コード例 #1
0
        // Functions
        //--------------------------------------------
        public void ReadyToCalculate()
        {
            _matrix.MakeMatrix();

            //_matrix_TF_Cal_Parent = apMatrix3x3.identity;
            //_matrix_TF_Cal_Local = _matrix.MtrxToSpace;

            //if(_calculateTmpMatrix == null)
            //{
            //	_calculateTmpMatrix = new apMatrix();
            //}
            //_calculateTmpMatrix.SetIdentity();
            //_calculateTmpMatrix.SetMatrix(_matrix);

            //if(_calculateTmpMatrix_Local == null)
            //{
            //	_calculateTmpMatrix_Local = new apMatrix();
            //}
            //_calculateTmpMatrix_Local.SetIdentity();
            //_calculateTmpMatrix_Local.SetMatrix(_matrix);

            //변경
            //[Parent World x To Parent x Local TF] 조합으로 변경

            if (_matrix_TF_ParentWorld == null)
            {
                _matrix_TF_ParentWorld = new apMatrix();
            }
            if (_matrix_TF_ToParent == null)
            {
                _matrix_TF_ToParent = new apMatrix();
            }
            if (_matrix_TF_LocalModified == null)
            {
                _matrix_TF_LocalModified = new apMatrix();
            }
            if (_matrix_TFResult_World == null)
            {
                _matrix_TFResult_World = new apMatrix();
            }
            if (_matrix_TFResult_WorldWithoutMod == null)
            {
                _matrix_TFResult_WorldWithoutMod = new apMatrix();
            }

            _matrix_TF_ParentWorld.SetIdentity();
            _matrix_TF_ToParent.SetIdentity();
            _matrix_TF_LocalModified.SetIdentity();

            //ToParent는 Pivot이므로 고정
            _matrix_TF_ToParent.SetMatrix(_matrix);

            _matrix_TFResult_World.SetIdentity();
            _matrix_TFResult_WorldWithoutMod.SetIdentity();
        }
コード例 #2
0
        public void TransformChanged_Position__MeshGroup_Setting(Vector2 pos, int depth)
        {
            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_MoveTransform, Editor, Editor.Select.MeshGroup, targetObj, false, true);

            bool bSort = false;

            if (curRenderUnit.GetDepth() != depth)
            {
                //curRenderUnit.SetDepth(depth);
                Editor.Select.MeshGroup.ChangeRenderUnitDetph(curRenderUnit, depth);

                bSort = true;
            }
            curMatrixParam.SetPos(pos);
            curMatrixParam.MakeMatrix();
            if (bSort)
            {
                Editor.Select.MeshGroup.SortRenderUnits(true);
            }
            Editor.SetRepaint();
        }
コード例 #3
0
        public void Move__MeshGroup_Setting(Vector2 curMouseGL, Vector2 curMousePosW, Vector2 deltaMoveW, int btnIndex, bool isFirstMove)
        {
            if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return;
            }

            if (deltaMoveW.sqrMagnitude == 0.0f)
            {
                return;
            }

            apMatrix targetMatrix      = null;
            object   targetObj         = null;
            apMatrix worldMatrix       = null;
            apMatrix parentWorldMatrix = null;

            //Modifier가 적용이 안된 상태이므로
            //World Matrix = ParentWorld x ToParent(Default) 가 성립한다.
            if (Editor.Select.SubMeshInGroup != null)
            {
                targetMatrix      = Editor.Select.SubMeshInGroup._matrix;           //=ToParent
                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;           //=ToParent
                targetObj         = Editor.Select.SubMeshGroupInGroup;
                worldMatrix       = new apMatrix(Editor.Select.SubMeshGroupInGroup._matrix_TFResult_World);
                parentWorldMatrix = Editor.Select.SubMeshGroupInGroup._matrix_TF_ParentWorld;
            }
            else
            {
                return;
            }

            worldMatrix._pos += deltaMoveW;
            worldMatrix.MakeMatrix();
            worldMatrix.RInverse(parentWorldMatrix);            //ParentWorld-1 x World = ToParent


            Vector2 newLocalPos = worldMatrix._pos;


            //Undo
            apEditorUtil.SetRecord(apUndoGroupData.ACTION.MeshGroup_Gizmo_MoveTransform, Editor.Select.MeshGroup, targetObj, false, Editor);

            //targetMatrix.SetPos(targetMatrix._pos.x + deltaMoveW.x, targetMatrix._pos.y + deltaMoveW.y);
            targetMatrix.SetPos(newLocalPos.x, newLocalPos.y);
            targetMatrix.MakeMatrix();

            //Editor.RefreshControllerAndHierarchy();
        }
コード例 #4
0
        public void Scale__MeshGroup_Setting(Vector2 deltaScaleW)
        {
            if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return;
            }

            if (deltaScaleW.sqrMagnitude == 0.0f)
            {
                return;
            }

            apMatrix targetMatrix      = null;
            object   targetObj         = null;
            apMatrix worldMatrix       = null;
            apMatrix parentWorldMatrix = null;

            //Modifier가 적용이 안된 상태이므로
            //World Matrix = ParentWorld x ToParent(Default) 가 성립한다.

