public void Rotate__MeshGroup_Setting(float deltaAngleW) { if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot) { return; } if (deltaAngleW == 0.0f) { return; } apMatrix targetMatrix = null; object targetObj = null; apMatrix worldMatrix = null; apMatrix parentWorldMatrix = null; if (Editor.Select.SubMeshInGroup != null) { targetMatrix = Editor.Select.SubMeshInGroup._matrix; targetObj = Editor.Select.SubMeshInGroup; worldMatrix = new apMatrix(Editor.Select.SubMeshInGroup._matrix_TFResult_World); parentWorldMatrix = Editor.Select.SubMeshInGroup._matrix_TF_ParentWorld; } else if (Editor.Select.SubMeshGroupInGroup != null) { targetMatrix = Editor.Select.SubMeshGroupInGroup._matrix; targetObj = Editor.Select.SubMeshGroupInGroup; worldMatrix = new apMatrix(Editor.Select.SubMeshGroupInGroup._matrix_TFResult_World); parentWorldMatrix = Editor.Select.SubMeshGroupInGroup._matrix_TF_ParentWorld; } else { return; } float nextAngle = worldMatrix._angleDeg + deltaAngleW; while (nextAngle < -180.0f) { nextAngle += 360.0f; } while (nextAngle > 180.0f) { nextAngle -= 360.0f; } worldMatrix._angleDeg = nextAngle; worldMatrix.MakeMatrix(); worldMatrix.RInverse(parentWorldMatrix); //ParentWorld-1 x World = ToParent //Undo apEditorUtil.SetRecord(apUndoGroupData.ACTION.MeshGroup_Gizmo_RotateTransform, Editor.Select.MeshGroup, targetObj, false, Editor); //targetMatrix.SetRotate(deltaAngleW + targetMatrix._angleDeg); targetMatrix.SetRotate(worldMatrix._angleDeg); targetMatrix.MakeMatrix(); }
public void TransformChanged_Rotate__MeshGroup_Setting(float angle) { if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot) { return; } if (Editor.Select.SubMeshInGroup == null && Editor.Select.SubMeshGroupInGroup == null) { return; } apRenderUnit curRenderUnit = null; apMatrix curMatrixParam = null; object targetObj = null; if (Editor.Select.SubMeshInGroup != null) { curRenderUnit = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshInGroup); curMatrixParam = Editor.Select.SubMeshInGroup._matrix; targetObj = Editor.Select.SubMeshInGroup; } else if (Editor.Select.SubMeshGroupInGroup != null) { curRenderUnit = Editor.Select.MeshGroup.GetRenderUnit(Editor.Select.SubMeshGroupInGroup); curMatrixParam = Editor.Select.SubMeshGroupInGroup._matrix; targetObj = Editor.Select.SubMeshGroupInGroup; } if (curRenderUnit == null) { return; } //Undo apEditorUtil.SetRecord_MeshGroup(apUndoGroupData.ACTION.MeshGroup_Gizmo_RotateTransform, Editor, Editor.Select.MeshGroup, targetObj, false, true); curMatrixParam.SetRotate(angle); curMatrixParam.MakeMatrix(); Editor.SetRepaint(); }
