mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-04 17:20:44 +01:00
Model Baker Updates
... Added fps to book data. Cleanup. Preparing LOD generation.
This commit is contained in:
parent
322b50b2bd
commit
d3b4d34409
47
Editor/Scripts/Editor/AssetDatabaseUtils.cs
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47
Editor/Scripts/Editor/AssetDatabaseUtils.cs
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@ -0,0 +1,47 @@
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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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public static class AssetDatabaseUtils
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{
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public static bool HasChildAsset(Object parent, Object child)
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(parent));
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foreach (var a in assets)
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{
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if (a == child)
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{
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return true;
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}
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}
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return false;
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}
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public static void RemoveChildAssets(Object parent, Object[] filter = null)
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(parent));
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foreach (var a in assets)
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{
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bool filterSkip = false;
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foreach (var f in filter)
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{
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if (a == f)
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{
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filterSkip = true;
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break;
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}
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}
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if (!filterSkip && a != parent)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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}
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}
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}
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11
Editor/Scripts/Editor/AssetDatabaseUtils.cs.meta
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11
Editor/Scripts/Editor/AssetDatabaseUtils.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: d394aa43ff9889d45878e965ac0f1a30
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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:
|
@ -68,6 +68,7 @@ namespace TAO.VertexAnimation.Editor
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using (new EditorGUILayout.VerticalScope())
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{
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EditorGUILayout.LabelField("General", EditorStyles.centeredGreyMiniLabel);
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EditorGUILayout.PropertyField(editorData.FindPropertyRelative("fps"));
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EditorGUILayout.PropertyField(editorData.FindPropertyRelative("maxFrames"));
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}
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}
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52
Editor/Scripts/ModelBaker/AnimationPrefab.cs
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52
Editor/Scripts/ModelBaker/AnimationPrefab.cs
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@ -0,0 +1,52 @@
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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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public static class AnimationPrefab
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{
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public static GameObject Create(string path, string name, Mesh[] meshes, Material material, float[] lodTransitions)
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{
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// Create parent.
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GameObject parent = new GameObject(name, typeof(LODGroup), typeof(VA_AnimatorComponentAuthoring), typeof(Unity.Entities.ConvertToEntity));
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// Create all LODs.
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LOD[] lods = new LOD[meshes.Length];
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for (int i = 0; i < meshes.Length; i++)
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{
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GameObject lod = new GameObject(string.Format("{0}_LOD{1}", name, i), typeof(MeshFilter), typeof(MeshRenderer));
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var mf = lod.GetComponent<MeshFilter>();
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mf.sharedMesh = meshes[i];
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var mr = lod.GetComponent<MeshRenderer>();
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mr.sharedMaterial = material;
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lod.transform.SetParent(parent.transform);
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lods[i] = new LOD(lodTransitions[i], new Renderer[1] { mr });
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}
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var lodGroup = parent.GetComponent<LODGroup>();
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lodGroup.SetLODs(lods);
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lodGroup.RecalculateBounds();
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// Create prefab.
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GameObject prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(parent, path, InteractionMode.AutomatedAction);
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GameObject.DestroyImmediate(parent);
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return prefab;
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}
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public static GameObject Create(string path, string name, Mesh[] meshes, Material material, AnimationCurve lodTransitions)
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{
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float[] lt = new float[meshes.Length];
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for (int i = 0; i < lt.Length; i++)
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{
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lt[i] = lodTransitions.Evaluate((1.0f / lt.Length) * (i + 1));
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}
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return Create(path, name, meshes, material, lt);
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}
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}
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}
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11
Editor/Scripts/ModelBaker/AnimationPrefab.cs.meta
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11
Editor/Scripts/ModelBaker/AnimationPrefab.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0b2f9ea47456fd24387722ab88de04c3
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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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@ -5,212 +5,87 @@ 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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[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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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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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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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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serializedObject.ApplyModifiedProperties();
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EditorGUILayoutUtils.HorizontalLine(color: Color.gray);
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OutputGUI();
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}
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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 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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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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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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using (new EditorGUILayout.HorizontalScope())
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty("generateLODS"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("lodCurve"), new GUIContent(""));
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}
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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{
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ClearBakedData();
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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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modelBaker.Bake();
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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{
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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.saveBakedDataToAsset)
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{
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modelBaker.SaveAssets();
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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("Delete", EditorStyles.miniButtonRight))
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{
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if (EditorUtility.DisplayDialog("Delete Assets", "Deleting assets will loose references within the project.", "Ok", "Cancel"))
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{
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modelBaker.DeleteSavedAssets();
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}
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}
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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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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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}
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}
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169
Editor/Scripts/ModelBaker/VA_ModelBaker.cs
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169
Editor/Scripts/ModelBaker/VA_ModelBaker.cs
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@ -0,0 +1,169 @@
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using System.Collections.Generic;
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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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[CreateAssetMenu(fileName = "new ModelBaker", menuName = "VA_ModelBaker/ModelBaker", order = 400)]
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public class VA_ModelBaker : ScriptableObject
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{
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#if UNITY_EDITOR
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// Input.