            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;
            }
            worldMatrix._scale += deltaScaleW;
            worldMatrix.MakeMatrix();
            worldMatrix.RInverse(parentWorldMatrix);            //ParentWorld-1 x World = ToParent


            //Undo
            apEditorUtil.SetRecord(apUndoGroupData.ACTION.MeshGroup_Gizmo_ScaleTransform, Editor.Select.MeshGroup, targetObj, false, Editor);

            //Vector2 scale2 = new Vector2(targetMatrix._scale.x, targetMatrix._scale.y);
            //targetMatrix.SetScale(deltaScaleW + scale2);
            targetMatrix.SetScale(worldMatrix._scale);
            targetMatrix.MakeMatrix();
        }
コード例 #5
0
        //일단 파싱만 하고 계층 설정은 나중에
        public bool DecodeData(string strSrc)
        {
            try
            {
                int nameLength = int.Parse(strSrc.Substring(0, 3));
                _name = strSrc.Substring(3, nameLength);

                strSrc = strSrc.Substring(3 + nameLength);

                string[] strParse = strSrc.Split(new string[] { "/" }, StringSplitOptions.None);

                _unitID   = int.Parse(strParse[0]);
                _type     = (TYPE)int.Parse(strParse[1]);
                _uniqueID = int.Parse(strParse[2]);

                _defaultMatrix._pos.x    = float.Parse(strParse[3]);
                _defaultMatrix._pos.y    = float.Parse(strParse[4]);
                _defaultMatrix._angleDeg = float.Parse(strParse[5]);
                _defaultMatrix._scale.x  = float.Parse(strParse[6]);
                _defaultMatrix._scale.y  = float.Parse(strParse[7]);

                _defaultMatrix.MakeMatrix();

                _defaultColor.r = float.Parse(strParse[8]);
                _defaultColor.g = float.Parse(strParse[9]);
                _defaultColor.b = float.Parse(strParse[10]);
                _defaultColor.a = float.Parse(strParse[11]);

                _isVisible = (int.Parse(strParse[12]) == 1 ? true : false);

                _parentUnitID = int.Parse(strParse[13]);
                int nChild = int.Parse(strParse[14]);
                _childUnitIDs.Clear();

                for (int i = 0; i < nChild; i++)
                {
                    _childUnitIDs.Add(int.Parse(strParse[15 + i]));
                }
            }
            catch (Exception ex)
            {
                Debug.LogError("DecodeData Exception : " + ex);
                return(false);
            }

            return(true);
        }
コード例 #6
0
        public bool DecodeData(string strSrc)
        {
            try
            {
                int nameLength = int.Parse(strSrc.Substring(0, 3));
                _name = strSrc.Substring(3, nameLength);

                strSrc = strSrc.Substring(3 + nameLength);

                string[] strParse = strSrc.Split(new string[] { "/" }, StringSplitOptions.None);

                _unitID   = int.Parse(strParse[0]);
                _uniqueID = int.Parse(strParse[1]);

                _defaultMatrix.SetIdentity();
                _localMatrix.SetIdentity();
                _worldMatrix.SetIdentity();

                _defaultMatrix._pos.x    = float.Parse(strParse[2]);
                _defaultMatrix._pos.y    = float.Parse(strParse[3]);
                _defaultMatrix._angleDeg = float.Parse(strParse[4]);
                _defaultMatrix._scale.x  = float.Parse(strParse[5]);
                _defaultMatrix._scale.y  = float.Parse(strParse[6]);
                _defaultMatrix.MakeMatrix();

                _localMatrix._pos.x    = float.Parse(strParse[7]);
                _localMatrix._pos.y    = float.Parse(strParse[8]);
                _localMatrix._angleDeg = float.Parse(strParse[9]);
                _localMatrix._scale.x  = float.Parse(strParse[10]);
                _localMatrix._scale.y  = float.Parse(strParse[11]);
                _localMatrix.MakeMatrix();