public apMatrix GetSubInverseLayeredMatrix(apCalculatedLog targetLog, apCalculatedLog parentLog, apMatrix parentMatrix) { apMatrix invUpperLayerMatrix = new apMatrix(parentMatrix); apMatrix lowerLayerMatrix = new apMatrix(); //타겟보다 낮은 레이어는 따로 합을 구한다. LOG_TYPE layerLogType = targetLog._logType; int nLayers = 0; int iLayer = -1; if (layerLogType == LOG_TYPE.Layer_CalParamResult) { nLayers = parentLog._childCalParamResultLogs.Count; iLayer = parentLog._childCalParamResultLogs.IndexOf(targetLog); } else if (layerLogType == LOG_TYPE.Layer_ParamSetGroup) { nLayers = parentLog._childLayerLogs.Count; iLayer = parentLog._childLayerLogs.IndexOf(targetLog); } else { Debug.LogError("Layer가 없는 LogType [" + layerLogType + "] 이다"); return(null); } if (iLayer < 0) { Debug.LogError("존재하지 않는 Log [" + layerLogType + "]"); return(null); } lowerLayerMatrix.SetIdentity(); //Debug.LogWarning(">> Lower To Layer [0 > " + iLayer + "]"); //낮은 레이어에서는 값을 더하자 if (iLayer > 0) { for (int i = 0; i < iLayer; i++) { apCalculatedLog calLog = null; apMatrix calMatrix = null; switch (layerLogType) { case LOG_TYPE.Layer_CalParamResult: calLog = parentLog._childCalParamResultLogs[i]; calMatrix = calLog._calResultParam._result_Matrix; break; case LOG_TYPE.Layer_ParamSetGroup: calLog = parentLog._childLayerLogs[i]; calMatrix = calLog._paramSetGroup._tmpMatrix; break; } float weight = calLog._weight; if (!calLog._isWeight) { weight = 1.0f; } //string prevMatrix = lowerLayerMatrix.ToString(); if (i == 0) { lowerLayerMatrix.SetPos(calMatrix._pos * weight); lowerLayerMatrix.SetRotate(calMatrix._angleDeg * weight); lowerLayerMatrix.SetScale(calMatrix._scale * weight + Vector2.one * (1.0f - weight)); lowerLayerMatrix.MakeMatrix(); } else { switch (calLog._layerBlendType) { case BLEND_METHOD.Interpolation: BlendMatrix_ITP(lowerLayerMatrix, calMatrix, weight); //Debug.Log("[" + i + "] ITP/" + weight + " : " + prevMatrix + " >> " + calMatrix + " => " + lowerLayerMatrix); break; case BLEND_METHOD.Additive: BlendMatrix_Add(lowerLayerMatrix, calMatrix, weight); //Debug.Log("[" + i + "] ADD/" + weight + " : " + prevMatrix + " >> " + calMatrix + " => " + lowerLayerMatrix); break; } } } } //Debug.LogWarning(">> Upper To Layer [" + (nLayers - 1) + " > " + iLayer + "]"); //위 레이어에서는 값을 빼자 if (iLayer < nLayers - 1) { for (int i = (nLayers - 1); i >= iLayer + 1; i--) { apCalculatedLog calLog = null; apMatrix calMatrix = null; switch (layerLogType) { case LOG_TYPE.Layer_CalParamResult: calLog = parentLog._childCalParamResultLogs[i]; calMatrix = calLog._calResultParam._result_Matrix; break; case LOG_TYPE.Layer_ParamSetGroup: calLog = parentLog._childLayerLogs[i]; calMatrix = calLog._paramSetGroup._tmpMatrix; break; } float weight = calLog._weight; if (!calLog._isWeight) { weight = 1.0f; } switch (calLog._layerBlendType) { case BLEND_METHOD.Interpolation: InverseBlendMatrix_ITP(invUpperLayerMatrix, calMatrix, weight); break; case BLEND_METHOD.Additive: InverseBlendMatrix_Add(invUpperLayerMatrix, calMatrix, weight); break; } } } apMatrix result = null; float weight_calParam = targetLog._weight; if (!targetLog._isWeight) { weight_calParam = 1.0f; } apMatrix calTargetMatrix = null; switch (layerLogType) { case LOG_TYPE.Layer_CalParamResult: calTargetMatrix = targetLog._calResultParam._result_Matrix; break; case LOG_TYPE.Layer_ParamSetGroup: calTargetMatrix = targetLog._paramSetGroup._tmpMatrix; break; } switch (targetLog._layerBlendType) { case BLEND_METHOD.Additive: result = InverseBlendMatrixTarget_Add(invUpperLayerMatrix, lowerLayerMatrix, calTargetMatrix, weight_calParam); break; case BLEND_METHOD.Interpolation: result = InverseBlendMatrixTarget_ITP(invUpperLayerMatrix, lowerLayerMatrix, calTargetMatrix, weight_calParam); break; } if (result == null) { return(null); } return(result); }
