public void AddParamKeyValueSet(apOptCalculatedResultParam.OptParamKeyValueSet paramKeyValue) { if (_subParamKeyValues.Contains(paramKeyValue)) { return; } _subParamKeyValues.Add(paramKeyValue); _nSubParamKeyValues = _subParamKeyValues.Count; if (_isVertexLocalMorph || _isVertexRigging) { if (_vertexRequest == null) { _vertexRequest = new apOptVertexRequest(_isVertexLocalMorph ? apOptVertexRequest.REQUEST_TYPE.VertLocal : apOptVertexRequest.REQUEST_TYPE.Rigging); } //변경 19.5.24 : ModifiedMeshSet을 이용할지 여부 if (paramKeyValue._modifiedMesh != null) { _vertexRequest.AddModMesh(paramKeyValue._modifiedMesh); } else if (paramKeyValue._modifiedMeshSet != null) { _vertexRequest.AddModMeshSet(paramKeyValue._modifiedMeshSet); } } }
public apMatrix3x3 GetDeferredRiggingMatrix(int vertexIndex) { _tmpMatrix.SetZero3x2(); for (int iParam = 0; iParam < _resultParams_Rigging.Count; iParam++) { _cal_resultParam = _resultParams_Rigging[iParam]; for (int iVR = 0; iVR < _cal_resultParam._result_VertLocalPairs.Count; iVR++) { _cal_vertRequest = _cal_resultParam._result_VertLocalPairs[iVR]; if (!_cal_vertRequest._isCalculated || _cal_vertRequest._totalWeight == 0.0f) { continue; } _tmpVertRigWeightTable = _cal_vertRequest._rigBoneWeightTables[vertexIndex]; if (_tmpVertRigWeightTable._nRigTable == 0) { continue; } for (int iRig = 0; iRig < _tmpVertRigWeightTable._nRigTable; iRig++) { _tmpVertRigWeightTable._rigTable[iRig].CalculateMatrix(); _tmpMatrix.AddMatrixWithWeight(_tmpVertRigWeightTable._rigTable[iRig]._boneMatrix, _tmpVertRigWeightTable._rigTable[iRig]._weight); } } } return(_tmpMatrix); }
public Vector2 GetDeferredLocalPos(int vertexIndex) { _tmpPos = Vector2.zero; for (int iParam = 0; iParam < _resultParams_VertLocal.Count; iParam++) { _cal_resultParam = _resultParams_VertLocal[iParam]; for (int iVR = 0; iVR < _cal_resultParam._result_VertLocalPairs.Count; iVR++) { _cal_vertRequest = _cal_resultParam._result_VertLocalPairs[iVR]; if (!_cal_vertRequest._isCalculated || _cal_vertRequest._totalWeight == 0.0f) { continue; } for (int iModPair = 0; iModPair < _cal_vertRequest._nModWeightPairs; iModPair++) { _cal_vertRequestModWeightPair = _cal_vertRequest._modWeightPairs[iModPair]; if (!_cal_vertRequestModWeightPair._isCalculated) { continue; } _tmpPos += _cal_vertRequestModWeightPair._modMesh._vertices[vertexIndex]._deltaPos * _cal_vertRequestModWeightPair._weight; } } } return(_tmpPos); }
// Init //-------------------------------------------- public apOptCalculatedResultParamSubList(apOptCalculatedResultParam parentResultParam, bool isLocalMorph, bool isRigging) { _parentResultParam = parentResultParam; _subParamKeyValues.Clear(); _nSubParamKeyValues = 0; _isVertexLocalMorph = isLocalMorph; _isVertexRigging = isRigging; if (_isVertexLocalMorph) { _vertexRequest = new apOptVertexRequest(apOptVertexRequest.REQUEST_TYPE.VertLocal); } else if (_isVertexRigging) { _vertexRequest = new apOptVertexRequest(apOptVertexRequest.REQUEST_TYPE.Rigging); } }
/// <summary> /// Calculate Result Statck의 업데이트 부분 /// Pre-Update로서 VertWorld와 Rigging이 제외된다. /// </summary> public void Calculate_Post() { //bool isFirstDebug = true; _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _cal_posVerts = null; // Rigging if (_isAnyRigging) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 0. Rigging"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; //_cal_posVerts = null; //_cal_vertMatrices = null; _iCalculatedParam = 0; _cal_vertRequestList = null; _cal_vertRequest = null; _result_RiggingWeight = 0.0f; for (int iParam = 0; iParam < _resultParams_Rigging.Count; iParam++) { _cal_resultParam = _resultParams_Rigging[iParam]; _cal_resultParam._resultWeight = 0.0f; _cal_curWeight = _cal_resultParam.ModifierWeight; if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) { continue; } _cal_resultParam._resultWeight = 1.0f; //<<일단 Weight를 1로 두고 계산 시작 _result_RiggingWeight += _cal_curWeight; // Blend 방식에 맞게 Pos를 만들자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { //Interpolation : Prev * (1-weight) + Next * weight _cal_resultParam._resultWeight = _cal_curWeight; for (int iPrev = 0; iPrev < iParam - 1; iPrev++) { _resultParams_Rigging[iPrev]._resultWeight *= (1.0f - _cal_curWeight); } } else { //Additive : Prev + Next * weight _cal_resultParam._resultWeight = _cal_curWeight; } _iCalculatedParam++; } if (_result_RiggingWeight > 1.0f) { _result_RiggingWeight = 1.0f; } //이제 계산된 Weight를 모두 입력해주자 for (int iParam = 0; iParam < _resultParams_Rigging.Count; iParam++) { _cal_resultParam = _resultParams_Rigging[iParam]; _cal_vertRequestList = _cal_resultParam._result_VertLocalPairs; for (int iVR = 0; iVR < _cal_vertRequestList.Count; iVR++) { _cal_vertRequestList[iVR].MultiplyWeight(_cal_resultParam._resultWeight); } } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif } // 4. World Morph if (_isAnyVertWorld) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 4. Vert World"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _cal_posVerts = null; _iCalculatedParam = 0; for (int iParam = 0; iParam < _resultParams_VertWorld.Count; iParam++) { _cal_resultParam = _resultParams_VertWorld[iParam]; _cal_curWeight = _cal_resultParam.ModifierWeight; if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) { continue; } //Debug.Log("Vert World [" + iParam + "] (" + _cal_curWeight + ")"); _cal_posVerts = _cal_resultParam._result_Positions; if (_cal_posVerts.Length != _result_VertWorld.Length) { //결과가 잘못 들어왔다 갱신 필요 Debug.LogError("Wrong Vert World Result (Cal : " + _cal_posVerts.Length + " / Verts : " + _result_VertWorld.Length + ")"); continue; } // Blend 방식에 맞게 Pos를 만들자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { for (int i = 0; i < _cal_posVerts.Length; i++) { _result_VertWorld[i] = BlendPosition_ITP(_result_VertWorld[i], _cal_posVerts[i], _cal_curWeight); } _cal_prevWeight += _cal_curWeight; } else { for (int i = 0; i < _cal_posVerts.Length; i++) { _result_VertWorld[i] = BlendPosition_Add(_result_VertWorld[i], _cal_posVerts[i], _cal_curWeight); } } _iCalculatedParam++; } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif //Debug.Log(" >> Vert World"); } }
/// <summary> /// Calculate Result Statck의 업데이트 부분 /// Pre-Update로서 VertWorld와 Rigging이 제외된다. /// </summary> public void Calculate_Pre() { //bool isFirstDebug = true; _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _cal_posVerts = null; //Debug.Log("Is Any Vert Local : " + _isAnyVertLocal + " [" + _resultParams_VertLocal.Count +"]"); // 1. Local Morph if (_isAnyVertLocal) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 1. Vert Local"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _cal_posVerts = null; _cal_vertRequestList = null; _cal_vertRequest = null; _iCalculatedParam = 0; //<<추가 : 첫 모디파이어는 무조건 Interpolation으로 만들자 #region [미사용 코드 : 최적화 전] //이전 코드 //for (int iParam = 0; iParam < _resultParams_VertLocal.Count; iParam++) //{ // _cal_resultParam = _resultParams_VertLocal[iParam]; // _cal_curWeight = _cal_resultParam.ModifierWeight; // if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) // { continue; } // _cal_posVerts = _cal_resultParam._result_Positions; // if (_result_VertLocal == null) // { // Debug.LogError("Result Vert Local is Null"); // } // if (_cal_posVerts == null) // { // Debug.LogError("Cal Pos Vert is Null"); // } // if (_cal_posVerts.Length != _result_VertLocal.Length) // { // //결과가 잘못 들어왔다 갱신 필요 // Debug.LogError("Wrong Vert Local Result (Cal : " + _cal_posVerts.Length + " / Verts : " + _result_VertLocal.Length + ")"); // continue; // } // // Blend 방식에 맞게 Pos를 만들자 // if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) // { // for (int i = 0; i < _cal_posVerts.Length; i++) // { // _result_VertLocal[i] = BlendPosition_ITP(_result_VertLocal[i], _cal_posVerts[i], _cal_curWeight); // } // _cal_prevWeight += _cal_curWeight; // } // else // { // for (int i = 0; i < _cal_posVerts.Length; i++) // { // _result_VertLocal[i] = BlendPosition_Add(_result_VertLocal[i], _cal_posVerts[i], _cal_curWeight); // } // } // _iCalculatedParam++; //} #endregion //최적화된 코드. //Vertex Pos를 건드리지 않고 보간식을 중첩한다. for (int iParam = 0; iParam < _resultParams_VertLocal.Count; iParam++) { _cal_resultParam = _resultParams_VertLocal[iParam]; _cal_resultParam._resultWeight = 0.0f; _cal_curWeight = _cal_resultParam.ModifierWeight; if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) { continue; } _cal_resultParam._resultWeight = 1.0f; //<<일단 Weight를 1로 두고 계산 시작 // Blend 방식에 맞게 Pos를 만들자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { //Interpolation : Prev * (1-weight) + Next * weight _cal_resultParam._resultWeight = _cal_curWeight; for (int iPrev = 0; iPrev < iParam - 1; iPrev++) { _resultParams_VertLocal[iPrev]._resultWeight *= (1.0f - _cal_curWeight); } } else { //Additive : Prev + Next * weight _cal_resultParam._resultWeight = _cal_curWeight; } _iCalculatedParam++; } //이제 계산된 Weight를 모두 입력해주자 for (int iParam = 0; iParam < _resultParams_VertLocal.Count; iParam++) { _cal_resultParam = _resultParams_VertLocal[iParam]; _cal_vertRequestList = _cal_resultParam._result_VertLocalPairs; for (int iVR = 0; iVR < _cal_vertRequestList.Count; iVR++) { _cal_vertRequestList[iVR].MultiplyWeight(_cal_resultParam._resultWeight); } } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif } // 2. Mesh / MeshGroup Transformation if (_isAnyTransformation) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 2. MeshGroup Transformation"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _iCalculatedParam = 0; //Debug.Log("Update TF - OPT"); for (int iParam = 0; iParam < _resultParams_Transform.Count; iParam++) { _cal_resultParam = _resultParams_Transform[iParam]; _cal_curWeight = _cal_resultParam.ModifierWeight; if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) { continue; } // Blend 방식에 맞게 Matrix를 만들자 하자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { //Debug.Log("Cal TF [ITP] : " + _cal_resultParam._result_Matrix.Pos3 + " (Weight : " + _cal_curWeight + ")"); BlendMatrix_ITP(_result_MeshTransform, _cal_resultParam._result_Matrix, _cal_curWeight); //if (_cal_resultParam._result_Matrix.Scale2.magnitude < 0.5f || _cal_curWeight < 0.5f) //{ // Debug.Log("Cal TF [ITP] : " + _cal_resultParam._result_Matrix.Scale2 + " > " + _result_MeshTransform.Scale2 + " (Weight : " + _cal_curWeight + ")"); //} _cal_prevWeight += _cal_curWeight; } else { BlendMatrix_Add(_result_MeshTransform, _cal_resultParam._result_Matrix, _cal_curWeight); } _iCalculatedParam++; } _result_MeshTransform.MakeMatrix(); if (_result_MeshTransform._scale.magnitude < 