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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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public bool generateLODS = true;
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public AnimationCurve lodCurve = new AnimationCurve(new Keyframe(0, 1), new Keyframe(1, 0.01f));
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||||
public bool saveBakedDataToAsset = true;
|
||||
public bool generateAnimationBook = true;
|
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public bool generatePrefab = true;
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public Shader materialShader = null;
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||||
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||||
// Output.
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||||
public GameObject prefab = null;
|
||||
public Material material = null;
|
||||
public Mesh[] meshes = null;
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||||
public VA_AnimationBook book = null;
|
||||
|
||||
[SerializeField]
|
||||
private AnimationBaker.BakedData bakedData;
|
||||
|
||||
public void Bake()
|
||||
{
|
||||
var target = Instantiate(model);
|
||||
target.name = model.name;
|
||||
|
||||
target.ConbineAndConvertGameObject();
|
||||
bakedData = target.Bake(animationClips, fps, textureWidth);
|
||||
|
||||
if (generateLODS)
|
||||
{
|
||||
// TODO: LODs.
|
||||
meshes = new Mesh[1] { bakedData.mesh };
|
||||
}
|
||||
else
|
||||
{
|
||||
meshes = new Mesh[1] { bakedData.mesh };
|
||||
}
|
||||
|
||||
DestroyImmediate(target);
|
||||
}
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||||
|
||||
public void SaveAssets()
|
||||
{
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||||
AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material });
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||||
|
||||
// TODO: LODs
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AssetDatabase.AddObjectToAsset(bakedData.mesh, this);
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||||
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||||
foreach (var pm in bakedData.positionMaps)
|
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{
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AssetDatabase.AddObjectToAsset(pm, this);
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}
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AssetDatabase.SaveAssets();
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||||
|
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if (generatePrefab)
|
||||
{
|
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GeneratePrefab();
|
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}
|
||||
|
||||
if (generateAnimationBook)
|
||||
{
|
||||
GenerateBook();
|
||||
}
|
||||
|
||||
AssetDatabase.SaveAssets();
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||||
AssetDatabase.Refresh();
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||||
}
|
||||
|
||||
public void DeleteSavedAssets()
|
||||
{
|
||||
// Remove assets.
|
||||
var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this));
|
||||
foreach (var a in assets)
|
||||
{
|
||||
if (a != this)
|
||||
{
|
||||
AssetDatabase.RemoveObjectFromAsset(a);
|
||||
}
|
||||
}
|
||||
|
||||
// Delete prefab.
|
||||
string path = AssetDatabase.GetAssetPath(prefab);
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
|
||||
// Clear variables.
|
||||
prefab = null;
|
||||
material = null;
|
||||
meshes = null;
|
||||
book = null;
|
||||
|
||||
AssetDatabase.SaveAssets();
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||||
AssetDatabase.Refresh();
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||||
}
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||||
|
||||
public void GeneratePrefab()
|
||||
{
|
||||
string path = AssetDatabase.GetAssetPath(this);
|
||||
int start = path.LastIndexOf('/');
|
||||
path = path.Remove(start, path.Length - start);
|
||||
path += "/" + name + ".prefab";
|
||||
|
||||
// Generate Material
|
||||
if (!AssetDatabaseUtils.HasChildAsset(this, material))
|
||||
{
|
||||
material = AnimationMaterial.Create(name, materialShader);
|
||||
AssetDatabase.AddObjectToAsset(material, this);
|
||||
}
|
||||
else
|
||||
{
|
||||
material.shader = materialShader;
|
||||
}
|
||||
|
||||
// Generate Prefab
|
||||
prefab = AnimationPrefab.Create(path, name, meshes, material, lodCurve);
|
||||
}
|
||||
|
||||
public void GenerateBook()
|
||||
{
|
||||
if (!book)
|
||||
{
|
||||
book = CreateInstance<VA_AnimationBook>();
|
||||
}
|
||||
|
||||
book.name = string.Format("{0}Book", name);
|
||||
book.editorData = new VA_AnimationBook.EditorData
|
||||
{
|
||||
materials = new Material[1] { material }
|
||||
};
|
||||
|
||||
foreach (Texture2D tex in bakedData.positionMaps)
|
||||
{
|
||||
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 book);
|
||||
|
||||
if (!AssetDatabaseUtils.HasChildAsset(this, book))
|
||||
{
|
||||
AssetDatabase.AddObjectToAsset(book, this);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
@ -300,6 +300,13 @@ namespace TAO.VertexAnimation.Editor
|
||||
book.editorData.maxFrames = maxFrames;
|
||||
}
|
||||
}
|
||||
else if (p.StartsWith("FPS-"))
|
||||
{
|
||||
if (int.TryParse(p.Remove(0, 4), out int fps))
|
||||
{
|
||||
book.editorData.fps = fps;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
book.editorData.animationPages[i] = ap;
|
||||
@ -339,6 +346,7 @@ namespace TAO.VertexAnimation.Editor
|
||||
{
|
||||
book.playData = new VA_AnimationBook.PlayData
|
||||
{
|
||||
fps = book.editorData.fps,
|
||||
maxFrames = book.editorData.maxFrames,
|
||||
materials = book.editorData.materials
|
||||
};
|
||||
|
@ -3,7 +3,9 @@
|
||||
"rootNamespace": "TAO.VertexAnimation.Editor",
|
||||
"references": [
|
||||
"TAO.VertexAnimation",
|
||||
"Unity.Collections"
|
||||
"Unity.Collections",
|
||||
"Unity.Entities",
|
||||
"Unity.Entities.Hybrid"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
||||
|
@ -3,187 +3,190 @@ using UnityEngine;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
public static class AnimationBaker
|
||||
{
|
||||
[System.Serializable]
|
||||
public struct BakedData
|
||||
{
|
||||
public Mesh mesh;
|
||||
public List<Texture2D> positionMaps;
|
||||
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];
|
||||
}
|
||||
}
|
||||
}
|
||||
// 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;
|
||||
[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;
|
||||
public int fps;
|
||||
|
||||
// Create animation info and calculate values.
