility.ApplyPrefabInstance(inst, InteractionMode.UserAction);
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AssetDatabase.SaveAssets();
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DestroyImmediate(inst);
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}
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private void GenerateBook()
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{
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if (!modelBaker.book)
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{
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modelBaker.book = CreateInstance<VA_AnimationBook>();
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}
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modelBaker.book.name = modelBaker.model.name;
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modelBaker.book.editorData = new VA_AnimationBook.EditorData();
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modelBaker.book.editorData.materials = new Material[1] { modelBaker.material };
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foreach (Texture2D tex in modelBaker.BakedData.positionMaps)
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{
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modelBaker.book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
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{
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name = "",
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frames = 0,
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textures = new List<VA_AnimationBook.EditorTextureEntry>()
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{
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new VA_AnimationBook.EditorTextureEntry
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{
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texture2D = tex
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}
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}
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});
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}
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VA_AssetBuilder.AutoFill(ref modelBaker.book);
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AssetDatabase.AddObjectToAsset(modelBaker.book, modelBaker);
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AssetDatabase.SaveAssets();
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}
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}
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}
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@ -293,6 +293,13 @@ namespace TAO.VertexAnimation.Editor
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ap.frames = frames;
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}
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}
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else if (p.StartsWith("MF-"))
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{
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if (int.TryParse(p.Remove(0, 3), out int maxFrames))
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{
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book.editorData.maxFrames = maxFrames;
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}
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}
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}
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}
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book.editorData.animationPages[i] = ap;
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@ -1,16 +1,4 @@
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// References:
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// https://forum.unity.com/threads/help-combining-and-manipulating-skinned-mesh-renderers-imported-from-blender.505078/
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// http://wiki.unity3d.com/index.php/CombineSkinnedMeshes
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// http://wiki.unity3d.com/index.php/SkinnedMeshCombiner
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// TODO:
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// ---Bake ALL the MeshRenderers/SkinnedMeshRenderers and merge them together.---
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// ---Bake multiple animations.---
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// ---Get the longest animation to calculate the texture height, so all the textures have the same height for the 3D texture.---
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// Add options and previews for texture size, animation phasing/fps.
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// 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).
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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@ -1,5 +1,3 @@
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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
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@ -9,10 +7,20 @@ namespace TAO.VertexAnimation
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{
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public GameObject model;
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public AnimationClip[] animationClips;
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[Range(1, 60)]
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public int fps = 24;
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public int textureWidth = 512;
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#if UNITY_EDITOR
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public bool saveBakedDataToAsset = true;
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public bool generateAnimationBook = false;
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public bool generateAnimationBook = true;
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public bool generatePrefab = true;
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public Shader materialShader = null;
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public GameObject prefab = null;
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public Material material = null;
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public VA_AnimationBook book = null;
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#endif
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[SerializeField]
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private AnimationBaker.BakedData bakedData;
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