mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2025-06-13 14:56:18 +02:00
Model Baker Updates
... Added fps to book data. Cleanup. Preparing LOD generation.
This commit is contained in:
@ -3,187 +3,190 @@ using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class AnimationBaker
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{
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[System.Serializable]
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public struct BakedData
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{
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public Mesh mesh;
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public List<Texture2D> positionMaps;
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public static class AnimationBaker
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{
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[System.Serializable]
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public struct BakedData
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{
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public Mesh mesh;
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public List<Texture2D> positionMaps;
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// Returns main position map.
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public Texture2D GetPositionMap
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{
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get
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{
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return positionMaps[0];
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}
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}
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}
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// Returns main position map.
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public Texture2D GetPositionMap
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{
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get
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{
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return positionMaps[0];
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}
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}
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}
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[System.Serializable]
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public struct AnimationInfo
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{
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public int rawFrameHeight;
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public int frameHeight;
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public int frameSpacing;
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public int frames;
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public int maxFrames;
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public int textureWidth;
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public int textureHeight;
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[System.Serializable]
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public struct AnimationInfo
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{
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public int rawFrameHeight;
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public int frameHeight;
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public int frameSpacing;
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public int frames;
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public int maxFrames;
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public int textureWidth;
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public int textureHeight;
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public int fps;
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// Create animation info and calculate values.
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public AnimationInfo(Mesh mesh, int frames, int textureWidth)
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{
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this.frames = frames;
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this.textureWidth = textureWidth;
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// Create animation info and calculate values.
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public AnimationInfo(Mesh mesh, int frames, int textureWidth, int fps)
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{
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this.frames = frames;
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this.textureWidth = textureWidth;
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this.fps = fps;
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rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
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frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
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frameSpacing = (frameHeight - rawFrameHeight) + 1;
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rawFrameHeight = Mathf.CeilToInt((float)mesh.vertices.Length / this.textureWidth);
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frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
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frameSpacing = (frameHeight - rawFrameHeight) + 1;
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textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
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textureHeight = Mathf.NextPowerOfTwo(frameHeight * this.frames);
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maxFrames = textureHeight / frameHeight;
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}
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}
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maxFrames = textureHeight / frameHeight;
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}
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}
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public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, int fps, int textureWidth)
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{
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BakedData bakedData = new BakedData()
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{
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mesh = null,
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positionMaps = new List<Texture2D>()
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};
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public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, int fps, int textureWidth)
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{
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BakedData bakedData = new BakedData()
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{
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mesh = null,
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positionMaps = new List<Texture2D>()
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};
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// Calculate what our max frames/time is going to be.
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int maxFrames = 0;
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foreach (AnimationClip ac in animationClips)
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{
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int frames = Mathf.FloorToInt(fps * ac.length);
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// Calculate what our max frames/time is going to be.
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int maxFrames = 0;
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foreach (AnimationClip ac in animationClips)
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{
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int frames = Mathf.FloorToInt(fps * ac.length);
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if (maxFrames < frames)
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{
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maxFrames = frames;
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}
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}
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if (maxFrames < frames)
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{
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maxFrames = frames;
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}
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}
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// Get the target mesh to calculate the animation info.
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Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
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// Get the target mesh to calculate the animation info.
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Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
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// Get the info for the biggest animation.
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AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth);
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// Get the info for the biggest animation.
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AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth, fps);
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foreach (AnimationClip ac in animationClips)
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{
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// Set the frames for this animation.
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animationInfo.frames = Mathf.FloorToInt(fps * ac.length);
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foreach (AnimationClip ac in animationClips)
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{
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// Set the frames for this animation.