|
||||
public AnimationInfo(Mesh mesh, int frames, int textureWidth)
|
||||
{
|
||||
this.frames = frames;
|
||||
this.textureWidth = textureWidth;
|
||||
// Create animation info and calculate values.
|
||||
public AnimationInfo(Mesh mesh, int frames, int textureWidth, int fps)
|
||||
{
|
||||
this.frames = frames;
|
||||
this.textureWidth = textureWidth;
|
||||
this.fps = fps;
|
||||
|
||||
rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
|
||||
frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
|
||||
frameSpacing = (frameHeight - rawFrameHeight) + 1;
|
||||
rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
|
||||
frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
|
||||
frameSpacing = (frameHeight - rawFrameHeight) + 1;
|
||||
|
||||
textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
|
||||
textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
|
||||
|
||||
maxFrames = textureHeight / frameHeight;
|
||||
}
|
||||
}
|
||||
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>()
|
||||
};
|
||||
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);
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
if (maxFrames < frames)
|
||||
{
|
||||
maxFrames = frames;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the target mesh to calculate the animation info.
|
||||
Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
|
||||
// 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);
|
||||
// Get the info for the biggest animation.
|
||||
AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth, fps);
|
||||
|
||||
foreach (AnimationClip ac in animationClips)
|
||||
{
|
||||
// Set the frames for this animation.
|
||||
animationInfo.frames = Mathf.FloorToInt(fps * ac.length);
|
||||
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);
|
||||
}
|
||||
BakedData bd = Bake(model, ac, animationInfo);
|
||||
bakedData.mesh = bd.mesh;
|
||||
bakedData.positionMaps.AddRange(bd.positionMaps);
|
||||
}
|
||||
|
||||
return bakedData;
|
||||
}
|
||||
return bakedData;
|
||||
}
|
||||
|
||||
public static BakedData Bake(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
|
||||
{
|
||||
Mesh mesh = new Mesh
|
||||
{
|
||||
name = string.Format("{0}", model.name)
|
||||
};
|
||||
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();
|
||||
// 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);
|
||||
mesh.uv3 = mesh.BakePositionUVs(animationInfo);
|
||||
|
||||
BakedData bakedData = new BakedData()
|
||||
{
|
||||
mesh = mesh,
|
||||
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
|
||||
};
|
||||
BakedData bakedData = new BakedData()
|
||||
{
|
||||
mesh = mesh,
|
||||
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
|
||||
};
|
||||
|
||||
return bakedData;
|
||||
}
|
||||
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);
|
||||
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>();
|
||||
// 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);
|
||||
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();
|
||||
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];
|
||||
List<Vector3> verts = new List<Vector3>();
|
||||
sampledMesh.GetVertices(verts);
|
||||
List<Vector3> normals = new List<Vector3>();
|
||||
sampledMesh.GetNormals(normals);
|
||||
|
||||
positionMap.SetPixel(x, y,
|
||||
new Color(vert.x, vert.y, vert.z,
|
||||
VectorUtils.Float3ToFloat(normal))
|
||||
);
|
||||
int x = 0;
|
||||
for (int v = 0; v < verts.Count; v++)
|
||||
{
|
||||
positionMap.SetPixel(x, y,
|
||||
new Color(verts[v].x, verts[v].y, verts[v].z,
|
||||
VectorUtils.Float3ToFloat(normals[v]))
|
||||
);
|
||||
|
||||
x++;
|
||||
if (x >= animationInfo.textureWidth)
|
||||
{
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
}
|
||||
y += animationInfo.frameSpacing;
|
||||
}
|
||||
x++;
|
||||
if (x >= animationInfo.textureWidth)
|
||||
{
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
}
|
||||
y += animationInfo.frameSpacing;
|
||||
}
|
||||
|
||||
GameObject.DestroyImmediate(inst);
|
||||
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);
|
||||
positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}_FPS-{3}", animationClip.name, animationInfo.frames, animationInfo.maxFrames, animationInfo.fps);
|
||||
positionMap.filterMode = FilterMode.Point;
|
||||
positionMap.Apply(false, true);
|
||||
|
||||
return positionMap;
|
||||
}
|
||||
return positionMap;
|
||||
}
|
||||
|
||||
public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
|
||||
{
|
||||
Vector2[] uv3 = new Vector2[mesh.vertices.Length];
|
||||
public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
|
||||
{
|
||||
Vector2[] uv3 = new Vector2[mesh.vertexCount];
|
||||
|
||||
float xOffset = 1.0f / animationInfo.textureWidth;
|
||||
float yOffset = 1.0f / animationInfo.textureHeight;
|
||||
float xOffset = 1.0f / animationInfo.textureWidth;
|
||||
float yOffset = 1.0f / animationInfo.textureHeight;
|
||||
|
||||
float x = xOffset / 2.0f;
