mirror of
https://github.com/maxartz15/VertexAnimation.git
synced 2024-11-10 06:35:18 +01:00
244 lines
6.6 KiB
C#
244 lines
6.6 KiB
C#
using System.Collections.Generic;
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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 int maxFrames;
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public Vector3 minBounds;
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public Vector3 maxBounds;
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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 bool applyRootMotion;
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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, bool applyRootMotion, int frames, int textureWidth, int fps)
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{
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this.applyRootMotion = applyRootMotion;
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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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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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[System.Serializable]
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public struct BakedAnimation
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{
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public Texture2D positionMap;
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public Vector3 minBounds;
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public Vector3 maxBounds;
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}
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public static BakedData Bake(this GameObject model, AnimationClip[] animationClips, bool applyRootMotion, 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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minBounds = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue),
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maxBounds = new Vector3(float.MinValue, float.MinValue, float.MinValue)
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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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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 info for the biggest animation.
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AnimationInfo animationInfo = new AnimationInfo(mesh, applyRootMotion, 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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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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bakedData.maxFrames = maxFrames;
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bakedData.minBounds = Vector3.Min(bakedData.minBounds, bd.minBounds);
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bakedData.maxBounds = Vector3.Max(bakedData.maxBounds, bd.maxBounds);
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}
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bakedData.mesh.bounds = new Bounds()
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{
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max = bakedData.maxBounds,
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min = bakedData.minBounds
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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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// Set root motion options.
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if (model.TryGetComponent(out Animator animator))
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{
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animator.applyRootMotion = animationInfo.applyRootMotion;
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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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mesh.uv3 = mesh.BakePositionUVs(animationInfo);
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BakedAnimation bakedAnimation = BakeAnimation(model, animationClip, 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>() { bakedAnimation.positionMap },
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maxFrames = animationInfo.maxFrames,
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minBounds = bakedAnimation.minBounds,
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maxBounds = bakedAnimation.maxBounds
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};
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mesh.bounds = new Bounds()
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{
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max = bakedAnimation.maxBounds,
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min = bakedAnimation.minBounds
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};
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return bakedData;
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}
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public static BakedAnimation BakeAnimation(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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// Keep track of min/max bounds.
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Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
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Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
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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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Mesh sampledMesh = new Mesh();
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skinnedMeshRenderer.BakeMesh(sampledMesh);
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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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int x = 0;
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for (int v = 0; v < verts.Count; v++)
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{
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min = Vector3.Min(min, verts[v]);
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max = Vector3.Max(max, verts[v]);
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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.EncodeFloat3ToFloat1(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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GameObject.DestroyImmediate(inst);
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positionMap.name = string.Format("VA_N-{0}_F-{1}_MF-{2}_FPS-{3}", NamingConventionUtils.ConvertToValidString(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 new BakedAnimation()
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{
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positionMap = positionMap,
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minBounds = min,
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maxBounds = max
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};
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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.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 x = xOffset / 2.0f;
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float y = yOffset / 2.0f;
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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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mesh.uv3 = uv3;
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return uv3;
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}
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}
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} |