                _worldMatrix._pos.x    = float.Parse(strParse[12]);
                _worldMatrix._pos.y    = float.Parse(strParse[13]);
                _worldMatrix._angleDeg = float.Parse(strParse[14]);
                _worldMatrix._scale.x  = float.Parse(strParse[15]);
                _worldMatrix._scale.y  = float.Parse(strParse[16]);
                _worldMatrix.MakeMatrix();
            }
            catch (Exception ex)
            {
                Debug.LogError("DecodeData Exception : " + ex);
                return(false);
            }
            return(true);
        }
コード例 #7
0
        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();
        }
コード例 #8
0
 // 데이터 리셋
 //------------------------------------------------------------------
 /// <summary>
 /// 저장되는 ModifiedValue의 데이터들을 처리 준비하게 해준다.
 /// 값 초기화는 Reset에서 한다. 주의주의
 /// </summary>
 public void RefreshModifiedValues(apPortrait portrait)
 {
     if ((int)(_modValueType & MOD_VALUE_TYPE.VertexPosList) != 0)
     {
         RefreshVertices();
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.TransformMatrix) != 0)
     {
         _transformMatrix.MakeMatrix();
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.Color) != 0)
     {
         //_meshColor = new Color(0.5f, 0.5f, 0.5f, 1.0f);//2X 칼라 초기화
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.BoneVertexWeightList) != 0)
     {
         //Debug.LogError("TODO : ModMesh BoneVertexWeightList 타입 정의 필요");
         //Debug.Log("ModMesh Link RenderUnit >> Bone Vertex Weight List");
         RefreshVertexRigs(portrait);
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.VertexWeightList_Physics) != 0)
     {
         //물리 타입의 Weight
         RefreshVertexWeights(portrait, true, false);
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.VertexWeightList_Volume) != 0)
     {
         //물리 값을 사용하지 않는 Weight
         RefreshVertexWeights(portrait, false, true);
     }
     else if ((int)(_modValueType & MOD_VALUE_TYPE.FFD) != 0)
     {
         Debug.LogError("TODO : ModMesh FFD 타입 정의 필요");
     }
     else
     {
         Debug.LogError("TODO : 알 수 없는 ModMesh Value Type : " + _modValueType);
     }
 }
コード例 #9
0
        /// <summary>
        /// BlendMatrix_ITP의 역연산 중 TargetLayer에서 최종 결과값을 만드는 과정.
        /// [ X = (inverseUpperLayer - (lowerLayer * (1 - weight))) / (weight) ]
        /// weight가 0이면 Null 리턴
        /// </summary>
        /// <param name="curMatrix"></param>
        /// <param name="subtractedLayer"></param>
        /// <param name="weight"></param>
        public apMatrix InverseBlendMatrixTarget_ITP(apMatrix invUpperLayerResult, apMatrix lowerLayerResult, apMatrix targetLayer, float weight)
        {
            if (weight <= 0.0f)
            {
                return(null);
            }

            // ( InvUpperLayer - (lowerLayer * (1-weight)) ) / weight
            apMatrix result = new apMatrix();

            result._pos.x = (invUpperLayerResult._pos.x - lowerLayerResult._pos.x * (1.0f - weight)) / weight;
            result._pos.y = (invUpperLayerResult._pos.y - lowerLayerResult._pos.y * (1.0f - weight)) / weight;

            result._angleDeg = (invUpperLayerResult._angleDeg - lowerLayerResult._angleDeg * (1.0f - weight)) / weight;

            result._scale.x = (invUpperLayerResult._scale.x - lowerLayerResult._scale.x * (1.0f - weight)) / weight;
            result._scale.y = (invUpperLayerResult._scale.y - lowerLayerResult._scale.y * (1.0f - weight)) / weight;
            //result._scale.z = (invUpperLayerResult._scale.z - lowerLayerResult._scale.z * (1.0f - weight)) / weight;

            result.MakeMatrix();

            return(result);
        }
コード例 #10
0
        /// <summary>
        /// BlendMatrix_ITP의 역연산. [ (curMatrix - (subtractedLayer * weight)) / (1-weight) ]
        /// weight가 1이면 Identity로 만든다.
        /// </summary>
        /// <param name="curMatrix"></param>
        /// <param name="subtractedLayer"></param>
        /// <param name="weight"></param>
        public void InverseBlendMatrix_ITP(apMatrix curMatrix, apMatrix subtractedLayer, float weight)
        {
            if (weight >= 1.0f)
            {
                curMatrix.SetIdentity();
                return;
            }
            if (weight <= 0.0f)
            {
                //처리하지 않는다.
                return;
            }

            curMatrix._pos.x = (curMatrix._pos.x - subtractedLayer._pos.x * weight) / (1.0f - weight);
            curMatrix._pos.y = (curMatrix._pos.y - subtractedLayer._pos.y * weight) / (1.0f - weight);

            curMatrix._angleDeg = (curMatrix._angleDeg - subtractedLayer._angleDeg * weight) / (1.0f - weight);

            curMatrix._scale.x = (curMatrix._scale.x - subtractedLayer._scale.x * weight) / (1.0f - weight);
            curMatrix._scale.y = (curMatrix._scale.y - subtractedLayer._scale.y * weight) / (1.0f - weight);
            //curMatrix._scale.z = (curMatrix._scale.z - subtractedLayer._scale.z * weight) / (1.0f - weight);

            curMatrix.MakeMatrix();
        }
コード例 #11
0
        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);
        }
コード例 #12
0
        // Functions
        //---------------------------------------------------
        public void ReadyToCalculate()
        {
            if (_isAnyVertLocal || _isAnyVertWorld || _isAnyRigging)
            {
                if (_result_VertLocal == null || _result_VertLocal.Length != _parentRenderUnit._renderVerts.Count)
                {
                    //RenderUnit의 RenderVertex 개수 만큼 결과를 만들자
                    //_result_VertLocal = new List<Vector2>();
                    //_result_VertWorld = new List<Vector2>();

                    _result_VertLocal     = new Vector2[_parentRenderUnit._renderVerts.Count];
                    _result_VertWorld     = new Vector2[_parentRenderUnit._renderVerts.Count];
                    _result_Rigging       = new Vector2[_parentRenderUnit._renderVerts.Count];
                    _result_RiggingWeight = 0.0f;