0.5f) { Debug.Log("Cal TF [ITP] : " + _result_MeshTransform._scale + " (Total Weight : " + _cal_prevWeight + ")"); } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif } // 3. Mesh Color if (_isAnyMeshColor) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 3. Mesh Color"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; _iCalculatedParam = 0; _result_IsVisible = false; _nMeshColorCalculated = 0; _result_CalculatedColor = false; for (int iParam = 0; iParam < _resultParams_MeshColor.Count; iParam++) { _cal_resultParam = _resultParams_MeshColor[iParam]; _cal_curWeight = Mathf.Clamp01(_cal_resultParam.ModifierWeight); if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f || !_cal_resultParam.IsColorValueEnabled || !_cal_resultParam._isColorCalculated //<<추가 : Color로 등록했지만 아예 계산이 안되었을 수도 있다. ) { continue; } //<<TODO // Blend 방식에 맞게 Matrix를 만들자 하자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { //_result_Color = BlendColor_ITP(_result_Color, _cal_resultParam._result_Color, _cal_prevWeight, _cal_curWeight); _result_Color = apUtil.BlendColor_ITP(_result_Color, _cal_resultParam._result_Color, _cal_curWeight); _cal_prevWeight += _cal_curWeight; } else { _result_Color = apUtil.BlendColor_Add(_result_Color, _cal_resultParam._result_Color, _cal_curWeight); } _result_IsVisible |= _cal_resultParam._result_IsVisible; _nMeshColorCalculated++; _result_CalculatedColor = true; //<<"계산된 MeshColor" Result가 있음을 알린다. _iCalculatedParam++; } if (_nMeshColorCalculated == 0) { _result_IsVisible = true; } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif } else { _result_IsVisible = true; } //AnyBoneTransform if (_isAnyBoneTransform) { //#if UNITY_EDITOR // Profiler.BeginSample("Calcuate Result Stack - 5. Bone Transform"); //#endif _cal_prevWeight = 0.0f; _cal_curWeight = 0.0f; _cal_resultParam = null; OptBoneAndModParamPair boneModPair = null; apOptBone targetBone = null; List <OptModifierAndResultParamListPair> modParamPairs = null; for (int iBonePair = 0; iBonePair < _resultParams_BoneTransform.Count; iBonePair++) { boneModPair = _resultParams_BoneTransform[iBonePair]; targetBone = boneModPair._keyBone; modParamPairs = boneModPair._modParamPairs; if (targetBone == null || modParamPairs.Count == 0) { continue; } _iCalculatedParam = 0; _result_BoneTransform.SetIdentity(); for (int iModParamPair = 0; iModParamPair < modParamPairs.Count; iModParamPair++) { OptModifierAndResultParamListPair modParamPair = modParamPairs[iModParamPair]; for (int iParam = 0; iParam < modParamPair._resultParams.Count; iParam++) { _cal_resultParam = modParamPair._resultParams[iParam]; _cal_curWeight = _cal_resultParam.ModifierWeight; if (!_cal_resultParam.IsModifierAvailable || _cal_curWeight <= 0.001f) { continue; } //if(_cal_resultParam._result_Matrix._scale.magnitude < 0.3f) //{ // Debug.LogError("[" + targetBone.name + "] 너무 작은 Cal Matrix : " + _cal_resultParam._linkedModifier._name); //} // Blend 방식에 맞게 Matrix를 만들자 하자 if (_cal_resultParam.ModifierBlendMethod == apModifierBase.BLEND_METHOD.Interpolation || _iCalculatedParam == 0) { BlendMatrix_ITP(_result_BoneTransform, _cal_resultParam._result_Matrix, _cal_curWeight); _cal_prevWeight += _cal_curWeight; } else { BlendMatrix_Add(_result_BoneTransform, _cal_resultParam._result_Matrix, _cal_curWeight); } _iCalculatedParam++; } } //참조된 본에 직접 값을 넣어주자 targetBone.UpdateModifiedValue(_result_BoneTransform._pos, _result_BoneTransform._angleDeg, _result_BoneTransform._scale); } //#if UNITY_EDITOR // Profiler.EndSample(); //#endif } }