mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-12-05 01:30:44 +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:
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@ -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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@ -47,6 +47,12 @@ namespace TAO.VertexAnimation.Editor
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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("generateLODS"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("lodCurve"), new GUIContent(""));
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}
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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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@ -57,34 +63,19 @@ namespace TAO.VertexAnimation.Editor
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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{
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ClearBakedData();
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modelBaker.Bake();
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if (modelBaker.saveBakedDataToAsset)
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{
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SaveBakedData();
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modelBaker.SaveAssets();
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}
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}
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if (modelBaker.BakedData.mesh != null)
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if (GUILayout.Button("Delete", EditorStyles.miniButtonRight))
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{
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using (new EditorGUILayout.HorizontalScope())
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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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if (GUILayout.Button("Save", EditorStyles.miniButtonLeft))
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{
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SaveBakedData();
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}
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if (GUILayout.Button("Clear", EditorStyles.miniButtonRight))
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{
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ClearBakedData();
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}
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}
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if (modelBaker.prefab && GUILayout.Button("Remove Prefab"))
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{
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DeletePrefab();
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modelBaker.DeleteSavedAssets();
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}
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}
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}
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@ -96,121 +87,5 @@ namespace TAO.VertexAnimation.Editor
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EditorGUILayout.PropertyField(serializedObject.FindProperty("bakedData"));
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}
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}
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private void SaveBakedData()
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{
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ClearBakedData();
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AssetDatabase.AddObjectToAsset(modelBaker.BakedData.mesh, modelBaker);
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foreach (var pm in modelBaker.BakedData.positionMaps)
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{
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AssetDatabase.AddObjectToAsset(pm, modelBaker);
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}
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AssetDatabase.SaveAssets();
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if (modelBaker.generatePrefab)
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{
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GeneratePrefab();
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}
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if(modelBaker.generateAnimationBook)
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{
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GenerateBook();
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void ClearBakedData()
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{
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(modelBaker));
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foreach (var a in assets)
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{
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if (a != modelBaker)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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private void DeletePrefab()
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{
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string path = AssetDatabase.GetAssetPath(modelBaker.prefab);
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AssetDatabase.DeleteAsset(path);
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AssetDatabase.Refresh();
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}
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private void GeneratePrefab()
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{
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string path = AssetDatabase.GetAssetPath(modelBaker);
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int start = path.LastIndexOf('/');
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path = path.Remove(start, path.Length - start);
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path += "/" + modelBaker.name + ".prefab";
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// Generate Material
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modelBaker.material = new Material(modelBaker.materialShader);
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modelBaker.material.name = modelBaker.name;
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AssetDatabase.AddObjectToAsset(modelBaker.material, modelBaker);
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// Generate Object.
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if (!modelBaker.prefab)
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{
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GameObject go = new GameObject(modelBaker.model.name, typeof(MeshFilter), typeof(MeshRenderer));
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modelBaker.prefab = PrefabUtility.SaveAsPrefabAssetAndConnect(go, path, InteractionMode.AutomatedAction);
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DestroyImmediate(go);
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}
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GameObject inst = PrefabUtility.InstantiatePrefab(modelBaker.prefab) as GameObject;
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inst.GetComponent<MeshFilter>().sharedMesh = modelBaker.BakedData.mesh;
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inst.GetComponent<MeshRenderer>().sharedMaterial = modelBaker.material;
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// Save.
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PrefabUtility.ApplyPrefabInstance(inst, InteractionMode.UserAction);
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AssetDatabase.SaveAssets();
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DestroyImmediate(inst);
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}
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private void GenerateBook()
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{
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if (!modelBaker.book)
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{
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modelBaker.book = CreateInstance<VA_AnimationBook>();
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}
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modelBaker.book.name = modelBaker.model.name;
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modelBaker.book.editorData = new VA_AnimationBook.EditorData();
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modelBaker.book.editorData.materials = new Material[1] { modelBaker.material };
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foreach (Texture2D tex in modelBaker.BakedData.positionMaps)
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{
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modelBaker.book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
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{
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name = "",
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frames = 0,
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textures = new List<VA_AnimationBook.EditorTextureEntry>()
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{
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new VA_AnimationBook.EditorTextureEntry
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{
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texture2D = tex
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}
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}
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});
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}
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VA_AssetBuilder.AutoFill(ref modelBaker.book);
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AssetDatabase.AddObjectToAsset(modelBaker.book, modelBaker);
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AssetDatabase.SaveAssets();
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}
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}
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}
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169
Editor/Scripts/ModelBaker/VA_ModelBaker.cs
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169
Editor/Scripts/ModelBaker/VA_ModelBaker.cs
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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;
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public bool generateAnimationBook = true;
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public bool generatePrefab = true;
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public Shader materialShader = null;
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// Output.