                    //_result_VertLocal.Initialize();
                    //_result_VertWorld.Initialize();
                    for (int i = 0; i < _parentRenderUnit._renderVerts.Count; i++)
                    {
                        _result_VertLocal[i] = Vector2.zero;
                        _result_VertWorld[i] = Vector2.zero;
                        _result_Rigging[i]   = Vector2.zero;
                    }
                }
                else
                {
                    //_result_VertLocal.Initialize();
                    //_result_VertWorld.Initialize();
                    //for (int i = 0; i < _result_VertLocal.Count; i++)
                    //{
                    //	_result_VertLocal[i] = Vector2.zero;
                    //	_result_VertWorld[i] = Vector2.zero;
                    //}

                    for (int i = 0; i < _result_VertLocal.Length; i++)
                    {
                        _result_VertLocal[i] = Vector2.zero;
                        _result_VertWorld[i] = Vector2.zero;
                        _result_Rigging[i]   = Vector2.zero;
                    }
                    _result_RiggingWeight = 0.0f;
                }
            }

            _result_BoneTransform.SetIdentity();
            _result_MeshTransform.SetIdentity();
            _result_MeshTransform.MakeMatrix();
            _result_Color           = _color_Default;
            _result_IsVisible       = true;
            _result_CalculatedColor = false;

            //>>> CalculateLog 초기화
            CalculateLog_0_Rigging.ReadyToRecord();
            CalculateLog_1_StaticMesh.ReadyToRecord();
            CalculateLog_2_VertLocal.ReadyToRecord();
            CalculateLog_3_MeshTransform.ReadyToRecord();
            CalculateLog_4_VertWorld.ReadyToRecord();

            CalculateLog_0_Rigging.LinkLog_CalResultStackLayer(CalculateLog_0_Rigging, CalculateLog_1_StaticMesh, CalculateLog_2_VertLocal, CalculateLog_3_MeshTransform, CalculateLog_4_VertWorld);
            CalculateLog_1_StaticMesh.LinkLog_CalResultStackLayer(CalculateLog_0_Rigging, CalculateLog_1_StaticMesh, CalculateLog_2_VertLocal, CalculateLog_3_MeshTransform, CalculateLog_4_VertWorld);
            CalculateLog_2_VertLocal.LinkLog_CalResultStackLayer(CalculateLog_0_Rigging, CalculateLog_1_StaticMesh, CalculateLog_2_VertLocal, CalculateLog_3_MeshTransform, CalculateLog_4_VertWorld);
            CalculateLog_3_MeshTransform.LinkLog_CalResultStackLayer(CalculateLog_0_Rigging, CalculateLog_1_StaticMesh, CalculateLog_2_VertLocal, CalculateLog_3_MeshTransform, CalculateLog_4_VertWorld);
            CalculateLog_4_VertWorld.LinkLog_CalResultStackLayer(CalculateLog_0_Rigging, CalculateLog_1_StaticMesh, CalculateLog_2_VertLocal, CalculateLog_3_MeshTransform, CalculateLog_4_VertWorld);
        }
コード例 #13
0
        /// <summary>
        /// 4) World Matrix를 만든다.
        /// 이 함수는 Parent의 MeshGroupTransform이 연산된 후 -> Vertex가 연산되기 전에 호출되어야 한다.
        /// </summary>
        public void MakeWorldMatrix(bool isRecursive)
        {
            _localMatrix.SetIdentity();
            _localMatrix._pos      = _deltaPos;
            _localMatrix._angleDeg = _deltaAngle;
            _localMatrix._scale.x  = _deltaScale.x;
            _localMatrix._scale.y  = _deltaScale.y;

            _localMatrix.MakeMatrix();

            //World Matrix = ParentMatrix x LocalMatrix
            //Root인 경우에는 MeshGroup의 Matrix를 이용하자

            //_invWorldMatrix_NonModified.SetIdentity();

            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정


                if (_parentOptTransform != null)
                {
                    //Debug.Log("SetParentOptTransform Matrix : [" + _parentOptTransform.transform.name + "] : " + _parentOptTransform._matrix_TFResult_World.Scale2);
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    _worldMatrix.RMultiply(_parentOptTransform._matrix_TFResult_World);                    //RenderUnit의 WorldMatrixWrap의 Opt 버전

                    _worldMatrix_NonModified.RMultiply(_parentOptTransform._matrix_TFResult_WorldWithoutMod);
                }
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);
            }

            //World Matrix는 MeshGroup과 동일한 Space의 값을 가진다.
            //그러나 실제로 Bone World Matrix는
            //Root - MeshGroup...(Rec) - Bone Group - Bone.. (Rec <- 여기)
            //의 레벨을 가진다.
            //Root 밑으로는 모두 World에 대해서 동일한 Space를 가지므로
            //Root를 찾아서 Scale을 제어하자...?
            //일단 Parent에서 빼두자
            //_transformLocalMatrix.SetMatrix(_worldMatrix);


