GenerateTexture2DArray in ModelBaker

This commit is contained in:
max
2021-01-18 13:42:45 +01:00
parent efc5c179e4
commit e31ddd5631
7 changed files with 20 additions and 34 deletions

View File

@ -10,6 +10,7 @@ namespace TAO.VertexAnimation
{
public Mesh mesh;
public List<Texture2D> positionMaps;
public int maxFrames;
// Returns main position map.
public Texture2D GetPositionMap
@ -84,6 +85,7 @@ namespace TAO.VertexAnimation
BakedData bd = Bake(model, ac, animationInfo);
bakedData.mesh = bd.mesh;
bakedData.positionMaps.AddRange(bd.positionMaps);
bakedData.maxFrames = maxFrames;
}
return bakedData;
@ -106,7 +108,8 @@ namespace TAO.VertexAnimation
BakedData bakedData = new BakedData()
{
mesh = mesh,
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) }
positionMaps = new List<Texture2D>() { BakePositionMap(model, animationClip, animationInfo) },
maxFrames = animationInfo.maxFrames
};
return bakedData;

View File

@ -3,7 +3,7 @@ using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "VA_Animation/AnimationBook", order = 400)]
[CreateAssetMenu(fileName = "new AnimationBook", menuName = "TAO/VertexAnimation/AnimationBook", order = 400)]
public class VA_AnimationBook : ScriptableObject
{
public PlayData playData = null;

View File

@ -3,7 +3,7 @@ using UnityEngine;
namespace TAO.VertexAnimation
{
[CreateAssetMenu(fileName = "new AnimationLibrary", menuName = "VA_Animation/AnimationLibrary", order = 400)]
[CreateAssetMenu(fileName = "new AnimationLibrary", menuName = "TAO/VertexAnimation/AnimationLibrary", order = 400)]
public class VA_AnimationLibrary : ScriptableObject
{
[SerializeField]

View File

@ -5,7 +5,7 @@ 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 = "")
TextureWrapMode a_wrapMode = TextureWrapMode.Repeat, FilterMode a_filterMode = FilterMode.Bilinear, int a_anisoLevel = 1, string a_name = "", bool a_makeNoLongerReadable = true)
{
if(!IsValidForTextureArray(a_textures) || !IsValidCopyTexturePlatform())
{
@ -27,7 +27,7 @@ namespace TAO.VertexAnimation
textureArray.anisoLevel = a_anisoLevel;
textureArray.name = a_name;
textureArray.Apply(false, false);
textureArray.Apply(false, a_makeNoLongerReadable);
return textureArray;
}