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https://github.com/maxartz15/VertexAnimation.git
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Interpolation
Smooth animations :)
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@ -45,6 +45,9 @@ namespace TAO.VertexAnimation.Editor
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EditorGUILayout.PropertyField(serializedObject.FindProperty("materialShader"), new GUIContent(""));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("materialShader"), new GUIContent(""));
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}
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}
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EditorGUILayout.PropertyField(serializedObject.FindProperty("useNormalA"), new GUIContent("Use Normal (A)"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("useInterpolation"));
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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if (GUILayout.Button("Bake", GUILayout.Height(32)))
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{
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{
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modelBaker.Bake();
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modelBaker.Bake();
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@ -22,6 +22,8 @@ namespace TAO.VertexAnimation.Editor
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public bool generateAnimationBook = true;
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public bool generateAnimationBook = true;
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public bool generatePrefab = true;
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public bool generatePrefab = true;
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public Shader materialShader = null;
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public Shader materialShader = null;
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public bool useInterpolation = true;
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public bool useNormalA = true;
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// Output.
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// Output.
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public GameObject prefab = null;
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public GameObject prefab = null;
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@ -153,6 +155,24 @@ namespace TAO.VertexAnimation.Editor
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material.SetTexture("_PositionMap", positionMap);
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material.SetTexture("_PositionMap", positionMap);
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material.SetInt("_MaxFrames", bakedData.maxFrames);
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material.SetInt("_MaxFrames", bakedData.maxFrames);
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if (useNormalA)
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{
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material.EnableKeyword("USE_NORMALA_ON");
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}
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else
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{
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material.DisableKeyword("USE_NORMALA_ON");
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}
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if(useInterpolation)
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{
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material.EnableKeyword("USE_INTERPOLATION_ON");
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}
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else
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{
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material.DisableKeyword("USE_INTERPOLATION_ON");
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}
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// Generate Prefab
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// Generate Prefab
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings());
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prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings());
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}
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}
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@ -15,8 +15,7 @@ namespace TAO.VertexAnimation
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public struct VA_AnimatorComponent : IComponentData
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public struct VA_AnimatorComponent : IComponentData
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{
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{
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public int animationIndex;
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public int animationIndex;
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// TODO: Animation blending.
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public int animationIndexNext;
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//public int animationIndexSchedule;
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public float animationTime;
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public float animationTime;
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public BlobAssetReference<VA_AnimationLibraryData> animationLibrary;
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public BlobAssetReference<VA_AnimationLibraryData> animationLibrary;
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}
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}
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@ -38,7 +37,7 @@ namespace TAO.VertexAnimation
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VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
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VA_AnimatorComponent animatorComponent = new VA_AnimatorComponent
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{
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{
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animationIndex = 0,
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animationIndex = 0,
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//animationIndexSchedule = -1,
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animationIndexNext = -1,
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animationTime = 0,
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animationTime = 0,
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animationLibrary = animLib
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animationLibrary = animLib
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};
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};
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@ -1,6 +1,7 @@
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using Unity.Entities;
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using Unity.Entities;
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using Unity.Transforms;
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using Unity.Transforms;
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using Unity.Mathematics;
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using Unity.Mathematics;
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using UnityEngine.Animations;
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namespace TAO.VertexAnimation
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namespace TAO.VertexAnimation
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{
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{
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@ -21,14 +22,31 @@ namespace TAO.VertexAnimation
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// Get the animation lib data.
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// Get the animation lib data.
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ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
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ref VA_AnimationLibraryData animationsRef = ref ac.animationLibrary.Value;
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// Lerp animations.
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// Set animation for lerp.
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int animationIndexNext = ac.animationIndexNext;
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if (ac.animationIndexNext < 0)
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{
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animationIndexNext = ac.animationIndex;
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}
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// Calculate next frame time for lerp.
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float animationTimeNext = ac.animationTime + (1.0f / animationsRef.animations[animationIndexNext].maxFrames);
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if (animationTimeNext > animationsRef.animations[animationIndexNext].duration)
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{
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// Set time. Using the difference to smooth out animations when looping.
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animationTimeNext -= ac.animationTime;
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}
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// Set material data.
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animationData[child] = new VA_AnimationDataComponent
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animationData[child] = new VA_AnimationDataComponent
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{
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{
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Value = new float4
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Value = new float4
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{
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{
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x = ac.animationTime,
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x = ac.animationTime,
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y = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, ac.animationIndex),
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y = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, ac.animationIndex),
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z = VA_AnimationLibraryUtils.GetColorMapIndex(ref animationsRef, ac.animationIndex),
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z = animationTimeNext,
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w = 0
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w = VA_AnimationLibraryUtils.GetAnimationMapIndex(ref animationsRef, animationIndexNext)
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}
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}
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};
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};
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}
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}
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File diff suppressed because it is too large
Load Diff
8
Tests/Runtime/Scripts.meta
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8
Tests/Runtime/Scripts.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: bc1ccacb918e10a43bc1d707ec935205
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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