|
||||
float y = yOffset / 2.0f;
|
||||
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);
|
||||
for (int v = 0; v < uv3.Length; v++)
|
||||
{
|
||||
uv3[v] = new Vector2(x, y);
|
||||
|
||||
x += xOffset;
|
||||
if (x >= 1.0f)
|
||||
{
|
||||
x = xOffset / 2.0f;
|
||||
y += yOffset;
|
||||
}
|
||||
}
|
||||
x += xOffset;
|
||||
if (x >= 1.0f)
|
||||
{
|
||||
x = xOffset / 2.0f;
|
||||
y += yOffset;
|
||||
}
|
||||
}
|
||||
|
||||
mesh.uv3 = uv3;
|
||||
mesh.uv3 = uv3;
|
||||
|
||||
return uv3;
|
||||
}
|
||||
}
|
||||
return uv3;
|
||||
}
|
||||
}
|
||||
}
|
18
Runtime/Scripts/ModelBaker/AnimationMaterial.cs
Normal file
18
Runtime/Scripts/ModelBaker/AnimationMaterial.cs
Normal file
@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
public static class AnimationMaterial
|
||||
{
|
||||
public static Material Create(string name, Shader shader)
|
||||
{
|
||||
Material material = new Material(shader)
|
||||
{
|
||||
name = name,
|
||||
enableInstancing = true
|
||||
};
|
||||
|
||||
return material;
|
||||
}
|
||||
}
|
||||
}
|
11
Runtime/Scripts/ModelBaker/AnimationMaterial.cs.meta
Normal file
11
Runtime/Scripts/ModelBaker/AnimationMaterial.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2c06ab1e65507bd46925ac9091097b58
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@ -1,242 +1,247 @@
|
||||
using UnityEngine;
|
||||
// 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
|
||||
|
||||
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 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>();
|
||||
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);
|
||||
}
|
||||
}
|
||||
// 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
|
||||
});
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
// 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
|
||||
});
|
||||
}
|
||||
}
|
||||
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;
|
||||
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);
|
||||
}
|
||||
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;
|
||||
// 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);
|
||||
}
|
||||
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;
|
||||
}
|
||||
// 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>();
|
||||
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];
|
||||
// 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;
|
||||
}
|
||||
//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;
|
||||
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];
|
||||
// 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;
|
||||
bWeight.boneIndex0 += boneOffset;
|
||||
bWeight.boneIndex1 += boneOffset;
|
||||
bWeight.boneIndex2 += boneOffset;
|
||||
bWeight.boneIndex3 += boneOffset;
|
||||
|
||||
boneWeights.Add(bWeight);
|
||||
}
|
||||
boneWeights.Add(bWeight);
|
||||
}
|
||||
|
||||
boneOffset += smr.bones.Length;
|
||||
boneOffset += smr.bones.Length;
|
||||
|
||||
Transform[] meshBones = smr.bones;
|
||||
for (int i = 0; i < meshBones.Length; ++i)
|
||||
{
|
||||
bones.Add(meshBones[i]);
|
||||
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);
|
||||
}
|
||||
//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);
|
||||
CombineInstance ci = new CombineInstance
|
||||
{
|
||||
mesh = smr.sharedMesh,
|
||||
transform = smr.transform.localToWorldMatrix
|
||||
};
|
||||
combineInstances.Add(ci);
|
||||
|
||||
GameObject.DestroyImmediate(smr);
|
||||
}
|
||||
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;
|
||||
}
|
||||
// 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
|
||||
};
|
||||
// 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);
|
||||
}
|
||||
boneWeights.Add(bWeight);
|
||||
}
|
||||
|
||||
boneOffset += 1;
|
||||
boneOffset += 1;
|
||||
|
||||
bones.Add(filter.transform);
|
||||
bones.Add(filter.transform);
|
||||
|
||||
// TODO: figure out what this should be.
|
||||
bindPoses.Add(filter.transform.worldToLocalMatrix);
|
||||
// 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);
|
||||
CombineInstance ci = new CombineInstance
|
||||
{
|
||||
mesh = filter.sharedMesh,
|
||||
transform = filter.transform.localToWorldMatrix
|
||||
};
|
||||
combineInstances.Add(ci);
|
||||
|
||||
GameObject.DestroyImmediate(filter);
|
||||
GameObject.DestroyImmediate(renderer);
|
||||
}
|
||||
GameObject.DestroyImmediate(filter);
|
||||
GameObject.DestroyImmediate(renderer);
|
||||
}
|
||||
|
||||
// Actually combine and recalculate mesh.
|
||||
Mesh skinnedMesh = new Mesh();
|
||||
skinnedMesh.CombineMeshes(combineInstances.ToArray(), true, true);
|
||||
skinnedMesh.RecalculateBounds();
|
||||
// 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();
|
||||
// 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;
|
||||
}
|
||||
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));
|
||||
}
|
||||
}
|
||||
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);
|
||||
}
|
||||
}
|
||||
// Add target mesh.