#if UNITY_EDITOR
            _shapePoint_End = new Vector2(0.0f, _shapeLength);


            _shapePoint_Mid1 = new Vector2(-_shapeWidth * 0.5f, _shapeLength * 0.2f);
            _shapePoint_Mid2 = new Vector2(_shapeWidth * 0.5f, _shapeLength * 0.2f);

            float taperRatio = Mathf.Clamp01((float)(100 - _shapeTaper) / 100.0f);

            _shapePoint_End1 = new Vector2(-_shapeWidth * 0.5f * taperRatio, _shapeLength);
            _shapePoint_End2 = new Vector2(_shapeWidth * 0.5f * taperRatio, _shapeLength);

            _shapePoint_End  = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End);
            _shapePoint_Mid1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid1);
            _shapePoint_Mid2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid2);
            _shapePoint_End1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End1);
            _shapePoint_End2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End2);
#endif

            if (_socketTransform != null)
            {
                //소켓을 업데이트 하자
                _socketTransform.localPosition = new Vector3(_worldMatrix._pos.x, _worldMatrix._pos.y, 0);
                _socketTransform.localRotation = Quaternion.Euler(0.0f, 0.0f, _worldMatrix._angleDeg);
                _socketTransform.localScale    = _worldMatrix._scale;
            }
            //if (string.Equals(name, "Bone 2 Debug"))
            //{
            //	//디버그를 해보자
            //	Debug.Log("------- Bone Matrix [" + name + "] ------- (Runtime)");
            //	Debug.Log("Default Matrix [" + _defaultMatrix.ToString() + "]");
            //	Debug.Log("Local Matrix [" + _localMatrix.ToString() + "]");
            //	if (_parentBone != null)
            //	{
            //		Debug.Log("Parent(" + _parentBone.name + ")");
            //		Debug.Log(">> World Matrix [" + _parentBone._worldMatrix.ToString() + "]");
            //		Debug.Log(">> World Matrix No Mod [" + _parentBone._worldMatrix_NonModified.ToString() + "]");
            //	}
            //	Debug.Log("World Matrix [" + _worldMatrix.ToString() + "]");
            //	Debug.Log("World Matrix No Mod [" + _worldMatrix_NonModified.ToString() + "]");
            //	Debug.Log("-----------------------------------------");
            //}

            //Child도 호출해준다.
            if (isRecursive && _childBones != null)
            {
                for (int i = 0; i < _childBones.Length; i++)
                {
                    _childBones[i].MakeWorldMatrix(true);
                }
            }
        }
        public void ReadyToCalculate()
        {
            //TODO : 여기서부터 작성

            if (_targetOptMesh == null)
            {
                if (_isAnyVertLocal)
                {
                    Debug.LogError("AnyPortrait : Error No Mesh");
                }
                return;
            }

            int nRenderVerts = _targetOptMesh.RenderVertices.Length;

            //수정 3.22
            //따로 리셋하자.
            if (_isAnyVertLocal)
            {
                if (_result_VertLocal == null || _result_VertLocal.Length != nRenderVerts)
                {
                    _result_VertLocal = new Vector2[nRenderVerts];
                }

                for (int i = 0; i < nRenderVerts; i++)
                {
                    _result_VertLocal[i] = Vector2.zero;
                }
            }


            if (_isAnyVertWorld)
            {
                if (_result_VertWorld == null || _result_VertWorld.Length != nRenderVerts)
                {
                    _result_VertWorld = new Vector2[nRenderVerts];
                }

                for (int i = 0; i < nRenderVerts; i++)
                {
                    _result_VertWorld[i] = Vector2.zero;
                }
            }

            if (_isAnyRigging)
            {
                if (_result_RiggingMatrices == null || _result_RiggingMatrices.Length != nRenderVerts)
                {
                    _result_RiggingMatrices = new apMatrix3x3[nRenderVerts];
                }

                for (int i = 0; i < nRenderVerts; i++)
                {
                    _result_RiggingMatrices[i].SetIdentity();
                }

                _result_RiggingWeight = 0.0f;
            }



            #region [미사용 코드 : 모디파이어에 따라 다 분리시켰다]
            //if (_isAnyVertLocal || _isAnyVertWorld || _isAnyRigging)
            //{

            //	if (_result_VertLocal == null || _result_VertLocal.Length != _targetOptMesh.RenderVertices.Length)
            //	{
            //		//RenderUnit의 RenderVertex 개수 만큼 결과를 만들자
            //		_result_VertLocal = new Vector2[_targetOptMesh.RenderVertices.Length];
            //		_result_VertWorld = new Vector2[_targetOptMesh.RenderVertices.Length];
            //		//_result_Rigging = new Vector2[_targetOptMesh.RenderVertices.Length];
            //		_result_RiggingMatrices = new apMatrix3x3[_targetOptMesh.RenderVertices.Length];
            //		_result_RiggingWeight = 0.0f;