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public GameObject prefab = null;
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public Material material = null;
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public Mesh[] meshes = null;
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public VA_AnimationBook book = null;
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[SerializeField]
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private AnimationBaker.BakedData bakedData;
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public void Bake()
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{
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var target = Instantiate(model);
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target.name = model.name;
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target.ConbineAndConvertGameObject();
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bakedData = target.Bake(animationClips, fps, textureWidth);
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if (generateLODS)
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{
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// TODO: LODs.
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meshes = new Mesh[1] { bakedData.mesh };
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}
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else
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{
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meshes = new Mesh[1] { bakedData.mesh };
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}
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DestroyImmediate(target);
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}
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public void SaveAssets()
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{
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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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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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if (generatePrefab)
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{
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GeneratePrefab();
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}
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if (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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public void DeleteSavedAssets()
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{
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// Remove assets.
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var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this));
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foreach (var a in assets)
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{
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if (a != this)
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{
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AssetDatabase.RemoveObjectFromAsset(a);
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}
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}
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// Delete prefab.
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string path = AssetDatabase.GetAssetPath(prefab);
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AssetDatabase.DeleteAsset(path);
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// Clear variables.
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prefab = null;
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material = null;
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meshes = null;
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book = null;
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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public void GeneratePrefab()
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{
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string path = AssetDatabase.GetAssetPath(this);
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int start = path.LastIndexOf('/');
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path = path.Remove(start, path.Length - start);
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path += "/" + name + ".prefab";
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// Generate Material
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if (!AssetDatabaseUtils.HasChildAsset(this, material))
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{
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material = AnimationMaterial.Create(name, materialShader);
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AssetDatabase.AddObjectToAsset(material, this);
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||||
}
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else
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||||
{
|
||||
material.shader = materialShader;
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}
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// Generate Prefab
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodCurve);
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}
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|
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public void GenerateBook()
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{
|
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if (!book)
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{
|
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book = CreateInstance<VA_AnimationBook>();
|
||||
}
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||||
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book.name = string.Format("{0}Book", name);
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||||
book.editorData = new VA_AnimationBook.EditorData
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||||
{
|
||||
materials = new Material[1] { material }
|
||||
};
|
||||
|
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foreach (Texture2D tex in bakedData.positionMaps)
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||||
{
|
||||
book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage
|
||||
{
|
||||
name = "",
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||||
frames = 0,
|
||||
textures = new List<VA_AnimationBook.EditorTextureEntry>()
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||||
{
|
||||
new VA_AnimationBook.EditorTextureEntry
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||||
{
|
||||
texture2D = tex
|
||||
}
|
||||
}
|
||||
});
|
||||
}
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||||
|
||||
VA_AssetBuilder.AutoFill(ref book);
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||||
|
||||
if (!AssetDatabaseUtils.HasChildAsset(this, book))
|
||||
{
|
||||
AssetDatabase.AddObjectToAsset(book, this);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
@ -300,6 +300,13 @@ namespace TAO.VertexAnimation.Editor
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book.editorData.maxFrames = maxFrames;
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||||
}
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||||
}
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||||
else if (p.StartsWith("FPS-"))
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||||
{
|
||||
if (int.TryParse(p.Remove(0, 4), out int fps))
|
||||
{
|
||||
book.editorData.fps = fps;
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||||
}
|
||||
}
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||||
}
|
||||
}
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book.editorData.animationPages[i] = ap;
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@ -339,6 +346,7 @@ namespace TAO.VertexAnimation.Editor
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{
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book.playData = new VA_AnimationBook.PlayData
|
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{
|
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fps = book.editorData.fps,
|
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maxFrames = book.editorData.maxFrames,
|
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materials = book.editorData.materials
|
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};
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|
@ -3,7 +3,9 @@
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"rootNamespace": "TAO.VertexAnimation.Editor",
|
||||
"references": [
|
||||
"TAO.VertexAnimation",
|
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"Unity.Collections"
|
||||
"Unity.Collections",
|
||||
"Unity.Entities",
|
||||
"Unity.Entities.Hybrid"
|
||||
],
|
||||
"includePlatforms": [
|
||||
"Editor"
|
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|
@ -31,12 +31,14 @@ namespace TAO.VertexAnimation
|
||||
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)
|
||||
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);
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||||
frameHeight = Mathf.NextPowerOfTwo(rawFrameHeight);
|
||||
@ -72,7 +74,7 @@ namespace TAO.VertexAnimation
|
||||
Mesh mesh = model.GetComponent<SkinnedMeshRenderer>().sharedMesh;
|
||||
|
||||
// Get the info for the biggest animation.