|
||||
SkinnedMeshRenderer target = gameObject.AddComponent<SkinnedMeshRenderer>();
|
||||
target.Combine(skinnedMeshes, meshes);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,45 +0,0 @@
|
||||
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;
|
||||
[Range(1, 60)]
|
||||
public int fps = 24;
|
||||
public int textureWidth = 512;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public bool saveBakedDataToAsset = true;
|
||||
public bool generateAnimationBook = true;
|
||||
public bool generatePrefab = true;
|
||||
public Shader materialShader = null;
|
||||
|
||||
public GameObject prefab = null;
|
||||
public Material material = null;
|
||||
public VA_AnimationBook book = null;
|
||||
#endif
|
||||
|
||||
[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);
|
||||
}
|
||||
}
|
||||
}
|
@ -3,173 +3,176 @@ using UnityEngine;
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "VA_Animation/AnimationBook", order = 400)]
|
||||
public class VA_AnimationBook : ScriptableObject
|
||||
{
|
||||
public PlayData playData = null;
|
||||
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "VA_Animation/AnimationBook", order = 400)]
|
||||
public class VA_AnimationBook : ScriptableObject
|
||||
{
|
||||
public PlayData playData = null;
|
||||
#if UNITY_EDITOR
|
||||
public EditorData editorData = new EditorData();
|
||||
public EditorData editorData = new EditorData();
|
||||
#endif
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
// TODO: Check for naming conflicts and textures.
|
||||
// TODO: Debug message box instead of debug logs.
|
||||
}
|
||||
private void OnValidate()
|
||||
{
|
||||
// TODO: Check for naming conflicts and textures.
|
||||
// TODO: Debug message box instead of debug logs.
|
||||
}
|
||||
|
||||
public void SetMaterials()
|
||||
{
|
||||
if (playData.materials != null)
|
||||
{
|
||||
foreach (Material mat in playData.materials)
|
||||
{
|
||||
if (mat != null)
|
||||
{
|
||||
if (mat.HasProperty("_MaxFrames"))
|
||||
{
|
||||
mat.SetFloat("_MaxFrames", playData.maxFrames);
|
||||
}
|
||||
public void SetMaterials()
|
||||
{
|
||||
if (playData.materials != null)
|
||||
{
|
||||
foreach (Material mat in playData.materials)
|
||||
{
|
||||
if (mat != null)
|
||||
{
|
||||
if (mat.HasProperty("_MaxFrames"))
|
||||
{
|
||||
mat.SetFloat("_MaxFrames", playData.maxFrames);
|
||||
}
|
||||
|
||||
for (int i = 0; i < playData.texture2DArray.Count; i++)
|
||||
{
|
||||
if (mat.HasProperty(playData.textureGroups[i].shaderParamName))
|
||||
{
|
||||
mat.SetTexture(playData.textureGroups[i].shaderParamName, playData.texture2DArray[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < playData.texture2DArray.Count; i++)
|
||||
{
|
||||
if (mat.HasProperty(playData.textureGroups[i].shaderParamName))
|
||||
{
|
||||
mat.SetTexture(playData.textureGroups[i].shaderParamName, playData.texture2DArray[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region PlayData
|
||||
[System.Serializable]
|
||||
public class PlayData
|
||||
{
|
||||
public List<PlayTextureGroup> textureGroups = new List<PlayTextureGroup>();
|
||||
public List<PlayAnimationPage> animationPages = new List<PlayAnimationPage>();
|
||||
#region PlayData
|
||||
[System.Serializable]
|
||||
public class PlayData
|
||||
{
|
||||
public List<PlayTextureGroup> textureGroups = new List<PlayTextureGroup>();
|
||||
public List<PlayAnimationPage> animationPages = new List<PlayAnimationPage>();
|
||||
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = new List<Texture2DArray>();
|
||||
public int fps;
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = new List<Texture2DArray>();
|
||||
|
||||
// NOTE: for some reason FixedString32 data gets lost when entering play mode.
|
||||
// That is why this is here... and also the animationPages...
|
||||
public List<VA_AnimationData> GetAnimations
|
||||
{
|
||||
get
|
||||
{
|
||||
List<VA_AnimationData> animations = new List<VA_AnimationData>();
|
||||
foreach (var ap in animationPages)
|
||||
{
|
||||
animations.Add(new VA_AnimationData
|
||||
{
|
||||
name = ap.name,
|
||||
frames = ap.frames,
|
||||
maxFrames = maxFrames,
|
||||
frameTime = 1.0f / maxFrames,
|
||||
duration = 1.0f / maxFrames * ap.frames,
|
||||
animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in textureGroups),
|
||||
colorMapIndex = GetFirstColorMapIndex(in ap.textures, in textureGroups)
|
||||
});
|
||||
}
|
||||
return animations;
|
||||
}
|
||||
}
|
||||
// NOTE: for some reason FixedString32 data gets lost when entering play mode.
|
||||
// That is why this is here... and also the animationPages...
