public void OnInitialize() { try { if (studio.view.rotationType == RotationType.Model) { CameraHelper.LocateMainCameraToModel(model, studio); } ShadowHelper.LocateShadowToModel(model, studio); if (studio.shadow.type == ShadowType.Simple) { ShadowHelper.ScaleSimpleShadow(model, studio); } else if (studio.shadow.type == ShadowType.TopDown) { Camera camera; GameObject fieldObj; ShadowHelper.GetCameraAndFieldObject(studio.shadow.obj, out camera, out fieldObj); CameraHelper.LookAtModel(camera.transform, model); ShadowHelper.ScaleShadowField(camera, fieldObj); } else if (studio.shadow.type == ShadowType.Matte) { ShadowHelper.ScaleMatteField(meshModel, studio.shadow.obj, studio.lit); } if (studio.packing.on || studio.trimming.isUnifiedForAllViews) { bakingDataList = new BakingData[studio.view.checkedSubViews.Count]; } if (studio.trimming.isUnifiedForAllViews) { unifiedTexBound = new IntegerBound(); } fileBaseName = BuildFileBaseName(); BuildFolderPathAndCreate(modelName); viewIndex = 0; stateMachine.ChangeState(BakingState.BeginView); } catch (Exception e) { Debug.LogException(e); Finish(); } }
protected override void OnInitialize_() { if (studio.shadow.type == ShadowType.TopDown) { ObjectHelper.DeleteObject(EditorGlobal.DYNAMIC_SHADOW_NAME); studio.shadow.obj = ObjectHelper.GetOrCreateObject(EditorGlobal.STATIC_SHADOW_NAME, EditorGlobal.SHADOW_FOLDER_NAME, Vector3.zero); ShadowHelper.LocateShadowToModel(particleModel, studio); Camera camera; GameObject fieldObj; ShadowHelper.GetCameraAndFieldObject(studio.shadow.obj, out camera, out fieldObj); CameraHelper.LookAtModel(camera.transform, particleModel); ShadowHelper.ScaleShadowField(camera, fieldObj); } }
public static void BakeStaticShadow(Camera camera, GameObject fieldObj, Model model, Studio studio) { if (model == null) { return; } camera.CopyFrom(Camera.main); camera.targetDisplay = 1; camera.targetTexture = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.ARGB32); string dirPath = Path.Combine(Application.dataPath, EngineGlobal.PROJECT_PATH_NAME + "/Shadow"); int assetRootIndex = dirPath.IndexOf("Assets"); if (assetRootIndex < 0) { Debug.LogError(string.Format("{0} is out of Assets folder.", dirPath)); return; } dirPath = dirPath.Substring(assetRootIndex); camera.transform.localPosition = new Vector3(0, 500, 0); camera.transform.localRotation = Quaternion.Euler(90f, 0f, 0f); CameraHelper.LookAtModel(camera.transform, model); fieldObj.SetActive(false); Texture2D rawTex = CapturingHelper.CaptureModelInCamera(model, camera, studio, true); fieldObj.SetActive(true); string filePath = TextureHelper.SaveTexture(dirPath, EditorGlobal.STATIC_SHADOW_NAME, rawTex); AssetDatabase.ImportAsset(filePath); fieldObj.transform.localPosition = Vector3.zero; fieldObj.transform.localRotation = Quaternion.Euler(0f, 180f, 0f); ScaleShadowField(camera, fieldObj); camera.targetTexture = null; camera.targetDisplay = 2; }
public void OnInitialize() { try { if (studio.view.rotationType == RotationType.Model) { CameraHelper.LocateMainCameraToModel(model, studio); } if (studio.shadow.type == ShadowType.TopDown) { ObjectHelper.DeleteObject(EditorGlobal.DYNAMIC_SHADOW_NAME); studio.shadow.obj = ObjectHelper.GetOrCreateObject(EditorGlobal.STATIC_SHADOW_NAME, EditorGlobal.SHADOW_FOLDER_NAME, Vector3.zero); ShadowHelper.LocateShadowToModel(model, studio); Camera camera; GameObject fieldObj; ShadowHelper.GetCameraAndFieldObject(studio.shadow.obj, out camera, out fieldObj); CameraHelper.LookAtModel(camera.transform, model); ShadowHelper.ScaleShadowField(camera, fieldObj); } else { ShadowHelper.LocateShadowToModel(model, studio); } particleModel.Animate(Frame.BEGIN); // important for particle simulation if (particleModel.selectedFrames.Count > 0) { frames = new Frame[particleModel.selectedFrames.Count]; particleModel.selectedFrames.CopyTo(frames); } else { frames = new Frame[studio.frame.size]; for (int i = 0; i < studio.frame.size; ++i) { float frameRatio = 0.0f; if (i > 0 && i < studio.frame.size) { frameRatio = (float)i / (float)(studio.frame.size - 1); } float time = particleModel.GetTimeForRatio(frameRatio); frames[i] = new Frame(i, time); } } fileBaseName = BuildFileBaseName(); BuildFolderPathAndCreate(modelName); if (studio.packing.on && studio.output.animatorControllerMake) { BuildAnimatorController(); } viewIndex = 0; stateMachine.ChangeState(BakingState.BeginView); } catch (Exception e) { Debug.LogException(e); Finish(); } }
public void OnInitialize() { try { if (studio.view.rotationType == RotationType.Model) { CameraHelper.LocateMainCameraToModel(model, studio); } ShadowHelper.LocateShadowToModel(model, studio); if (studio.shadow.type == ShadowType.TopDown) { Camera camera; GameObject fieldObj; ShadowHelper.GetCameraAndFieldObject(studio.shadow.obj, out camera, out fieldObj); CameraHelper.LookAtModel(camera.transform, model); ShadowHelper.ScaleShadowField(camera, fieldObj); } else if (studio.shadow.type == ShadowType.Matte) { ShadowHelper.ScaleMatteField(meshModel, studio.shadow.obj, studio.lit); } fileNameForModel = BuildFileBaseName(); BuildFolderPathAndCreate(modelName); if (studio.packing.on) { if (DoesMakePrefab()) { outRootPrefab = PrefabUtility.InstantiatePrefab(model.spritePrefab) as GameObject; outRootPrefab.gameObject.SetActive(false); if (studio.output.DoesMakeLocationPrefab()) { Location[] locations = model.GetComponentsInChildren <Location>(); if (locations.Length > 0) { locationMappings = new LocationMapping[locations.Length]; for (int i = 0; i < locations.Length; ++i) { Location loc = locations[i]; GameObject locObj = PrefabUtility.InstantiatePrefab(studio.output.locationSpritePrefab) as GameObject; locObj.transform.parent = model.prefabBuilder.GetLocationsParent(outRootPrefab); locObj.transform.localPosition = Vector3.zero; locObj.transform.localRotation = Quaternion.identity; locObj.name += "_" + loc.locationName; locationMappings[i] = new LocationMapping(loc, locObj); } } } if (outRootPrefab != null && studio.output.animatorControllerMake && studio.output.normalMapMake) { animationTextureDataList = new List <AnimationTextureData>(); } } } AnimationIndex = 0; stateMachine.ChangeState(BakingState.BeginAnimation); } catch (Exception e) { Debug.LogException(e); Finish(); } }