|
||||
AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth);
|
||||
AnimationInfo animationInfo = new AnimationInfo(mesh, maxFrames, textureWidth, fps);
|
||||
|
||||
foreach (AnimationClip ac in animationClips)
|
||||
{
|
||||
@ -128,15 +130,17 @@ namespace TAO.VertexAnimation
|
||||
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);
|
||||
|
||||
int x = 0;
|
||||
for (int v = 0; v < verts.Count; v++)
|
||||
{
|
||||
positionMap.SetPixel(x, y,
|
||||
new Color(vert.x, vert.y, vert.z,
|
||||
VectorUtils.Float3ToFloat(normal))
|
||||
new Color(verts[v].x, verts[v].y, verts[v].z,
|
||||
VectorUtils.Float3ToFloat(normals[v]))
|
||||
);
|
||||
|
||||
x++;
|
||||
@ -151,17 +155,16 @@ namespace TAO.VertexAnimation
|
||||
|
||||
GameObject.DestroyImmediate(inst);
|
||||
|
||||
positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}", animationClip.name, animationInfo.frames, animationInfo.maxFrames);
|
||||
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;
|
||||
// TODO: Make no longer readable.
|
||||
positionMap.Apply(false, false);
|
||||
positionMap.Apply(false, true);
|
||||
|
||||
return positionMap;
|
||||
}
|
||||
|
||||
public static Vector2[] BakePositionUVs(this Mesh mesh, AnimationInfo animationInfo)
|
||||
{
|
||||
Vector2[] uv3 = new Vector2[mesh.vertices.Length];
|
||||
Vector2[] uv3 = new Vector2[mesh.vertexCount];
|
||||
|
||||
float xOffset = 1.0f / animationInfo.textureWidth;
|
||||
float yOffset = 1.0f / animationInfo.textureHeight;
|
||||
@ -169,7 +172,7 @@ namespace TAO.VertexAnimation
|
||||
float x = xOffset / 2.0f;
|
||||
float y = yOffset / 2.0f;
|
||||
|
||||
for (int v = 0; v < mesh.vertices.Length; v++)
|
||||
for (int v = 0; v < uv3.Length; v++)
|
||||
{
|
||||
uv3[v] = new Vector2(x, y);
|
||||
|
||||
|
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:
|
@ -1,4 +1,9 @@
|
||||
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;
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@ -49,6 +49,7 @@ namespace TAO.VertexAnimation
|
||||
public List<PlayTextureGroup> textureGroups = new List<PlayTextureGroup>();
|
||||
public List<PlayAnimationPage> animationPages = new List<PlayAnimationPage>();
|
||||
|
||||
public int fps;
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = new List<Texture2DArray>();
|
||||
@ -67,8 +68,9 @@ namespace TAO.VertexAnimation
|
||||
name = ap.name,
|
||||
frames = ap.frames,
|
||||
maxFrames = maxFrames,
|
||||
frameTime = 1.0f / maxFrames,
|
||||
duration = 1.0f / maxFrames * ap.frames,
|
||||
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)
|
||||
});
|
||||
@ -134,6 +136,7 @@ namespace TAO.VertexAnimation
|
||||
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 fps;
|
||||
public int maxFrames;
|
||||
public Material[] materials;
|
||||
public List<Texture2DArray> texture2DArray = null;
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user