|
||||
public List<VA_AnimationData> GetAnimations
|
||||
{
|
||||
get
|
||||
{
|
||||
List<VA_AnimationData> animations = new List<VA_AnimationData>();
|
||||
foreach (var ap in animationPages)
|
||||
{
|
||||
animations.Add(new VA_AnimationData
|
||||
{
|
||||
name = ap.name,
|
||||
frames = ap.frames,
|
||||
maxFrames = maxFrames,
|
||||
frameTime = 1.0f / maxFrames * fps,
|
||||
// TODO: Frames -1 ?????
|
||||
duration = 1.0f / maxFrames * (ap.frames - 1),
|
||||
animationMapIndex = GetFirstAnimationMapIndex(in ap.textures, in textureGroups),
|
||||
colorMapIndex = GetFirstColorMapIndex(in ap.textures, in textureGroups)
|
||||
});
|
||||
}
|
||||
return animations;
|
||||
}
|
||||
}
|
||||
|
||||
public static int GetFirstAnimationMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
|
||||
{
|
||||
for (int i = 0; i < textureGroups.Count; i++)
|
||||
{
|
||||
if (textureGroups[i].textureType == TextureType.AnimationMap)
|
||||
{
|
||||
return textures[i].textureArrayIndex;
|
||||
}
|
||||
}
|
||||
public static int GetFirstAnimationMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
|
||||
{
|
||||
for (int i = 0; i < textureGroups.Count; i++)
|
||||
{
|
||||
if (textureGroups[i].textureType == TextureType.AnimationMap)
|
||||
{
|
||||
return textures[i].textureArrayIndex;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
public static int GetFirstColorMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
|
||||
{
|
||||
for (int i = 0; i < textureGroups.Count; i++)
|
||||
{
|
||||
if (textureGroups[i].textureType == TextureType.ColorMap)
|
||||
{
|
||||
return textures[i].textureArrayIndex;
|
||||
}
|
||||
}
|
||||
public static int GetFirstColorMapIndex(in List<PlayTextureEntry> textures, in List<PlayTextureGroup> textureGroups)
|
||||
{
|
||||
for (int i = 0; i < textureGroups.Count; i++)
|
||||
{
|
||||
if (textureGroups[i].textureType == TextureType.ColorMap)
|
||||
{
|
||||
return textures[i].textureArrayIndex;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct PlayAnimationPage
|
||||
{
|
||||
public string name;
|
||||
public int frames;
|
||||
public List<PlayTextureEntry> textures;
|
||||
}
|
||||
[System.Serializable]
|
||||
public struct PlayAnimationPage
|
||||
{
|
||||
public string name;
|
||||
public int frames;
|
||||
public List<PlayTextureEntry> textures;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct PlayTextureGroup
|
||||
{
|
||||
public string shaderParamName;
|
||||
public TextureType textureType;
|
||||
}
|
||||
[System.Serializable]
|
||||
public struct PlayTextureGroup
|
||||
{
|
||||
public string shaderParamName;
|
||||
public TextureType textureType;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct PlayTextureEntry
|
||||
{
|
||||
public int textureArrayIndex;
|
||||
}
|
||||
#endregion
|
||||
[System.Serializable]
|
||||
public struct PlayTextureEntry
|
||||
{
|
||||
public int textureArrayIndex;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region EditorData
|
||||
#region EditorData
|
||||
#if UNITY_EDITOR
|
||||
[System.Serializable]
|
||||
public class EditorData
|
||||
{
|
||||
public List<EditorTextureGroup> textureGroups = new List<EditorTextureGroup>() { new EditorTextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } };
|
||||
public List<EditorAnimationPage> animationPages = new List<EditorAnimationPage>();
|
||||
[System.Serializable]
|
||||
public class EditorData
|
||||
{
|
||||
public List<EditorTextureGroup> textureGroups = new List<EditorTextureGroup>() { new EditorTextureGroup { shaderParamName = "_PositionMap", textureType = TextureType.AnimationMap, wrapMode = TextureWrapMode.Repeat, filterMode = FilterMode.Point, isLinear = false } };
|
||||
public List<EditorAnimationPage> animationPages = new List<EditorAnimationPage>();
|
||||
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = null;
|
||||
}
|
||||
public int fps;
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = null;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct EditorAnimationPage
|
||||
{
|
||||
public string name;
|
||||
public int frames;
|
||||
public List<EditorTextureEntry> textures;
|
||||
}
|
||||
[System.Serializable]
|
||||
public struct EditorAnimationPage
|
||||
{
|
||||
public string name;
|
||||
public int frames;
|
||||
public List<EditorTextureEntry> textures;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public struct EditorTextureGroup
|
||||
{
|
||||
public string shaderParamName;
|
||||
public TextureType textureType;
|
||||
public TextureWrapMode wrapMode;
|
||||
public FilterMode filterMode;
|
||||
public bool isLinear;
|
||||
}
|
||||
[System.Serializable]
|
||||
public struct EditorTextureGroup
|
||||
{
|
||||
public string shaderParamName;
|
||||
public TextureType textureType;
|
||||
public TextureWrapMode wrapMode;
|
||||
public FilterMode filterMode;
|
||||
public bool isLinear;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class EditorTextureEntry
|
||||
{
|
||||
public Texture2D texture2D = null;
|
||||
public int textureArrayIndex = -1;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class EditorTextureEntry
|
||||
{
|
||||
public Texture2D texture2D = null;
|
||||
public int textureArrayIndex = -1;
|
||||
}
|
||||
#endif
|
||||
#endregion
|
||||
#endregion
|
||||
|
||||
public enum TextureType
|
||||
{
|
||||
AnimationMap,
|
||||
ColorMap
|
||||
}
|
||||
}
|
||||
public enum TextureType
|
||||
{
|
||||
AnimationMap,
|
||||
ColorMap
|
||||
}
|
||||
}
|
||||
}
|
@ -30,7 +30,7 @@ namespace TAO.VertexAnimation
|
||||
// Set all the data.
