Model Baker

Model Baker ScriptableObject, bakes models and outputs the data. Can also generate prefab and animation books for quick setup.
Updated GUI.
This commit is contained in:
max
2021-01-11 20:59:40 +01:00
parent abd6cc9e9e
commit cab2c4ad12
11 changed files with 271 additions and 129 deletions

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using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.Linq;
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();
EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
BakeGUI();
serializedObject.ApplyModifiedProperties();
EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
OutputGUI();
}
private void InputGUI()
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("model"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("animationClips"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("fps"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("textureWidth"));
}
private void BakeGUI()
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("saveBakedDataToAsset"));
int il = EditorGUI.indentLevel;
if (modelBaker.saveBakedDataToAsset)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(serializedObject.FindProperty("generateAnimationBook"));
using (new EditorGUILayout.HorizontalScope())
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("generatePrefab"));
EditorGUILayout.PropertyField(serializedObject.FindProperty("materialShader"), new GUIContent(""));
}
}
EditorGUI.indentLevel = il;
if (GUILayout.Button("Bake", GUILayout.Height(32)))
{
ClearBakedData();
modelBaker.Bake();
if (modelBaker.saveBakedDataToAsset)
{
SaveBakedData();
}
}
if (modelBaker.BakedData.mesh != null)
{
using (new EditorGUILayout.HorizontalScope())
{
if (GUILayout.Button("Save", EditorStyles.miniButtonLeft))
{
SaveBakedData();
}
if (GUILayout.Button("Clear", EditorStyles.miniButtonRight))
{
ClearBakedData();
}
}
if (modelBaker.prefab && GUILayout.Button("Remove Prefab"))
{
DeletePrefab();
}
}
}
private void OutputGUI()
{
using (new EditorGUI.DisabledGroupScope(true))
{
EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
}
}
private void SaveBakedData()
{
ClearBakedData();
AssetDatabase.AddObjectToAsset(modelBaker.BakedData.mesh, modelBaker);
foreach (var pm in modelBaker.BakedData.positionMaps)
{
AssetDatabase.AddObjectToAsset(pm, modelBaker);
}
AssetDatabase.SaveAssets();
if (modelBaker.generatePrefab)
{
GeneratePrefab();
}
if(modelBaker.generateAnimationBook)
{
GenerateBook();
}
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();
}
private void DeletePrefab()
{
string path = AssetDatabase.GetAssetPath(modelBaker.prefab);
AssetDatabase.DeleteAsset(path);
AssetDatabase.Refresh();
}
private void GeneratePrefab()
{
string path = AssetDatabase.GetAssetPath(modelBaker);
int start = path.LastIndexOf('/');
path = path.Remove(start, path.Length - start);
path += "/" + modelBaker.name + ".prefab";
// Generate Material
modelBaker.material = new Material(modelBaker.materialShader);
modelBaker.material.name = modelBaker.name;
AssetDatabase.AddObjectToAsset(modelBaker.material, modelBaker);
// Generate Object.
if (!modelBaker.prefab)
{
GameObject go = new GameObject(modelBaker.model.name, typeof(MeshFilter), typeof(MeshRenderer));
modelBaker.prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(go, path, InteractionMode.AutomatedAction);
DestroyImmediate(go);
}
GameObject inst = PrefabUtility.InstantiatePrefab(modelBaker.prefab) as GameObject;
inst.GetComponent<MeshFilter>().sharedMesh = modelBaker.BakedData.mesh;
inst.GetComponent<MeshRenderer>().sharedMaterial = modelBaker.material;
// Save.
PrefabUtility.ApplyPrefabInstance(inst, InteractionMode.UserAction);
AssetDatabase.SaveAssets();
DestroyImmediate(inst);
}
private void GenerateBook()
{
if (!modelBaker.book)
{
modelBaker.book = CreateInstance<VA_AnimationBook>();
}
modelBaker.book.name = modelBaker.model.name;
modelBaker.book.editorData = new VA_AnimationBook.EditorData();
modelBaker.book.editorData.materials = new Material[1] { modelBaker.material };
foreach (Texture2D tex in modelBaker.BakedData.positionMaps)
{
modelBaker.book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
{
name = "",
frames = 0,
textures = new List<VA_AnimationBook.EditorTextureEntry>()
{
new VA_AnimationBook.EditorTextureEntry
{
texture2D = tex
}
}
});
}
VA_AssetBuilder.AutoFill(ref modelBaker.book);
AssetDatabase.AddObjectToAsset(modelBaker.book, modelBaker);
AssetDatabase.SaveAssets();
}
}
}

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