public InverseResult World2ModLocalPos_TransformRotationScaling(float deltaRotateAngle, Vector2 deltaScale) { if (_modMesh == null) { Debug.LogError("World2ModLocalPos_Transform 실패 : ModMesh에서 호출하지 않았다."); return(null); } if (_modMesh._transform_Mesh == null) { Debug.LogError("World2ModLocalPos_Transform 실패 : ModMesh의 MeshTransform이 Null이다."); return(null); } //현재 위치를 받자 //이제 위로 하나씩 계산하면서 어떤 CalculateLog가 기록되었는지 확인하자 //StatckLResultLayer까지 올라가면 된다. (거기는 값이 고정이므로) apCalculatedLog modified = this; apCalculatedLog layer_ParamSetGroup = modified._parentLayerLog; apCalculatedLog layer_CalParamResult = layer_ParamSetGroup._parentLayerLog; apCalculatedLog stackLayer_MeshTransform = layer_CalParamResult._parentCalResultStackLayer; apCalculatedLog transform_Modified = stackLayer_MeshTransform._parentTF_Modified; //현재 posW 를 저장하자 Vector2 posW_prev = _modMesh._transform_Mesh._matrix_TFResult_World._pos; //일단 회전값/스케일을 추가하자 apMatrix RSModMatrix = new apMatrix(_modMesh._transform_Mesh._matrix_TF_LocalModified); RSModMatrix.SetRotate(RSModMatrix._angleDeg + deltaRotateAngle); RSModMatrix.SetScale(RSModMatrix._scale + deltaScale); apMatrix RSWorldMatrix = new apMatrix(_modMesh._transform_Mesh._matrix_TF_ToParent); RSWorldMatrix.RMultiply(RSModMatrix); RSWorldMatrix.RMultiply(_modMesh._transform_Mesh._matrix_TF_ParentWorld); //이 WorldMatrix의 계산 후 Position을 확인하자 Vector2 posW_rs = RSWorldMatrix._pos; //posW_rotated가 아닌 posW_prev로 돌려야 한다. 고치자. Vector2 deltaPosW = posW_prev - posW_rs; _inverseResult.Request(posW_rs, deltaPosW); //이제 역으로 내려오자 // ParentWorld <- Modified <- ToParent = World // [Modified <- ToParent] = [ParentWorld-1 <- World] // Modified = [ParentWorld-1 <- World <- ToParent-1] apMatrix worldMatrix_next = new apMatrix(RSWorldMatrix); worldMatrix_next.SetPos(worldMatrix_next._pos + deltaPosW); apMatrix modMatrix_next = transform_Modified._meshTransform._matrix_TF_ToParent.RInverseMatrix; modMatrix_next.RMultiply(worldMatrix_next); modMatrix_next.RInverse(transform_Modified._meshTransform._matrix_TF_ParentWorld); //위 수식은 "StackLayer-MeshTF" 레벨에서 계산된 것이다. //StackLayer -> CalParam -> ParamSetGroup으로 이동하자. apMatrix modMatrix_paramSet = GetInverseInterpolatedMatrix(layer_ParamSetGroup, layer_CalParamResult, stackLayer_MeshTransform, modMatrix_next); if (modMatrix_paramSet == null) { Debug.LogError("StackLayer -> CalParam -> ParamSetGroup 전환에 실패했다."); return(null); } //_inverseResult.SetResult(transform_Modified._meshTransform._matrix_TF_LocalModified._pos, // modMatrix_next._pos); _inverseResult.SetResult(transform_Modified._meshTransform._matrix_TF_LocalModified._pos, modMatrix_paramSet._pos); return(_inverseResult); }