            //		for (int i = 0; i < nRenderVerts; i++)
            //		{
            //			_result_VertLocal[i] = Vector2.zero;
            //			_result_VertWorld[i] = Vector2.zero;
            //			//_result_Rigging[i] = Vector2.zero;
            //			_result_RiggingMatrices[i].SetIdentity();
            //		}
            //	}
            //	else
            //	{
            //		_result_RiggingWeight = 0.0f;

            //		for (int i = 0; i < _result_VertLocal.Length; i++)
            //		{
            //			_result_VertLocal[i] = Vector2.zero;
            //			_result_VertWorld[i] = Vector2.zero;
            //			//_result_Rigging[i] = Vector2.zero;
            //			_result_RiggingMatrices[i].SetIdentity();
            //		}
            //	}
            //}

            //_result_BoneTransform.SetIdentity();
            //_result_MeshTransform.SetIdentity();
            //_result_MeshTransform.MakeMatrix();
            ////_result_Color = _color_Default;
            //_result_Color = _parentOptTransform._meshColor2X_Default;
            //if (!_parentOptTransform._isVisible_Default)
            //{
            //	_result_Color.a = 0.0f;
            //}
            #endregion

            _result_MeshTransform.SetIdentity();
            _result_MeshTransform.MakeMatrix();
            _result_Color = _parentOptTransform._meshColor2X_Default;
            if (!_parentOptTransform._isVisible_Default)
            {
                _result_Color.a = 0.0f;
            }
            _result_BoneTransform.SetIdentity();

            _result_IsVisible       = true;
            _result_CalculatedColor = false;
        }
コード例 #15
0
ファイル: apBone.cs プロジェクト: luputona/Unity2D_porfolio
        ///// <summary>
        ///// 초기화/3) Parent Matrix를 넣는다. 바뀐게 없다면 더 호출하지 않아도 된다.
        ///// (에디터에서 메뉴에서 선택시, 처음 초기화시 호출해야함)
        ///// </summary>
        ///// <param name="parentMatrix"></param>
        //public void SetParentMatrix(apMatrix parentMatrix)
        //{
        //	_parentMatrix = parentMatrix;
        //}

        /// <summary>
        /// 4) World Matrix를 만든다.
        /// 이 함수는 Parent의 MeshGroupTransform이 연산된 후 -> Vertex가 연산되기 전에 호출되어야 한다.
        /// </summary>
        public void MakeWorldMatrix(bool isRecursive)
        {
            _localMatrix.SetIdentity();
            _localMatrix._pos      = _deltaPos;
            _localMatrix._angleDeg = _deltaAngle;
            _localMatrix._scale.x  = _deltaScale.x;
            _localMatrix._scale.y  = _deltaScale.y;

            _localMatrix.MakeMatrix();

            //World Matrix = ParentMatrix x LocalMatrix
            //Root인 경우에는 MeshGroup의 Matrix를 이용하자

            //_invWorldMatrix_NonModified.SetIdentity();

            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);
                if (_isRigTestPosing)
                {
                    _worldMatrix.Add(_rigTestMatrix);                    //Rig Test 추가
                }
                _worldMatrix.Add(_localMatrix);

                if (_renderUnit != null)
                {
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    //_worldMatrix.RMultiply(_renderUnit._meshGroup._rootMeshGroupTransform._matrix);
                    _worldMatrix.RMultiply(_renderUnit.WorldMatrixWrap);
                    _worldMatrix_NonModified.RMultiply(_renderUnit.WorldMatrixWrapWithoutModified);

                    ////Inverse도 만들어주자
                    ////Inverse의 시작점부터
                    //if (_renderUnit._meshTransform != null)//TODO : 이거 고칠것 (MeshGroup Transform 포함하게)
                    //{
                    //	_invWorldMatrix.SetMatrix(_renderUnit._meshTransform._invMatrix_TFResult_World);

                    //	_invWorldMatrix_NonModified.SetMatrix(_renderUnit._meshTransform._invMatrix_TFResult_WorldWithoutMod);

                    //	//_invWorldMatrix_NonModified.SetIdentity();
                    //	//_invWorldMatrix_NonModified.RInverse(_renderUnit._meshTransform._invMatrix_TFResult_WorldWithoutMod);
                    //}
                }
                //else
                //{
                //	_invWorldMatrix.SetIdentity();
                //	_invWorldMatrix_NonModified.SetIdentity();
                //}
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);

                if (_isRigTestPosing)
                {
                    _worldMatrix.Add(_rigTestMatrix);                    //Rig Test 추가
                }
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix);

                //주의, Parent의 NonModifiedMatrix를 적용할 것
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);

                //Inverse를 적용하자
                //_invWorldMatrix.SetMatrix(_parentBone._invWorldMatrix);
                //_invWorldMatrix_NonModified.SetMatrix(_parentBone._invWorldMatrix_NonModified);

                //_invWorldMatrix_NonModified.SetIdentity();
                //_invWorldMatrix_NonModified.RInverse(_parentBone._invWorldMatrix_NonModified);
            }

            ////Inverse 이어서 작업
            //_invWorldMatrix.RInverse(_localMatrix);
            //if(_isRigTestPosing)
            //{
            //	_invWorldMatrix.Subtract(_rigTestMatrix);
            //}