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animationInfo.frames = Mathf.FloorToInt(fps * ac.length);
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BakedData bd = Bake(model, ac, animationInfo);
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bakedData.mesh = bd.mesh;
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bakedData.positionMaps.AddRange(bd.positionMaps);
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}
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BakedData bd = Bake(model, ac, animationInfo);
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bakedData.mesh = bd.mesh;
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bakedData.positionMaps.AddRange(bd.positionMaps);
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}
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return bakedData;
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}
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return bakedData;
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}
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public static BakedData Bake(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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Mesh mesh = new Mesh
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{
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name = string.Format("{0}", model.name)
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};
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public static BakedData Bake(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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Mesh mesh = new Mesh
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{
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name = string.Format("{0}", model.name)
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};
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// Bake mesh for a copy and to apply the new UV's to.
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SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent<SkinnedMeshRenderer>();
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skinnedMeshRenderer.BakeMesh(mesh);
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mesh.RecalculateBounds();
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// Bake mesh for a copy and to apply the new UV's to.
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SkinnedMeshRenderer skinnedMeshRenderer = model.GetComponent<SkinnedMeshRenderer>();
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skinnedMeshRenderer.BakeMesh(mesh);
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mesh.RecalculateBounds();
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mesh.uv3 = mesh.BakePositionUVs(animationInfo);
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mesh.uv3 = mesh.BakePositionUVs(animationInfo);
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BakedData bakedData = new BakedData()
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{
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mesh = mesh,
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positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
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};
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BakedData bakedData = new BakedData()
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{
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mesh = mesh,
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positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
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};
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return bakedData;
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}
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return bakedData;
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}
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public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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// Create positionMap Texture without MipMaps which is Linear and HDR to store values in a bigger range.
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Texture2D positionMap = new Texture2D(animationInfo.textureWidth, animationInfo.textureHeight, TextureFormat.RGBAHalf, false, true);
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public static Texture2D BakePositionMap(this GameObject model, AnimationClip animationClip, AnimationInfo animationInfo)
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{
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// Create positionMap Texture without MipMaps which is Linear and HDR to store values in a bigger range.
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Texture2D positionMap = new Texture2D(animationInfo.textureWidth, animationInfo.textureHeight, TextureFormat.RGBAHalf, false, true);
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// Create instance to sample from.
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GameObject inst = GameObject.Instantiate(model);
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SkinnedMeshRenderer skinnedMeshRenderer = inst.GetComponent<SkinnedMeshRenderer>();
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// Create instance to sample from.
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GameObject inst = GameObject.Instantiate(model);
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SkinnedMeshRenderer skinnedMeshRenderer = inst.GetComponent<SkinnedMeshRenderer>();
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int y = 0;
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for (int f = 0; f < animationInfo.frames; f++)
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{
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animationClip.SampleAnimation(inst, (animationClip.length / animationInfo.frames) * f);
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int y = 0;
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for (int f = 0; f < animationInfo.frames; f++)
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{
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animationClip.SampleAnimation(inst, (animationClip.length / animationInfo.frames) * f);
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Mesh sampledMesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(sampledMesh);
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sampledMesh.RecalculateBounds();
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Mesh sampledMesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(sampledMesh);
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sampledMesh.RecalculateBounds();
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int x = 0;
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for (int v = 0; v < sampledMesh.vertices.Length; v++)
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{
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Vector3 vert = sampledMesh.vertices[v];
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Vector3 normal = sampledMesh.normals[v];
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List<Vector3> verts = new List<Vector3>();
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sampledMesh.GetVertices(verts);
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List<Vector3> normals = new List<Vector3>();
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sampledMesh.GetNormals(normals);
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positionMap.SetPixel(x, y,
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new Color(vert.x, vert.y, vert.z,
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VectorUtils.Float3ToFloat(normal))
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);
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int x = 0;
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for (int v = 0; v < verts.Count; v++)
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{
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positionMap.SetPixel(x, y,
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new Color(verts[v].x, verts[v].y, verts[v].z,
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VectorUtils.Float3ToFloat(normals[v]))
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);
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x++;
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if (x >= animationInfo.textureWidth)
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{
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x = 0;
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y++;
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}
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}
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y += animationInfo.frameSpacing;
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}
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x++;
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if (x >= animationInfo.textureWidth)
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{
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x = 0;
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y++;
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}
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}
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y += animationInfo.frameSpacing;
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}
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GameObject.DestroyImmediate(inst);
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GameObject.DestroyImmediate(inst);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}", animationClip.name, animationInfo.frames, animationInfo.maxFrames);
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positionMap.filterMode = FilterMode.Point;
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// TODO: Make no longer readable.
