コード例 #1
0
        public static IEnumerator CreateMaterial(GameObject selection)
        {
            var sampler = new CombinedMeshSampler(selection);
            var vtex    = new VertexTex(sampler);

            var mesh = sampler.CombinedMesh;

            //mesh.uv2 = vtex.uv2;
            mesh.bounds = vtex.Bounds();

            var folderPath = DIR_ASSETS + "/" + DIR_ROOT;

            if (!Directory.Exists(folderPath))
            {
                AssetDatabase.CreateFolder(DIR_ASSETS, DIR_ROOT);
            }
            var guid = AssetDatabase.CreateFolder(folderPath, selection.name);

            folderPath = AssetDatabase.GUIDToAssetPath(guid);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            yield return(0);

            var posPngPath  = folderPath + "/" + selection.name + ".png";
            var normPngPath = folderPath + "/" + selection.name + "_normal.png";
            var posTex      = Save(vtex.positionTex, posPngPath);
            var normTex     = Save(vtex.normalTex, normPngPath);

            var      renderer = selection.GetComponentInChildren <Renderer> ();
            Material mat      = new Material(Shader.Find(ShaderConst.SHADER_NAME));

            if (renderer != null && renderer.sharedMaterial != null)
            {
                mat.mainTexture = renderer.sharedMaterial.mainTexture;
            }
            mat.SetTexture(ShaderConst.SHADER_ANIM_TEX, posTex);
            mat.SetVector(ShaderConst.SHADER_SCALE, vtex.scale);
            mat.SetVector(ShaderConst.SHADER_OFFSET, vtex.offset);
            mat.SetVector(ShaderConst.SHADER_ANIM_END, new Vector4(sampler.Length, vtex.verticesList.Count - 1, 0f, 0f));
            mat.SetFloat(ShaderConst.SHADER_FPS, FPS);
            mat.SetTexture(ShaderConst.SHADER_NORM_TEX, normTex);

            AssetDatabase.CreateAsset(mat, folderPath + "/" + selection.name + "Mat.mat");
            AssetDatabase.CreateAsset(mesh, folderPath + "/" + selection.name + "Mesh.asset");
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            GameObject go = new GameObject(selection.name);

            go.AddComponent <MeshRenderer>().sharedMaterial = mat;
            go.AddComponent <MeshFilter>().sharedMesh       = mesh;
            PrefabUtility.CreatePrefab(folderPath + "/" + selection.name + ".prefab", go);
        }
コード例 #2
0
        public VertexTex(CombinedMeshSampler sample)
        {
            verticesList = new List <Vector3[]> ();
            normalsList  = new List <Vector3[]> ();
            for (float t = 0; t < (sample.Length + DT); t += DT)
            {
                var combinedMesh = sample.Sample(t);
                verticesList.Add(combinedMesh.vertices);
                normalsList.Add(combinedMesh.normals);
            }

            var firstVertices = verticesList[0];
            var firstVertex   = firstVertices[0];
            var vertexCount   = firstVertices.Length;

            frameEnd = vertexCount - 1;

            var minX = firstVertex.x;
            var minY = firstVertex.y;
            var minZ = firstVertex.z;
            var maxX = firstVertex.x;
            var maxY = firstVertex.y;
            var maxZ = firstVertex.z;

            foreach (var vertices in verticesList)
            {
                for (var i = 0; i < vertices.Length; i++)
                {
                    var v = vertices [i];
                    minX = Mathf.Min(minX, v.x);
                    minY = Mathf.Min(minY, v.y);
                    minZ = Mathf.Min(minZ, v.z);
                    maxX = Mathf.Max(maxX, v.x);
                    maxY = Mathf.Max(maxY, v.y);
                    maxZ = Mathf.Max(maxZ, v.z);
                }
            }
            scale  = new Vector4(maxX - minX, maxY - minY, maxZ - minZ, 1f);
            offset = new Vector4(minX, minY, minZ, 1f);
            Debug.LogFormat("Scale={0} Offset={1}", scale, offset);

            var texWidth  = LargerInPow2(vertexCount);
            var texHeight = LargerInPow2(verticesList.Count * 2);

            Debug.Log(string.Format("tex({0}x{1}), nVertices={2} nFrames={3}", texWidth, texHeight, vertexCount, verticesList.Count));

            positionTex            = new Texture2D(texWidth, texHeight, TextureFormat.RGB24, false, true);
            positionTex.filterMode = ANIM_TEX_FILTER;
            positionTex.wrapMode   = TextureWrapMode.Clamp;

            normalTex            = new Texture2D(texWidth, texHeight, TextureFormat.RGB24, false, true);
            normalTex.filterMode = ANIM_TEX_FILTER;
            normalTex.wrapMode   = TextureWrapMode.Clamp;

            uv2 = new Vector2[vertexCount];
            var texSize       = new Vector2(1f / texWidth, 1f / texHeight);
            var halfTexOffset = 0.5f * texSize;

            for (int i = 0; i < uv2.Length; i++)
            {
                uv2 [i] = new Vector2((float)i * texSize.x, 0f) + halfTexOffset;
            }
            for (int y = 0; y < verticesList.Count; y++)
            {
                Vector3[] vertices = verticesList [y];
                Vector3[] normals  = normalsList [y];
                for (int x = 0; x < vertices.Length; x++)
                {
                    var   pos = Normalize(vertices [x], offset, scale);
                    Color c0, c1;
                    Encode(pos, out c0, out c1);
                    positionTex.SetPixel(x, y, c0);
                    positionTex.SetPixel(x, y + (texHeight >> 1), c1);

                    var normal = 0.5f * (normals [x].normalized + Vector3.one);
                    Encode(normal, out c0, out c1);
                    normalTex.SetPixel(x, y, c0);
                    normalTex.SetPixel(x, y + (texHeight >> 1), c1);
                }
            }
            positionTex.Apply();
            normalTex.Apply();
        }
コード例 #3
0
 void OnEnable()
 {
     _sampler = new CombinedMeshSampler(target);
     _filter  = GetComponent <MeshFilter>();
 }