|
||||
BlobBuilderArray<VA_AnimationData> animationDataArray = blobBuilder.Allocate(ref animationDataBlobAsset.animations, animationLib.animationLibrary.animations.Count);
|
||||
|
||||
for (int i = 0; i < animationDataArray.Length; i++)
|
||||
for (int i = 0; i < animationDataArray.Length; i++)
|
||||
{
|
||||
// Copy data.
|
||||
animationDataArray[i] = animationLib.animationLibrary.animations[i];
|
||||
|
@ -12,7 +12,7 @@ namespace TAO.VertexAnimation
|
||||
public int frames;
|
||||
// The maximum of frames the texture holds.
|
||||
public int maxFrames;
|
||||
// 1.0f / maxFrames.
|
||||
// 1.0f / fps.
|
||||
public float frameTime;
|
||||
// FrameTime * frames.
|
||||
public float duration;
|
||||
@ -27,27 +27,27 @@ namespace TAO.VertexAnimation
|
||||
public BlobArray<VA_AnimationData> animations;
|
||||
}
|
||||
|
||||
public static class VA_AnimationLibraryUtils
|
||||
public static class VA_AnimationLibraryUtils
|
||||
{
|
||||
public const string AnimationLibraryAssetStoreName = "VA_AnimationLibrary";
|
||||
|
||||
public static int GetAnimation(ref VA_AnimationLibraryData animationsRef, FixedString32 animationName)
|
||||
{
|
||||
for (int i = 0; i < animationsRef.animations.Length; i++)
|
||||
{
|
||||
if (animationsRef.animations[i].name == animationName)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public static int GetAnimationMapIndex(ref VA_AnimationLibraryData animationsRef, int animation)
|
||||
public static int GetAnimation(ref VA_AnimationLibraryData animationsRef, FixedString32 animationName)
|
||||
{
|
||||
return animationsRef.animations[animation].animationMapIndex;
|
||||
}
|
||||
for (int i = 0; i < animationsRef.animations.Length; i++)
|
||||
{
|
||||
if (animationsRef.animations[i].name == animationName)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public static int GetAnimationMapIndex(ref VA_AnimationLibraryData animationsRef, int animation)
|
||||
{
|
||||
return animationsRef.animations[animation].animationMapIndex;
|
||||
}
|
||||
|
||||
public static int GetColorMapIndex(ref VA_AnimationLibraryData animationsRef, int animation)
|
||||
{
|
||||
|
@ -51,9 +51,9 @@ namespace TAO.VertexAnimation
|
||||
Entity ent = GetPrimaryEntity(children[i]);
|
||||
|
||||
VA_AnimationDataComponent animationData = new VA_AnimationDataComponent();
|
||||
DstEntityManager.AddComponentData(ent, animationData);
|
||||
}
|
||||
});
|
||||
DstEntityManager.AddComponentData(ent, animationData);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,104 +2,104 @@
|
||||
|
||||
namespace TAO.VertexAnimation
|
||||
{
|
||||
public static class VA_Texture2DArrayUtils
|
||||
{
|
||||
public static Texture2DArray CreateTextureArray(Texture2D[] a_textures, bool a_useMipChain, bool a_isLinear,
|
||||
TextureWrapMode a_wrapMode = TextureWrapMode.Repeat, FilterMode a_filterMode = FilterMode.Bilinear, int a_anisoLevel = 1, string a_name = "")
|
||||
{
|
||||
if(!IsValidForTextureArray(a_textures) || !IsValidCopyTexturePlatform())
|
||||
{
|
||||
return null;
|
||||
}
|
||||
public static class VA_Texture2DArrayUtils
|
||||
{
|
||||
public static Texture2DArray CreateTextureArray(Texture2D[] a_textures, bool a_useMipChain, bool a_isLinear,
|
||||
TextureWrapMode a_wrapMode = TextureWrapMode.Repeat, FilterMode a_filterMode = FilterMode.Bilinear, int a_anisoLevel = 1, string a_name = "")
|
||||
{
|
||||
if(!IsValidForTextureArray(a_textures) || !IsValidCopyTexturePlatform())
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
Texture2DArray textureArray = new Texture2DArray(a_textures[0].width, a_textures[0].height, a_textures.Length, a_textures[0].format, a_useMipChain, a_isLinear);
|
||||
Texture2DArray textureArray = new Texture2DArray(a_textures[0].width, a_textures[0].height, a_textures.Length, a_textures[0].format, a_useMipChain, a_isLinear);
|
||||
|
||||
if (IsValidCopyTexturePlatform())
|
||||
{
|
||||
for (int i = 0; i < a_textures.Length; i++)
|
||||
{
|
||||
Graphics.CopyTexture(a_textures[i], 0, 0, textureArray, i, 0);
|
||||
}
|
||||
}
|
||||
if (IsValidCopyTexturePlatform())
|
||||
{
|
||||
for (int i = 0; i < a_textures.Length; i++)
|
||||
{
|
||||
Graphics.CopyTexture(a_textures[i], 0, 0, textureArray, i, 0);
|
||||
}
|
||||
}
|
||||
|
||||
textureArray.wrapMode = a_wrapMode;
|
||||
textureArray.filterMode = a_filterMode;
|
||||
textureArray.anisoLevel = a_anisoLevel;
|