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positionMap.Apply(false, false);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}_FPS-{3}", animationClip.name, animationInfo.frames, animationInfo.maxFrames, animationInfo.fps);
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positionMap.filterMode = FilterMode.Point;
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positionMap.Apply(false, true);
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return positionMap;
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}
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return positionMap;
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}
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public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
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{
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Vector2[] uv3 = new Vector2[mesh.vertices.Length];
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public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
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{
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Vector2[] uv3 = new Vector2[mesh.vertexCount];
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float xOffset = 1.0f / animationInfo.textureWidth;
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float yOffset = 1.0f / animationInfo.textureHeight;
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float xOffset = 1.0f / animationInfo.textureWidth;
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float yOffset = 1.0f / animationInfo.textureHeight;
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float x = xOffset / 2.0f;
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float y = yOffset / 2.0f;
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float x = xOffset / 2.0f;
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float y = yOffset / 2.0f;
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for (int v = 0; v < mesh.vertices.Length; v++)
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{
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uv3[v] = new Vector2(x, y);
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for (int v = 0; v < uv3.Length; v++)
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{
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uv3[v] = new Vector2(x, y);
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x += xOffset;
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if (x >= 1.0f)
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{
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x = xOffset / 2.0f;
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y += yOffset;
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}
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}
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x += xOffset;
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if (x >= 1.0f)
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{
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x = xOffset / 2.0f;
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y += yOffset;
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}
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}
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mesh.uv3 = uv3;
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mesh.uv3 = uv3;
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return uv3;
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}
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}
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return uv3;
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}
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}
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}
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18
Runtime/Scripts/ModelBaker/AnimationMaterial.cs
Normal file
18
Runtime/Scripts/ModelBaker/AnimationMaterial.cs
Normal file
@ -0,0 +1,18 @@
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using UnityEngine;
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namespace TAO.VertexAnimation
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{
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public static class AnimationMaterial
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{
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public static Material Create(string name, Shader shader)
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{
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Material material = new Material(shader)
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||||
{
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name = name,
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enableInstancing = true
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};
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return material;
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}
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}
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}
|
@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 6752e365d065458469473b601e74e699
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||||
guid: 2c06ab1e65507bd46925ac9091097b58
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MonoImporter:
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||||
externalObjects: {}
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serializedVersion: 2
|
@ -1,242 +1,247 @@
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using UnityEngine;
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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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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
|
||||
|
||||
namespace TAO.VertexAnimation
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||||
{
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||||
public static class MeshCombiner
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||||
{
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||||
private struct MaterialMeshGroup
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||||
{
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public List<SkinnedMeshRenderer> skinnedMeshes;
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||||
public List<(MeshFilter mf, MeshRenderer mr)> meshes;
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||||
public Material material;
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||||
}
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||||
public static class MeshCombiner
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||||
{
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||||
private struct MaterialMeshGroup
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||||
{
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public List<SkinnedMeshRenderer> skinnedMeshes;
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||||
public List<(MeshFilter mf, MeshRenderer mr)> meshes;
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public Material material;
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}
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public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
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||||
{
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List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
|
||||
public static SkinnedMeshRenderer Combine(this SkinnedMeshRenderer target, List<SkinnedMeshRenderer> skinnedMeshes, List<(MeshFilter mf, MeshRenderer mr)> meshes)
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||||
{
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List<MaterialMeshGroup> groups = new List<MaterialMeshGroup>();
|
||||
|
||||
// Group skinnedMeshes.
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||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user