UNITY BAKEMESH 残影实现

  1. using UnityEngine;
  2. using System. Collections;
  3.  
  4. public class BakeMeshTest : MonoBehaviour
  5. {
  6.     void Start ( )
  7.     {
  8.         // Get the state for the clip we want to bake
  9.         AnimationState clipState = m_animation [m_clipToBake ];
  10.         if (clipState == null )
  11.         {
  12.             Debug. LogError ( string. Format ( "Unable to get clip '{0}'", m_clipToBake ), this );
  13.             return;
  14.         }
  15.        
  16.         // Start playing the clip
  17.         m_animation. Play (m_clipToBake, PlayMode. StopAll );
  18.        
  19.         // Set time to start
  20.         clipState. time = 0.0f;
  21.        
  22.         // Calculate time between baked frames
  23.         float deltaTime = clipState. length / ( float ) (m_numFramesToBake - 1 );
  24.        
  25.         // Bake the frames
  26.         for ( int frameIndex = 0; frameIndex < m_numFramesToBake; ++frameIndex )
  27.         {
  28.             string frameName = string. Format ( "BakedFrame{0}", frameIndex );
  29.            
  30.             // Create a mesh to store this frame
  31.             Mesh frameMesh = new Mesh ( );
  32.             frameMesh. name = frameName;
  33.            
  34.             // Sample animation to get bones in the right place
  35.             m_animation. Sample ( );
  36.            
  37.             // Bake the mesh
  38.             m_skinnedMeshRenderer. BakeMesh (frameMesh );
  39.            
  40.             // Setup game object to show frame
  41.             GameObject frameGO = new GameObject (frameName );
  42.             frameGO. name = frameName;
  43.             frameGO. transform. position = transform. position + new Vector3 (frameIndex, 0.0f, 0.0f );
  44.            
  45.             // Setup mesh filter
  46.             MeshFilter meshFilter = frameGO. AddComponent<MeshFilter> ( );
  47.             meshFilter. mesh = frameMesh;
  48.            
  49.             // Setup mesh renderer
  50.             MeshRenderer meshRenderer = frameGO. AddComponent<MeshRenderer> ( );
  51.             meshRenderer. sharedMaterials = m_skinnedMeshRenderer. sharedMaterials;
  52.            
  53.             // Move to next frame time
  54.             clipState. time += deltaTime;
  55.         }
  56.        
  57.         // Stop playing
  58.         m_animation. Stop ( );
  59.     }
  60.    
  61.     [SerializeField ]
  62.     Animation m_animation; // Animation component used for baking
  63.    
  64.     [SerializeField ]
  65.     SkinnedMeshRenderer m_skinnedMeshRenderer; // Skinned mesh renderer used for baking
  66.    
  67.     [SerializeField ]
  68.     string m_clipToBake = "Idle"; // Name of the animation clip to bake
  69.    
  70.     [SerializeField ]
  71.     int m_numFramesToBake = 30; // Number of frames to bake
  72. }
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