||||
textureArray.name = a_name;
|
||||
textureArray.wrapMode = a_wrapMode;
|
||||
textureArray.filterMode = a_filterMode;
|
||||
textureArray.anisoLevel = a_anisoLevel;
|
||||
textureArray.name = a_name;
|
||||
|
||||
textureArray.Apply(false, false);
|
||||
textureArray.Apply(false, false);
|
||||
|
||||
return textureArray;
|
||||
}
|
||||
return textureArray;
|
||||
}
|
||||
|
||||
public static bool IsValidForTextureArray(Texture2D[] a_textures)
|
||||
{
|
||||
if (a_textures == null || a_textures.Length <= 0)
|
||||
{
|
||||
Debug.LogError("No textures assigned!");
|
||||
return false;
|
||||
}
|
||||
public static bool IsValidForTextureArray(Texture2D[] a_textures)
|
||||
{
|
||||
if (a_textures == null || a_textures.Length <= 0)
|
||||
{
|
||||
Debug.LogError("No textures assigned!");
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < a_textures.Length; i++)
|
||||
{
|
||||
if (a_textures[i] == null)
|
||||
{
|
||||
Debug.LogError("Texture " + i.ToString() + " not assigned!");
|
||||
return false;
|
||||
}
|
||||
for (int i = 0; i < a_textures.Length; i++)
|
||||
{
|
||||
if (a_textures[i] == null)
|
||||
{
|
||||
Debug.LogError("Texture " + i.ToString() + " not assigned!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (a_textures[0].width != a_textures[i].width || a_textures[0].height != a_textures[i].height)
|
||||
{
|
||||
Debug.LogError("Texture " + a_textures[i].name + " has a different size!");
|
||||
return false;
|
||||
}
|
||||
if (a_textures[0].width != a_textures[i].width || a_textures[0].height != a_textures[i].height)
|
||||
{
|
||||
Debug.LogError("Texture " + a_textures[i].name + " has a different size!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (a_textures[0].format != a_textures[i].format || a_textures[0].graphicsFormat != a_textures[i].graphicsFormat)
|
||||
{
|
||||
Debug.LogError("Texture " + a_textures[i].name + " has a different format/graphics format!");
|
||||
return false;
|
||||
}
|
||||
if (a_textures[0].format != a_textures[i].format || a_textures[0].graphicsFormat != a_textures[i].graphicsFormat)
|
||||
{
|
||||
Debug.LogError("Texture " + a_textures[i].name + " has a different format/graphics format!");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!a_textures[0].isReadable)
|
||||
{
|
||||
if (!a_textures[0].isReadable)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
//Debug.LogWarning("Texture " + a_textures[i].name + " is not readable!");
|
||||
return true;
|
||||
//Debug.LogWarning("Texture " + a_textures[i].name + " is not readable!");
|
||||
return true;
|
||||
#else
|
||||
Debug.LogError("Texture " + a_textures[i].name + " is not readable!");
|
||||
return false;
|
||||
Debug.LogError("Texture " + a_textures[i].name + " is not readable!");
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
public static bool IsValidCopyTexturePlatform()
|
||||
{
|
||||
switch (SystemInfo.copyTextureSupport)
|
||||
{
|
||||
case UnityEngine.Rendering.CopyTextureSupport.None:
|
||||
Debug.LogError("No CopyTextureSupport on this platform!");
|
||||
return false;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.Basic:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.Copy3D:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.DifferentTypes:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.TextureToRT:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.RTToTexture:
|
||||
return true;
|
||||
default:
|
||||
public static bool IsValidCopyTexturePlatform()
|
||||
{
|
||||
switch (SystemInfo.copyTextureSupport)
|
||||
{
|
||||
case UnityEngine.Rendering.CopyTextureSupport.None:
|
||||
Debug.LogError("No CopyTextureSupport on this platform!");
|
||||
return false;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.Basic:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.Copy3D:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.DifferentTypes:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.TextureToRT:
|
||||
return true;
|
||||
case UnityEngine.Rendering.CopyTextureSupport.RTToTexture:
|
||||
return true;
|
||||
default:
|
||||
#if UNITY_EDITOR
|
||||
return true;
|
||||
return true;
|
||||
#else
|
||||
Debug.LogError("No CopyTextureSupport on this platform!");
|
||||
return false;
|
||||
Debug.LogError("No CopyTextureSupport on this platform!");
|
||||
return false;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user