            //_invWorldMatrix.Subtract(_defaultMatrix);
            //_invWorldMatrix_NonModified.RInverse(_defaultMatrix);
            ////_invWorldMatrix_NonModified.Subtract(_defaultMatrix);

            //if (string.Equals(_name, "Bone 2 Debug"))
            //{
            //	//디버그를 해보자
            //	Debug.Log("------- Bone Matrix [" + _name + "] ------- (Editor)");
            //	Debug.Log("Default Matrix [" + _defaultMatrix.ToString() + "]");
            //	Debug.Log("Local Matrix [" + _localMatrix.ToString() + "]");
            //	if (_parentBone != null)
            //	{
            //		Debug.Log("Parent(" + _parentBone._name + ")");
            //		Debug.Log(">> World Matrix [" + _parentBone._worldMatrix.ToString() + "]");
            //		Debug.Log(">> World Matrix No Mod [" + _parentBone._worldMatrix_NonModified.ToString() + "]");
            //	}
            //	Debug.Log("World Matrix [" + _worldMatrix.ToString() + "]");
            //	Debug.Log("World Matrix No Mod [" + _worldMatrix_NonModified.ToString() + "]");
            //	Debug.Log("-----------------------------------------");
            //}

            //Child도 호출해준다.
            if (isRecursive)
            {
                for (int i = 0; i < _childBones.Count; i++)
                {
                    _childBones[i].MakeWorldMatrix(true);
                }
            }
        }
コード例 #16
0
        public void Rotate__MeshGroup_Setting(float deltaAngleW, bool isFirstRotate)
        {
            if (Editor.Select.MeshGroup == null || !Editor.Select.IsMeshGroupSettingChangePivot)
            {
                return;
            }

            if (deltaAngleW == 0.0f && !isFirstRotate)
            {
                return;
            }

            apMatrix targetMatrix      = null;
            object   targetObj         = null;
            apMatrix worldMatrix       = null;
            apMatrix parentWorldMatrix = null;

            bool isRootMeshGroup = false;


            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;

                isRootMeshGroup = Editor.Select.MeshGroup._childMeshTransforms.Contains(Editor.Select.SubMeshInGroup);
            }
            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;

                isRootMeshGroup = false;
            }
            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
            if (isFirstRotate)
            {
                apEditorUtil.SetRecord_MeshGroup(apUndoGroupData.ACTION.MeshGroup_Gizmo_RotateTransform, Editor, Editor.Select.MeshGroup, targetObj, false, !isRootMeshGroup);
            }

            //targetMatrix.SetRotate(deltaAngleW + targetMatrix._angleDeg);
            targetMatrix.SetRotate(worldMatrix._angleDeg);
            targetMatrix.MakeMatrix();
        }
コード例 #17
0
        // 4) World Matrix를 만든다.
        // 이 함수는 Parent의 MeshGroupTransform이 연산된 후 -> Vertex가 연산되기 전에 호출되어야 한다.
        public void MakeWorldMatrix(bool isRecursive)
        {
            _localMatrix.SetIdentity();
            _localMatrix._pos      = _deltaPos;
            _localMatrix._angleDeg = _deltaAngle;
            _localMatrix._scale.x  = _deltaScale.x;
            _localMatrix._scale.y  = _deltaScale.y;

            _localMatrix.MakeMatrix();

            //World Matrix = ParentMatrix x LocalMatrix
            //Root인 경우에는 MeshGroup의 Matrix를 이용하자

            //_invWorldMatrix_NonModified.SetIdentity();

            if (_parentBone == null)
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정


                if (_parentOptTransform != null)
                {
                    //Debug.Log("SetParentOptTransform Matrix : [" + _parentOptTransform.transform.name + "] : " + _parentOptTransform._matrix_TFResult_World.Scale2);
                    //Non Modified도 동일하게 적용
                    //렌더유닛의 WorldMatrix를 넣어주자
                    _worldMatrix.RMultiply(_parentOptTransform._matrix_TFResult_World);                    //RenderUnit의 WorldMatrixWrap의 Opt 버전

                    _worldMatrix_NonModified.RMultiply(_parentOptTransform._matrix_TFResult_WorldWithoutMod);
                }
            }
            else
            {
                _worldMatrix.SetMatrix(_defaultMatrix);
                _worldMatrix.Add(_localMatrix);
                _worldMatrix.RMultiply(_parentBone._worldMatrix);

                _worldMatrix_NonModified.SetMatrix(_defaultMatrix);                //Local Matrix 없이 Default만 지정
                _worldMatrix_NonModified.RMultiply(_parentBone._worldMatrix_NonModified);
            }


            //처리된 TRS
            _updatedWorldPos_NoRequest.x = _worldMatrix._pos.x;
            _updatedWorldPos_NoRequest.y = _worldMatrix._pos.y;

            _updatedWorldAngle_NoRequest = _worldMatrix._angleDeg;

            _updatedWorldScale_NoRequest.x = _worldMatrix._scale.x;
            _updatedWorldScale_NoRequest.y = _worldMatrix._scale.y;

