using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace TAO.VertexAnimation.Editor { [CreateAssetMenu(fileName = "new ModelBaker", menuName = "TAO/VertexAnimation/ModelBaker", order = 400)] public class VA_ModelBaker : ScriptableObject { #if UNITY_EDITOR // Input. public GameObject model; public AnimationClip[] animationClips; [Range(1, 60)] public int fps = 24; public int textureWidth = 512; public LODSettings lodSettings = new LODSettings(); public bool generateAnimationBook = true; public bool generatePrefab = true; public Shader materialShader = null; // Output. public GameObject prefab = null; public Texture2DArray positionMap = null; public Material material = null; public Mesh[] meshes = null; public VA_AnimationBook book = null; [SerializeField] private AnimationBaker.BakedData bakedData; [System.Serializable] public class LODSettings { public LODSetting[] lodSettings = new LODSetting[3] { new LODSetting(1, .4f), new LODSetting(.6f, .15f), new LODSetting(.3f, .01f) }; public float[] GetQualitySettings() { float[] q = new float[lodSettings.Length]; for (int i = 0; i < lodSettings.Length; i++) { q[i] = lodSettings[i].quality; } return q; } public float[] GetTransitionSettings() { float[] t = new float[lodSettings.Length]; for (int i = 0; i < lodSettings.Length; i++) { t[i] = lodSettings[i].screenRelativeTransitionHeight; } return t; } public int LODCount() { return lodSettings.Length; } } [System.Serializable] public struct LODSetting { [Range(1.0f, 0.0f)] public float quality; [Range(1.0f, 0.0f)] public float screenRelativeTransitionHeight; public LODSetting(float q, float t) { quality = q; screenRelativeTransitionHeight = t; } } public void Bake() { var target = Instantiate(model); target.name = model.name; target.ConbineAndConvertGameObject(); bakedData = target.Bake(animationClips, fps, textureWidth); positionMap = VA_Texture2DArrayUtils.CreateTextureArray(bakedData.positionMaps.ToArray(), false, true, TextureWrapMode.Repeat, FilterMode.Point, 1, string.Format("{0}_PositionMap", name), true); meshes = bakedData.mesh.GenerateLOD(lodSettings.LODCount(), lodSettings.GetQualitySettings()); DestroyImmediate(target); } public void SaveAssets() { AssetDatabaseUtils.RemoveChildAssets(this, new Object[2] { book, material }); foreach (var m in meshes) { AssetDatabase.AddObjectToAsset(m, this); } AssetDatabase.AddObjectToAsset(positionMap, this); AssetDatabase.SaveAssets(); if (generatePrefab) { GeneratePrefab(); } if (generateAnimationBook) { GenerateBook(); } AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } public void DeleteSavedAssets() { // Remove assets. var assets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this)); foreach (var a in assets) { if (a != this) { AssetDatabase.RemoveObjectFromAsset(a); } } // Delete prefab. string path = AssetDatabase.GetAssetPath(prefab); AssetDatabase.DeleteAsset(path); // Clear variables. prefab = null; material = null; meshes = null; book = null; AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } private void GeneratePrefab() { string path = AssetDatabase.GetAssetPath(this); int start = path.LastIndexOf('/'); path = path.Remove(start, path.Length - start); path += "/" + name + ".prefab"; // Generate Material if (!AssetDatabaseUtils.HasChildAsset(this, material)) { material = AnimationMaterial.Create(name, materialShader); AssetDatabase.AddObjectToAsset(material, this); } else { material.shader = materialShader; } material.SetTexture("_PositionMap", positionMap); material.SetInt("_MaxFrames", bakedData.maxFrames); // Generate Prefab prefab = AnimationPrefab.Create(path, name, meshes, material, lodSettings.GetTransitionSettings()); } private void GenerateBook() { if (!book) { book = CreateInstance(); } book.name = string.Format("{0}Book", name); book.editorData = new VA_AnimationBook.EditorData { materials = new Material[1] { material } }; foreach (Texture2D tex in bakedData.positionMaps) { book.editorData.animationPages.Add(new VA_AnimationBook.EditorAnimationPage { name = "", frames = 0, textures = new List() { new VA_AnimationBook.EditorTextureEntry { texture2D = tex } } }); } VA_AssetBuilder.AutoFill(ref book); if (!AssetDatabaseUtils.HasChildAsset(this, book)) { AssetDatabase.AddObjectToAsset(book, this); } } #endif } }