Ejemplo n.º 1
0
    void PackLightmapUVs(Mesh m, int packID, BakeAttribute bakeAttribute)
    {
        List <Vector3> normals = new List <Vector3>();

        m.GetNormals(normals);
        List <Vector4> tangents = new List <Vector4>();

        m.GetTangents(tangents);
        Vector3[] pdeltaPositions = new Vector3[m.vertexCount];
        Vector3[] pdeltaNormals   = new Vector3[m.vertexCount];
        Vector3[] pdeltaTangents  = new Vector3[m.vertexCount];
        m.GetBlendShapeFrameVertices(packID, 0, pdeltaPositions, pdeltaNormals, pdeltaTangents);
        List <Vector4> uv = new List <Vector4>();

        m.GetUVs(1, uv);

        for (int i = 0; i < uv.Count; i++)   // We bake positions using the normals and tangents as an orthogonal basis.
        {
            Vector3 packrat = ToTangentSpace(pdeltaPositions[i], normals[i], tangents[i]);
            switch (bakeAttribute)
            {
            case BakeAttribute.X: uv[i] = new Vector4(uv[i].x, uv[i].y, uv[i].z, packrat.x); break;

            case BakeAttribute.Y: uv[i] = new Vector4(uv[i].x, uv[i].y, uv[i].z, packrat.y); break;

            case BakeAttribute.Z: uv[i] = new Vector4(uv[i].x, uv[i].y, uv[i].z, packrat.z); break;
            }
        }
        m.SetUVs(1, uv);
    }
Ejemplo n.º 2
0
    void Bake(Mesh m, int blendShapeID, BakeType type, int dest, int packID, BakeAttribute bakeAttribute)
    {
        List <Vector3> normals = new List <Vector3>();

        m.GetNormals(normals);
        List <Vector4> tangents = new List <Vector4>();

        m.GetTangents(tangents);
        Vector3[] deltaPositions = new Vector3[m.vertexCount];
        Vector3[] deltaNormals   = new Vector3[m.vertexCount];
        Vector3[] deltaTangents  = new Vector3[m.vertexCount];
        m.GetBlendShapeFrameVertices(blendShapeID, 0, deltaPositions, deltaNormals, deltaTangents);

        Vector3[] pdeltaPositions = new Vector3[m.vertexCount];
        Vector3[] pdeltaNormals   = new Vector3[m.vertexCount];
        Vector3[] pdeltaTangents  = new Vector3[m.vertexCount];
        m.GetBlendShapeFrameVertices(packID, 0, pdeltaPositions, pdeltaNormals, pdeltaTangents);
        List <Vector4> uv = new List <Vector4>();

        switch (type)
        {
        case BakeType.DeltaPosition:
            for (int i = 0; i < m.vertexCount; i++)       // We bake positions using the normals and tangents as an orthogonal basis.
            {
                Vector3 XYZ     = ToTangentSpace(deltaPositions[i], normals[i], tangents[i]);
                Vector3 packrat = ToTangentSpace(pdeltaPositions[i], normals[i], tangents[i]);
                switch (bakeAttribute)
                {
                case BakeAttribute.X: uv.Add(new Vector4(XYZ.x, XYZ.y, XYZ.z, packrat.x)); break;

                case BakeAttribute.Y: uv.Add(new Vector4(XYZ.x, XYZ.y, XYZ.z, packrat.y)); break;

                case BakeAttribute.Z: uv.Add(new Vector4(XYZ.x, XYZ.y, XYZ.z, packrat.z)); break;
                }
            }
            break;
        }
        m.SetUVs(dest, uv);
    }