            _updatedWorldPos   = _updatedWorldPos_NoRequest;
            _updatedWorldAngle = _updatedWorldAngle_NoRequest;
            _updatedWorldScale = _updatedWorldScale_NoRequest;


            if (_isIKCalculated)
            {
                _IKRequestAngleResult -= 90.0f;
                while (_IKRequestAngleResult > 180.0f)
                {
                    _IKRequestAngleResult -= 360.0f;
                }
                while (_IKRequestAngleResult < -180.0f)
                {
                    _IKRequestAngleResult += 360.0f;
                }

                //_updatedWorldAngle += _IKRequestAngleResult * _IKRequestWeight;
                _updatedWorldAngle = _updatedWorldAngle * (1.0f - _IKRequestWeight) + (_IKRequestAngleResult * _IKRequestWeight);
                //Debug.Log("Add IK [" + _name + "] : " + _IKRequestAngleResult);

                _IKRequestAngleResult = 0.0f;
                _IKRequestWeight      = 0.0f;
            }



            //스크립트로 외부에서 제어한 경우
            if (_isExternalUpdate_Position)
            {
                _updatedWorldPos.x = (_exUpdate_Pos.x * _externalUpdateWeight) + (_updatedWorldPos.x * (1.0f - _externalUpdateWeight));
                _updatedWorldPos.y = (_exUpdate_Pos.y * _externalUpdateWeight) + (_updatedWorldPos.y * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Rotation)
            {
                _updatedWorldAngle = (_exUpdate_Angle * _externalUpdateWeight) + (_updatedWorldAngle * (1.0f - _externalUpdateWeight));
            }

            if (_isExternalUpdate_Scaling)
            {
                _updatedWorldScale.x = (_exUpdate_Scale.x * _externalUpdateWeight) + (_updatedWorldScale.x * (1.0f - _externalUpdateWeight));
                _updatedWorldScale.y = (_exUpdate_Scale.y * _externalUpdateWeight) + (_updatedWorldScale.y * (1.0f - _externalUpdateWeight));
            }

            if (_isIKCalculated || _isExternalUpdate_Position || _isExternalUpdate_Rotation || _isExternalUpdate_Scaling)
            {
                //WorldMatrix를 갱신해주자
                _worldMatrix.SetTRS(_updatedWorldPos.x, _updatedWorldPos.y,
                                    _updatedWorldAngle,
                                    _updatedWorldScale.x, _updatedWorldScale.y);

                _isIKCalculated            = false;
                _isExternalUpdate_Position = false;
                _isExternalUpdate_Rotation = false;
                _isExternalUpdate_Scaling  = false;
            }



            //World Matrix는 MeshGroup과 동일한 Space의 값을 가진다.
            //그러나 실제로 Bone World Matrix는
            //Root - MeshGroup...(Rec) - Bone Group - Bone.. (Rec <- 여기)
            //의 레벨을 가진다.
            //Root 밑으로는 모두 World에 대해서 동일한 Space를 가지므로
            //Root를 찾아서 Scale을 제어하자...?
            //일단 Parent에서 빼두자
            //_transformLocalMatrix.SetMatrix(_worldMatrix);


#if UNITY_EDITOR
            _shapePoint_End = new Vector2(0.0f, _shapeLength);


            _shapePoint_Mid1 = new Vector2(-_shapeWidth * 0.5f, _shapeLength * 0.2f);
            _shapePoint_Mid2 = new Vector2(_shapeWidth * 0.5f, _shapeLength * 0.2f);

            float taperRatio = Mathf.Clamp01((float)(100 - _shapeTaper) / 100.0f);

            _shapePoint_End1 = new Vector2(-_shapeWidth * 0.5f * taperRatio, _shapeLength);
            _shapePoint_End2 = new Vector2(_shapeWidth * 0.5f * taperRatio, _shapeLength);

            _shapePoint_End  = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End);
            _shapePoint_Mid1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid1);
            _shapePoint_Mid2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_Mid2);
            _shapePoint_End1 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End1);
            _shapePoint_End2 = _worldMatrix.MtrxToSpace.MultiplyPoint(_shapePoint_End2);
#endif


            //Rigging을 위해서 Matrix 통합 식을 만들자
            //실제 식
            // world * default_inv * VertPos W
            _vertWorld2BoneModWorldMatrix  = _worldMatrix.MtrxToSpace;
            _vertWorld2BoneModWorldMatrix *= _worldMatrix_NonModified.MtrxToLowerSpace;



            if (_socketTransform != null)
            {
                //소켓을 업데이트 하자
                _socketTransform.localPosition = new Vector3(_worldMatrix._pos.x, _worldMatrix._pos.y, 0);
                _socketTransform.localRotation = Quaternion.Euler(0.0f, 0.0f, _worldMatrix._angleDeg);
                _socketTransform.localScale    = new Vector3(_worldMatrix._scale.x, _worldMatrix._scale.y, 1.0f);
            }

            //Child도 호출해준다.
            if (isRecursive && _childBones != null)
            {
                for (int i = 0; i < _childBones.Length; i++)
                {
                    _childBones[i].MakeWorldMatrix(true);
                }
            }
        }